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  1. #851
    Player
    Craiger's Avatar
    Join Date
    Oct 2013
    Posts
    747
    Character
    Atiqa Craiger
    World
    Phoenix
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by ForbiddenMonk View Post
    I got a question about DPS in general, still new to the dps jobs as i main pld in 2.0. Starting the encounter with as much damage as possible is crucial for high dps? In other words, the most important factor for high dps is the opening rotation? *removing gear level, food&pots* My dps is decent enough to clear both a1s and a2s without meeting enrage. Struggling to crack that 1k parse in a1s however
    DPS is measured by simply taking your total damage dealt, divided with how many seconds the fight have lasted... So doing high damage at the start of the encounter, doesn't give you more DPS than if you have higher damage in the middle of the fight or something.

    You do get the most out of your DPS, if you do the opener right though, and use a pot, because you will have all your CDs up, and can fit the maximum amount of damage you can get into those B4B, IR and pot durations.

    It's a tiny part of what gives you high DPS in a whole fight though. Getting high burst damage at the start of the fight is the easiest part by far, and that's why you will see a lot of players that are equal in DPS at the start of the fight (in a relative way with their different level of burst), but then at the end of the fight, you could see a big difference in DPS between the good players and the less good ones.

    You can start a fight without using Perfect Balance, and still come out with good DPS if you know what you're doing.
    (2)

  2. #852
    Player
    Ricdeau's Avatar
    Join Date
    Aug 2013
    Posts
    484
    Character
    Ricdeau Cyton
    World
    Gilgamesh
    Main Class
    Monk Lv 60
    To add on what Craiger has mentioned the reason people open with PB is to get a jump start on the ramp up time. PB isn't really a huge DPS boost when used mid-combat for pure DPS reasons so it has become an opener and recovery utility. As he mentioned it's not mandatory, but you do shave off a few GCD to get back to your full power. Monk DPS is largely about being consistent and not letting yourself get hung up too much on anything. While we have strict buff timers we do not have strict combo requirements. Some general things to keep in mind are to get on the boss as soon as possible, and stay on the boss as long as you can to which allow you get off as many GCDs as is possible in that time frame. Use TK as much as possible if you know you will lose stacks at a mechanic break, use PB as often as possible when you need to recover stacks. I find people frequently forget to utilize some things as often as they can.

    In terms of A1S DPS the longer your fight lasts the lower your DPS is going to end up. So people cranking out high numbers are usually finishing the fight before the last jump. If your raid DPS isn't able to accomplish this then your personal DPS will drop as a result. In a fight that's got full or close to full uptime then a monk should have pretty static DPS, but in something like A1S where there's frequent major breaks causing GL loss then time is your enemy because each time this happens after your initial push on the fight it's going to hurt your overall DPS. This is where maximizing PB, TK, and chakra usage is key.

    What are you achieving currently in A1S, and are you finishing the fight before the final jump or after? There's some factors here that need to be considered when you compare your personal DPS to some of the really high numbers you will come across.
    (1)
    Last edited by Ricdeau; 09-03-2015 at 04:33 AM.

  3. #853
    Player
    ForbiddenMonk's Avatar
    Join Date
    Aug 2015
    Posts
    85
    Character
    Red Hot
    World
    Gilgamesh
    Main Class
    Monk Lv 90
    Highest parse for the encounter was around 950-960 at ilvl196. My static sees 3 jumps, but both opps are below 5% after 3rd jump and before lb3. Party comp has a dragoon. Use pb on opener, and after 1st and 3rd jump. Im parsing around 1050 to 1.1k range before 3rd jump. I just believe that at my gear level i should easily see 1k for an 8min a1s encounter. It must be my opener that needs working on. Cause I can technically do 3 openers, beg of fight, and after 1st and 3rd jump.
    (0)
    Last edited by ForbiddenMonk; 09-03-2015 at 03:58 AM.

  4. #854
    Player
    Phireblast's Avatar
    Join Date
    Jun 2014
    Posts
    358
    Character
    Mike Fisticuffison
    World
    Famfrit
    Main Class
    Monk Lv 80
    I pretty much get around the 950 range as well. I think it's because I use a LB1 at the end to even up the Oppressor's HP.
    (0)

  5. #855
    Player
    Scum's Avatar
    Join Date
    Aug 2015
    Posts
    14
    Character
    Scumbag Ase
    World
    Balmung
    Main Class
    Culinarian Lv 80
    Quote Originally Posted by ForbiddenMonk View Post
    snip because there's a 1000 character limit.
    Im the same ilvl, so im very confident you can crack 1k.

    i Assume you know the basics of mnk so i'll share the little things i do to squeeze out extra dmg.

    1. Always get your Tornado Kick, elixer field and shoulder tackle off before the jump. EF and ST both have 30 sec cds and the jump is a 30 sec transition so do not hold them. Once you see the royal fount, after all the aoes are all cleared from the arena, you should pop tk, st and ef if available.

    2. While youre dodging the resins during jump, make sure you charge your chakras and get into the right stance.

    3. if your oppressor needs to be dragged to the other side of the arena start dpsing the oppressor thats nearest and shoulder tackle over to yours when its in place. You want to cut down on downtime as much as possible.

    If youre already doing these things then post a video if you can.
    (0)

  6. #856
    Player
    Zamii's Avatar
    Join Date
    Mar 2014
    Posts
    435
    Character
    Zami Terrechant
    World
    Tonberry
    Main Class
    Monk Lv 60
    Quote Originally Posted by Scum View Post
    ...

    1. Always get your Tornado Kick, elixer field and shoulder tackle off before the jump. EF and ST both have 30 sec cds and the jump is a 30 sec transition so do not hold them. Once you see the royal fount, after all the aoes are all cleared from the arena, you should pop tk, st and ef if available.

    ...
    this one isnt entirely true, its better to save both elixir field and howling fist for when the add spawns, then hit both of them with the boss, doubling their effectiveness, it also deals damage to your add that isnt affected by positional, therefore allowing you to use later positional skill on the boss.
    (0)

  7. #857
    Player
    Thrustie's Avatar
    Join Date
    Jan 2014
    Posts
    131
    Character
    Beck Eldrin
    World
    Adamantoise
    Main Class
    Pugilist Lv 60
    EF will be back up by the time the jump is done. Even then, if you get even one more EF from using it the second it's off CD, it wasn't worth saving anyways. Although I'll agree on Howling since the CD is considerably longer.
    (0)

  8. #858
    Player
    Scum's Avatar
    Join Date
    Aug 2015
    Posts
    14
    Character
    Scumbag Ase
    World
    Balmung
    Main Class
    Culinarian Lv 80
    as thrustie said, EF will will be back up for add and i never mentioned using Howling fist before jump.
    (0)

  9. #859
    Player
    monchkinz's Avatar
    Join Date
    Feb 2015
    Posts
    123
    Character
    Enma Hellbringer
    World
    Sephirot
    Main Class
    Alchemist Lv 70
    Guys just letting you know, i'm currently been driving during a2s so i dont think i can have a dps tips and tricks for this floor. If anyone wants to contribute anything please post here and let me know if your happy to put it in the guide
    (0)
    Last edited by monchkinz; 09-04-2015 at 03:23 PM.

  10. #860
    Player
    Spartan117's Avatar
    Join Date
    Aug 2013
    Posts
    83
    Character
    Chione Winterfury
    World
    Tonberry
    Main Class
    Monk Lv 60
    For A1S, I find there isnt a need to fully be on the add the moment it spawns. EF/HF or even a Steel Peak tab targeted can easily snag the add's aggro.

    Unless your designated laser line/missile targeter is right next to the add you spawn, stay on Oppressor to lure the Resin pool so that it doesnt overlap with where you need the add to die. If the laser line is next to your add, burst it down (with i200 wpns and the current eso gear you should already be getting, it shouldn't be an issue).

    Basically remain dpsing all the time. The only reason you fall below 1k DPS in A1S at the current moment is because you have too much down time during adds subphase or you died because u derped or the healer derped.


    BTW, not sure if this was mentioned before. Did anyone explore using Tornado Kick in the opening rotation right when BFB and Pot buff drops off? There was a previous discussion that using TK when goinginto Coeurl Stance when Demo was recently refreshed in the previous cycle is actually a potency increase.

    FML 1028 char
    (0)

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