how to play monk...
get those fat stacks
the end...

how to play monk...
get those fat stacks
the end...
So with EU servers arriving very soon, will the reduction in latency change Monk rotations in any way? Like how EU Dragoons will hopefully be able to double weave buffs without trouble after servers are up.
Maybe you want to double weave buffs in the opener to get everything off faster or something, but I have no idea, cause it comes down to what skills you are able to fit into those durations... But otherwise it shouldn't really change anything, I think.
As Craiger pointed out Monk isn't very latency dependent, and is actually quite forgiving on the latency front unless you have extremely high latency to the degree that you couldn't play much of anything. Outside of that the only thing that will really impact you is getting rubber banding or dropping packets a lot causing your abilities to not actually go through (animation will start, but not complete). Generally speaking Monks aren't double weaving buffs or oGCDs often at all so nothing big should really change for the most part.
Monk can be a little harsh at times, with a not so great connection myself, i occasionaly find myself unable to follow up my rotation due to the form change not registering in time when i spike, and chasing a moving target is a nightmare trying to hit them at all, and forget trying to flank them.As Craiger pointed out Monk isn't very latency dependent, and is actually quite forgiving on the latency front unless you have extremely high latency to the degree that you couldn't play much of anything. Outside of that the only thing that will really impact you is getting rubber banding or dropping packets a lot causing your abilities to not actually go through (animation will start, but not complete). Generally speaking Monks aren't double weaving buffs or oGCDs often at all so nothing big should really change for the most part.
I'de have to say casters would be the best when it comes to latency.
That would fall into what I was saying with the rubber banding and packet dropping. Certainly some people might experience this often because their ISP isn't very good, but on a stable connection even with somewhat high latency as long as it is stable you generally won't have any major issues.Monk can be a little harsh at times, with a not so great connection myself, i occasionaly find myself unable to follow up my rotation due to the form change not registering in time when i spike, and chasing a moving target is a nightmare trying to hit them at all, and forget trying to flank them.
I'de have to say casters would be the best when it comes to latency.
Of course maybe my connection generally doesn't get that bad, but I do know that when I'm getting higher than normal latency issues alone I don't have any real problems. Spikes, rubber banding, and dropped packets are a different story though. If I start getting what you describe where I have issues completing combos we usually just call it for the night if we are raiding since potentially losing stacks all night isn't to get us anywhere.
Last edited by Ricdeau; 10-08-2015 at 12:21 AM.
We can improve upon that strat much more as well. But the general "what to does" are in there.Well watching this https://www.youtube.com/watch?v=bYGxjyzC0Bs from GageRage if this is the standard way to do it, thats why im not hitting them numbers, we do it completely different, and in fact we wait on certain cooldowns (dont ask) so with half the AoE opportunities and the fact we wait for mp etc, i do lose GL during this time at least twice. So that probably explains the 1600 and not pushing higher :P

well i improve again. same set up my friend run the P word for 3min and 30sec i got 1359. mess up during TOD which did not line up with my EF. but ill keep on practicing.
ilvl 195 ilvl 200 weapon 665 crit 530 det and 581 SS

As a Paladin main who's casually playing Monk as their preferred DPS class for giggles, I'm curious about Fracture.
It's probably been asked a million times, but I'm more interested in the specifics of Fracture as a skill. From the OP and hearsay from more skilled monks than I, it seems that it's barely a DPS gain, sometimes a DPS loss, and that's ignoring the fact that it costs so much TP. Now, I can understand limiting its use in situations where TP is a concern as it's the only skill bar Touch of Death that doesnt advance your forms/GL stacks, and ToD is 50 potency higher.
However.. at 220 potency total (though only 100 of which gets benefit from +Blunt up) isnt it -always- a DPS increase to keep this up provided you have 3 GL stacks, assuming an infinite TP situation? I hear monks saying it's a dps loss to use even outside of the TP cost, and am curious why.
Is it something to do with losing a smooth lineup of GCDs to not clip Demolish/ToD, or is there something I'm not seeing?
Its a DPS increase only if in the process of keeping Fracture up you do not :
1. Drop another Buff (ToD or Demo) in the process of trying to put Fracture up, -- i.e. instead of doing Fracture > Demo, you would do Demo > Fracture. Treat your moves as a greedy algorithm and always do the strongest skill first, atleast when it comes to DoTs. (This is negligilble at most and isn't the reason for Fracture's complexity in a Monk's rotation).
2. Lose Dragon Kick or Twin Snakes buff in the process of putting up Fracture. -- This requires a lot of planning ahead as ToD's timer makes it need a refresh at pseudorandom points in a Monk's rotation.The best way to ensure that you do not do this is by making sure that you apply fracture right after the first twin snakes you do after you have just put Touch of Death up. Realize though that you can not keep Fracture up 100% of the time this way IIRC and you risk either Clipping Demo or Dropping ToD if you use Fracture this way.
i.e. : Dragon Kick > Twin Snakes > ... Touch of Death ... > Dragon Kick > Twin Snakes > Fracture > ... > Dragon Kick > Twin Snakes.
Realize that you can only do Touch of Death or Fracture inbetween Dragon Kick's or you will lose Dragon Kick & Twin Snakes. By alternating like this on every Dragon Kick though you are either going to clip Demolish early or let it fall off for ~3-4 Seconds
Fracture should only really be used to ensure you do not clip Demolish due to the new Demolish timer, other than that I do not think the complexity of managing a perfect rotation while trying to keep Optimal Fracture up time is worth it, atleast not in a fight where you need to push dps to the limit. There should be an explanation on how to use Fracture effectively in the OP (Original Post).
Last edited by Ossom; 10-10-2015 at 05:40 AM.
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