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  1. #1741
    Player
    HoLoFoNo's Avatar
    Join Date
    Nov 2015
    Posts
    189
    Character
    White Glint
    World
    Omega
    Main Class
    Monk Lv 70
    I've been wondering. For high skill speed builds that use the (Coeurl) demo > PB > snap > snap > dk > ts > snap > ToD...... Opener could substitute that last snap for a true? I know it isn't a massive difference (only 10 potency and risk dropping GL3) but would that be worth it at all?
    (0)

  2. #1742
    Player
    Krindor's Avatar
    Join Date
    Jun 2014
    Posts
    435
    Character
    U'tyada Tia
    World
    Odin
    Main Class
    Marauder Lv 67
    Quote Originally Posted by HoLoFoNo View Post
    I've been wondering. For high skill speed builds that use the (Coeurl) demo > PB > snap > snap > dk > ts > snap > ToD...... Opener could substitute that last snap for a true? I know it isn't a massive difference (only 10 potency and risk dropping GL3) but would that be worth it at all?
    It's possible but at 900 SkS you can have a max delay of around 0.34. So I wouldn't find it useful other than when hitting a dummy/boss with no movement during opener.
    (0)
    Last edited by Krindor; 07-04-2016 at 05:54 AM.

  3. #1743
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 100
    Are there any resources around for a monk-in-training (40s-ish)? Everything I always see relates to end game stuff. I imagine it's not super important to be min/maxing or anything until you get to those big runs, but I at least like to feel like I'm using my tools properly for now and not being a total slob.

    I've gotten the impression that it's imperative to keep GL up as much as possible. One question I have is, for DoTs, should I be trying to apply/weave in early, to get them ticking, or am I better served by getting three stacks of GL as quickly as possible and applying DoT after (I'm kinda assuming with this that the DoTs will be ticking more damage if I'm applying them under GL)? Also presume Twin Snakes should be kept up as much as possible as well.

    Other subject was AoE. Is monk just pretty weak on AoE til more end game-ish? All I've got so far is Arm of the Destroyer and Rock Breaker. Is there ever a situation where these take priority over other skills for their particular form? Also kinda relates to previous point of whether to use these as much as I can on big pulls, or work some DoTs around everything.

    I'm a pretty sloppy monk, probably won't be a main for me. Making mistakes on position a lot, though I'm at least recognizing it (often a case of just being in the right position for the skill I should be using, but hitting the wrong button). Just kinda hoping to confirm that I'm thinking of things in the right way to not seem like a total waste of a DPS. >_>
    (0)

  4. #1744
    Player
    SunnyHirose's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Hasrat View Post
    Are there any resources around for a monk-in-training (40s-ish)? Everything I always see relates to end game stuff. I imagine it's not super important to be min/maxing or anything until you get to those big runs, but I at least like to feel like I'm using my tools properly for now and not being a total slob.
    I feel most jobs kinda just plain stink before the 40s. I didn't really like my main until I hit 50!

    As for monk, you have the right idea; most problems are solved with more punching. But it's difficult to consider it a complete package before you have Perfect Balance; suddenly having GL3 is the rule and not the exception, and the job gets more self-consistent.

    Quote Originally Posted by Hasrat View Post
    One question I have is, for DoTs, should I be trying to apply/weave in early, to get them ticking, or am I better served by getting three stacks of GL as quickly as possible and applying DoT after (I'm kinda assuming with this that the DoTs will be ticking more damage if I'm applying them under GL)? Also presume Twin Snakes should be kept up as much as possible as well.
    Demolish is so powerful that you are almost always served better by putting it on everything you can, unless it's a clear AoE situation, especially when building GL the slow way. ToD is worth it only under GL3 (because the bonus from GL is better than the few ticks, basically), Fracture may be debatable due to its shorter payoff and the short lifespan of trash mobs but that's talking pretty advanced MNK and difficult-to-judge hypotheticals anyway.

    Quote Originally Posted by Hasrat View Post
    Other subject was AoE. Is monk just pretty weak on AoE til more end game-ish? All I've got so far is Arm of the Destroyer and Rock Breaker. Is there ever a situation where these take priority over other skills for their particular form? Also kinda relates to previous point of whether to use these as much as I can on big pulls, or work some DoTs around everything.
    MNK AoE is pretty weak until you get Elixir Field (level 56 job quest), then it's really good (not the best, but really good). You should still use Rockbreaker if you have spare TP, but it's merely okay until you have your Heavensward skills; I actually leveled NIN on my MNK main alt for dungeoneering back in ARR, it was that frustrating... though it's a little ironic now!

    Quote Originally Posted by Hasrat View Post
    I'm a pretty sloppy monk, probably won't be a main for me. Making mistakes on position a lot, though I'm at least recognizing it (often a case of just being in the right position for the skill I should be using, but hitting the wrong button). Just kinda hoping to confirm that I'm thinking of things in the right way to not seem like a total waste of a DPS. >_>
    It can really seem that way at the beginning, but if you stick with it, the MNK rotation doesn't necessarily require much thinking. MNK is known for doing things that look (as one person put it) "irrational and dangerous" just to keep stacks, but the thought process behind this becomes fairly simple if you are truly in the groove.

    Again, keep punching things. You may not match the best raiders, but uptime counts for so much, and with it, you'll do far better DPS than most people you see in Duty Finder.
    (0)
    Last edited by SunnyHirose; 07-06-2016 at 04:25 PM.
    ٩( ʘᆺʘ )۶ Qiqirns never skip egg day!

  5. #1745
    Player
    Ritas's Avatar
    Join Date
    Jul 2015
    Posts
    3
    Character
    Ritas Zahard
    World
    Shiva
    Main Class
    White Mage Lv 60
    Looking for advice to improve my play. I've an Ilvl of 226 with an 210 weapon (haven't gotten around to do any primals, returning player).
    As it stands, I can't consistently beat the A7S dummy (within 0-1 %, most of the time) and I feel like I should be doing more deeps.
    As an opener I use (Coeurl) -> Demo -> PB -> Snap (x2) -> b4b -> DK -> IR -> TS -> Howling -> Snap -> Elixir -> ToD -> Steel -> Boot -> ST -> True -> Demo. Need to use Purification, else I run out of TP. I use every CD the moment they're availabe and I strafe to get all auto attacks, just to get that out of the way. Using Fracture to avoid clipping Demo also makes virtually no difference.
    Any advice for me?
    (0)

  6. #1746
    Player
    Krindor's Avatar
    Join Date
    Jun 2014
    Posts
    435
    Character
    U'tyada Tia
    World
    Odin
    Main Class
    Marauder Lv 67
    Quote Originally Posted by Ritas View Post
    snip
    Get a better weapon, that's about it. Your damage is at a good level with a 210 weapon.
    (1)

  7. #1747
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 100
    Cool. Sounds like I've about got the right idea for things. My biggest flubs so far is just mixing up Snap Punch and Demolish positioning. Not that I actually forget, but I get in position for the skill I ought to be using, and my fingers decide to use the other. But, after a few extra dungeon runs, I can definitely feel myself getting into a sort of groove. I still feel a little lackluster with a lot of pulls, though, while I'm burning down a single target, feeling like I should be contributing more, but not really sure what more I can do. Needing to keep GL up kinda holds me back from getting all the DoTs ticking like I was doing on Bard at this stage. But it is pretty satisfying to take down big chunks of health once I'm doing things proper.

    I've also been kinda enjoying keeping an eye out for good Mantra moments. Think I might still need to dial in the range, but it feels good to help out a little bit if I'm worried about the healer getting a little overwhelmed.
    (0)

  8. #1748
    Player
    _ray_'s Avatar
    Join Date
    Jun 2016
    Posts
    12
    Character
    Nivox A'lnlok
    World
    Odin
    Main Class
    Dark Knight Lv 60
    Couple of questions relating to my ilvl 233 Monk with 235 weapon.

    Do I need to stay in rear position till demolish animation is finished or I can move to flank while its still active ? Same with dragon kick.

    Is it OK to clip demolish/twinsnake/dragonkick effects or wait for them to fall off and re-apply ?

    Finally, is my current dps of 1926 on AS8 dummy acceptable for my ilvl ?


    Thanks.
    (0)

  9. #1749
    Player
    SunnyHirose's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    The moment a positional weaponskill is activated (i.e. when the GCD starts counting down; if you are queueing like you should, this may be up to 300ms later) is when the positional is determined. You can move out of position as soon as the GCD is spinning. Note that most cases of a target appearing to turn is strictly aesthetic; with few exceptions--though Brawler seems to be a significant exception--mobs more or less turn instantly on the server side, only facing the other way for the duration of their special back-row-attacking animation. This is pretty hard to prove; I'm just saying this as someone who used to be required to get positionals on Melusine, whose rotation lined up with mine not at all.

    Dragon Kick and Twin Snakes should be clipped. Demolish should be clipped slightly under normal circumstances. Please note that Demolish's animation is long and the DoT is only applied at the end of it, so clipping at "4" seconds is not as drastic as it may appear.
    (1)
    ٩( ʘᆺʘ )۶ Qiqirns never skip egg day!

  10. #1750
    Player
    MiracleBob's Avatar
    Join Date
    Oct 2014
    Posts
    225
    Character
    Chilli Marilli
    World
    Shiva
    Main Class
    Conjurer Lv 100
    Sorry for my bad englisch first. I am ilvl 236 now and my static cleared a5s couple of weeks ago. But i can online do about 1300 dps, which seems really low. I am doing positionals right, almost no dot-clipping, i am using Tornado-Kick during boost. I have noch idea how to do more dps..
    (0)

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