
It's not a fear of change, it's a fear of dumbing down. I don't want DRG level brain-dead rotations, I want, at the very least, what we currently have or something similar with more depth.I don't understand how anyone who has played MNK since before 3.0 doesn't want a change to the rotation...
I think MNK is in a great spot right now too, but we didn't get any changes to rotation in 3.0, and I certainly want a change of pace in 4.0, and not just the same rotation that I can perform almost literally in my sleep now.
I don't want them dumbing it down either, but they said they wanted jobs to be more like in 2.X, and to be honest, MNK didn't get harder to play in 3.0, I would even say MNK got easier in a sense, so I'm not worrying too much about it.
Also, how is DRG's rotation brain-dead and MNK's not? MNK's rotation is the easiest in the game, and it's the most static there is also, you don't have to think about anything except timing for downtime.

MNKs rotation is by all means not static, unless you're attacking only a strike-dummy. You shouldn't be use the basic side combo > finisher > rear combo > finisher. While this may pump out decent dps, you're by no means utilizing all the the class offers. The DRGs on the other hand, is static. the only "difficulties" with the class are the shear number of skills you use throughout a fight (29-ish or something like that). That class definitely needs to be reworked a tad bit to fit all of the buttons imo. Otherwise, you're sticking to your basic rotation with only new OGCDs and one final 4th move per combo. In fact, it's because of the combos and how they work on DRG that make it so simplistic.
Not sure what rotation you're doing but monk is just as static as DRG. Variation in the monk rotation comes from leaving the boss and the same is said for DRG.MNKs rotation is by all means not static, unless you're attacking only a strike-dummy. You shouldn't be use the basic side combo > finisher > rear combo > finisher. While this may pump out decent dps, you're by no means utilizing all the the class offers. The DRGs on the other hand, is static.

Depending on skill speed, with MNK, you may be able to fit in another BS > TrS. Also, you must be used to and ready to use BS > TwS, and alternatively DK > TrS, depending on how the fights go about as opposed to DRG whose rotation on the boss remains essentially the same. Not to mention the use of Fracture depending on DOT ticks.


That's not accurate though, a monk's rotation can change over the course of a fight due to disengaging from the boss. Should you disengage for as long as it takes for Dragon Kick to fall off and cycle forward with form shift to compensate so you don't lose your stacks, your rotation goes from Dragon Kick>Twin Snakes>Third string>Bootshine>True Strike>Third String to Bootshine>Twin Snakes>Third String>Dragon Kick> True Strike>Third String. A dragoon will always go Heavy Thrust>Chaos Thrust Combo>Fourth String>Phlebotemize>Full Thrust Combo>Fourth String and repeat it.

Even then, depending on the skill speed, you may even be able to fit 2 BS into 1 DK, which becomes more prominent if you get Arrow from an AST.That's not accurate though, a monk's rotation can change over the course of a fight due to disengaging from the boss. Should you disengage for as long as it takes for Dragon Kick to fall off and cycle forward with form shift to compensate so you don't lose your stacks, your rotation goes from Dragon Kick>Twin Snakes>Third string>Bootshine>True Strike>Third String to Bootshine>Twin Snakes>Third String>Dragon Kick> True Strike>Third String. A dragoon will always go Heavy Thrust>Chaos Thrust Combo>Fourth String>Phlebotemize>Full Thrust Combo>Fourth String and repeat it.
That's not a viable way to play. Someone tried it once and they ended up letting dk fall a few times before reapplying and It was a really tight fit the entire time even on dummy, so it wouldn't work on an actual boss.
No... when dealing with mechanics that cause you to stop attacking you could end up needing to use Heavy Thrust before your Full Thrust combo and Phlebotemize before the Chaos Thrust combo. It's literally the EXACT same situation with monk. Just like a monk will see a big loss from losing Twin snakes, a drg will see a big loss from losing heavy thrust. They BOTH have to reapply it asap when going back to the boss. And as for fracture, it's used vary rarely through out a fight if used correctly and i'd hardly consider it as adding variation in the way monk plays. I'd say maintenance of BoTD and the million oGCDs a drg has to use adds more of a varied experience than using fracture on monk. And the proper usage of geirsgokul adds for the most dynamic experience of all between the two imo.That's not accurate though, a monk's rotation can change over the course of a fight due to disengaging from the boss. Should you disengage for as long as it takes for Dragon Kick to fall off and cycle forward with form shift to compensate so you don't lose your stacks, your rotation goes from Dragon Kick>Twin Snakes>Third string>Bootshine>True Strike>Third String to Bootshine>Twin Snakes>Third String>Dragon Kick> True Strike>Third String. A dragoon will always go Heavy Thrust>Chaos Thrust Combo>Fourth String>Phlebotemize>Full Thrust Combo>Fourth String and repeat it.
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