You completely glossed over that you HAVE TO alternate Dragon Kick and Bootshine every cycle because DK gives Leaden Bootshine which is one of your biggest source of damage.You absolutely CAN condense monks into a single button (2 sets), especially if you switch Snap Punch and Demolish's positional requirement.
They have a flank rotation to buff - can easily be a 123 set. Demolished changed from Rear > Flank.
They have a rear rotation to damage, can easily be a 123 set. Snap Punch changed from Flank > Rear. Rear rotation is done twice for every flank rotation and the buff timers line up perfectly.
Flank to buff > Rear x2 > Repeat.
6 buttons condensed to 2.
Same with their AoE rotation. Can easily be a single button, especially in Endwalker when 4 Point Fury will generate the Twin Snakes Buff.
Alternative, then: simply have a Rear, Flank, and AoE option for each GCD. In Opo-opo, those would be BS, DK, and AotD (upgraded come EW), respectively. In Raptor, True, Twin, and FPF. In Coeurl, Demo, SP, and RB. Simple.
Last edited by Shurrikhan; 10-27-2021 at 07:53 AM.
First of all, you don't HAVE to. Bootshine is going to crit regardless as long as you're at the rear. Leaden just boosts it, there's also the opportunity costs of going the lower dps buffing route again vs just doing 2 rear combos.
Hell, the majority of their damage is coming from Perfect Balance/ Brotherhood / Riddle of Fire windows where you're alternating them anyway.
It's almost like things could be tweaked a bit.
Last edited by Deceptus; 10-27-2021 at 08:20 AM.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
No, you are obliged to make use of the mechanic.
Now, could that mechanic as easily be handled as by a simple Bootshine upgrades to Dragon Kick which, after granting Leaden Fist, then upgrades again to Leaden Fist (as a skill), reducing button count while changing absolutely nothing about how MNK plays? Sadly, yes.
That said, if even the rare case scenarios by which to see nuance from MNK, of all jobs, has to be trimmed to make something work in terms of button-mapping, that should be a huge red flag and we should promptly go in the opposite direction (to make that available nuance real, rather than feigned or excessively shallow -- and thereby bloat).It's almost like things could be tweaked a bit.
Last edited by Shurrikhan; 10-27-2021 at 08:52 AM.
This is all kinds of wrong let give the monk weaponskills numbers to make it easier:First of all, you don't HAVE to. Bootshine is going to crit regardless as long as you're at the rear. Leaden just boosts it, there's also the opportunity costs of going the lower dps buffing route again vs just doing 2 rear combos.
Hell, the majority of their damage is coming from Perfect Balance/ Brotherhood / Riddle of Fire windows where you're alternating them anyway.
It's almost like things could be tweaked a bit.
1 = Dragon Kick
2 = Twin Snakes
3 = Demolish
4 = Bootshine
5 = True Strike
6 = Snap Bunch
Your first full rotation (ignoring the various OGCDs) is 1,2,3,4,5,6 but then the rotation goes off because now it is 1,2,6,4,5,3 so your suggestion isn't feasible but the combo isn't a self contained pattern and must adjust otherwise you either let twin snakes drop off (bad idea) or you clip demolish (bad idea) or you don't proc leaden fist (terrible idea)
Anyway its not like Monks even have alot of buttons anyway they have 22 skills (then minus one cos Anatman doesn't even go on my bar)
6 Role actions (again personally this is 5 for me as I don't bother with leg sweep)
Add in sprint and Limit break
=28 buttons thats not even 2 cross hotbars
Last edited by Andy_T93; 10-28-2021 at 12:19 AM.
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