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  1. #1
    Player
    Feah's Avatar
    Join Date
    Jul 2013
    Posts
    6
    Character
    Feah Jang
    World
    Odin
    Main Class
    Pugilist Lv 50

    Monk rotation help

    Hey guys!

    I will apologize in advance if this question sounds stupid

    Last night, I made some macros so I don't have to mash every ability in rotation.
    One thing I came to conclude (maybe incorrectly) is that my rotation required only 3 abilities.

    Dragon Kick -> Twin Snakes -> Snap Punch

    These 3 abilities offer everything I need;

    10% Damage Increase (Twin Snakes), Greased Lightning (Snap Punch), Blunt Resistance down (Dragon Kick).

    I have another macro set for multiple mobs which is the same as above, but Snap Punch is replaced by Rockbreaker.

    All of these abilities are best used flank side so there's no reason to move. Is there something I'm missing here? Is there another ability I SHOULD be using in the standard rotation?
    (0)

  2. #2
    Player
    Allyrion's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,231
    Character
    Allyrion Windwalker
    World
    Yojimbo
    Main Class
    Samurai Lv 70
    You missed the 3 dots - Demolish, Fracture and Touch of Death. These are your hardest hitting abilities. Any monk rotation without them is suboptimal (except on trash i guess)

    You missed bootshine which does require you to move to the back. For the best dps, you will alternate dragon kick and bootshine since dragon kick's debuff can last two cycles and bootshine is higher dps since it always crits from the back(once you are in opo opo form).

    You should also use your off-gcd abilities as much as you can. These are Steel Peak and Howling Fist. If a boss requires specific stuns, do not use steel peak (such as ifrit or chimera).

    This is all standard. Some people use impulse drive. That is a very TP draining, and I wouldn't consider it standard.

    I assume you're not including cooldowns in terms of rotation, such as Blood for Blood and Internal Release? True Strike is worth using if you have a very high skill speed. Otherwise, I don't think it's a dps increase.
    (2)

  3. #3
    Player
    Powercow's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    780
    Character
    Powercow Cowcow
    World
    Excalibur
    Main Class
    Pugilist Lv 100
    Bootshine is worth using in the normal rotation every other time. Dragon Kick lasts long enough that, barring any interruptions from the boss (titan's leap, garuda's teleport, etc.) or you having to stop your rotation to reapply Fracture or Touch of Death, you can use it without having the Dragon Kick debuff fall off before the next use.

    Oh and yeah, Touch of Death and Demolish are worth using all the time, and Fracture is good when you have your buffs/debuff going (almost half of Fracture's damage is from the initial hit, which benefits from DKick, so make sure you have that up before using it.) Impulse Drive is a good skill to weave in from time to time, but its higher TP cost can become an issue in longer fights (Fracture has a similar issue, but to a lesser extent.)

    Arm of the Destroyer is good for AoE situations when you can hit 4 targets or more and TP isn't an issue. One Ilm Punch is the only attack you never really use.

    And of course, Steel Peak (if the boss doesn't need to be stunned, otherwise you'll screw with the diminishing returns timer) and Howling Fist (save for AoE if needed/helpful, like Garuda's plumes during the first part).
    (0)

  4. #4
    Player
    Feah's Avatar
    Join Date
    Jul 2013
    Posts
    6
    Character
    Feah Jang
    World
    Odin
    Main Class
    Pugilist Lv 50
    Hey guys, thanks a lot for your replies guys.

    I didn't include any of the other abilities which aren't included in normal rotation.
    I've been thinking about Bootshine for a while. I know it's a guaranteed critical hit, but it's only a 1 hit skill. With my current gear it hits for around 350. Dragon Kick on the other hand is a 2 hit skill so it has a chance of critting twice. I've managed to get around 700 damage using Dragon Kick. Even if only one of the hits crits, it still does more damage than Bootshine.

    What do you guys think?
    (0)

  5. #5
    Player
    Powercow's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    780
    Character
    Powercow Cowcow
    World
    Excalibur
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by Feah View Post
    Hey guys, thanks a lot for your replies guys.

    I didn't include any of the other abilities which aren't included in normal rotation.
    I've been thinking about Bootshine for a while. I know it's a guaranteed critical hit, but it's only a 1 hit skill. With my current gear it hits for around 350. Dragon Kick on the other hand is a 2 hit skill so it has a chance of critting twice. I've managed to get around 700 damage using Dragon Kick. Even if only one of the hits crits, it still does more damage than Bootshine.

    What do you guys think?
    Eh? Dragon Kick is only a single hit, just like Bootshine. What you probably saw was a DoT tick or Autoattack hit go off at nearly the exact same time as Dragon Kick, and mistook it for the same attack.
    (0)
    If someone wins an argument, they have learned nothing.

    FOR DOCKHAND!

  6. #6
    Player
    Zakard's Avatar
    Join Date
    Sep 2013
    Posts
    94
    Character
    Zakard Evans
    World
    Gilgamesh
    Main Class
    Monk Lv 60
    the animation of DK hit twice but the dmg is only a single hit.same for many skill that have a multiple hit animation but hit once.you should alternate between dk rotation then BS rotation.BS is better then DK but you need to keep DK debuff up.only use DK to put the debuff or if you cant go on the back position.
    (0)

  7. #7
    Player
    xyaie's Avatar
    Join Date
    Aug 2013
    Posts
    241
    Character
    Seyon Masters
    World
    Adamantoise
    Main Class
    Red Mage Lv 80
    True strike is also higher damage (Something like 13 more potency accounting for crit) and 10 less tp than twin snake.
    (0)

  8. #8
    Player
    Subucnimorning's Avatar
    Join Date
    Aug 2013
    Posts
    457
    Character
    Blue Lightt
    World
    Behemoth
    Main Class
    Dragoon Lv 70
    Quote Originally Posted by xyaie View Post
    True strike is also higher damage (Something like 13 more potency accounting for crit) and 10 less tp than twin snake.
    You also need a lot of skill speed for twin snakes not to fall off using true strike in the rotation.
    (0)

  9. #9
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Is it ever worth it to true strike?

    Why don't I just bootshine, then double filler (or single filler, depending on SSpeed) with thrust, then go right back to TS -> SP?
    (0)

  10. #10
    Player
    xyaie's Avatar
    Join Date
    Aug 2013
    Posts
    241
    Character
    Seyon Masters
    World
    Adamantoise
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Subucnimorning View Post
    You also need a lot of skill speed for twin snakes not to fall off using true strike in the rotation.
    oddly enough.. i never noticed it was 12 and not 15 like DK.
    that being said with all but 4 pieces of darklight i have 450 skill speed and a 2.03s GCD when im rolling. my buff never actually goes away, although it should technically be gone for .09 seconds, perhaps too short for my client to notice? or not measurable with the naked eye. at worst, your comparing the 3rd twin snakes (140 potency) not getting the 10% damage buff (~14 potency you'd lose) vs true strike replacing the middle (~168.3 potency counting the crit buff and twin snakes buff, less the 154 you'd already have makes a 14.3 potency gain) would leave it still being a (given negligible) increase even if the buff fell off. The bigger increase would be the 10 less potency cost.


    Now, this would be in a tank and spank fight with a boss who never turned and never left, which would make the 10 tp worth more (if a boss leaves often TP should never be a real problem). But the added difficulty would most likely not be worth the negligible increase in performance.

    Quote Originally Posted by pandabearcat View Post
    Is it ever worth it to true strike?

    Why don't I just bootshine, then double filler (or single filler, depending on SSpeed) with thrust, then go right back to TS -> SP?
    I did a good bit of theorycrafting for a dragoon, but ive only been a 50 monk for like a week. I imagine someone has already done the math on this one? otherwise it shouldnt be too difficult. #1 thing i could see if that being a considerably high TP costing rotation
    (0)
    Last edited by xyaie; 10-17-2013 at 01:16 AM.

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