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  1. #1
    Player
    Ryutamashiisan's Avatar
    Join Date
    Oct 2011
    Location
    Limsa Lominsa
    Posts
    47
    Character
    Lilith Ravenswing
    World
    Sargatanas
    Main Class
    Marauder Lv 90

    How to Monk (50 onry)

    There seem to be alot of complaints about crappy MNKs, and people not understanding that MNK is not a bad dps its actually the highest in the game next to SMN. It also requires the most skill and attention (like smn) as far as DPS goes. SO to help alleviate the bad MNK problem, Imma post this not so detailed guide on how to improve your MNKING. Feel free to test it out and reply/tweak, etc etc.

    Stat order: STR > Crit > Det > Skill Speed

    We'll skip the basics, This gude is to help 50 MNK's with there DPS

    Starting out with Perfect Balance:
    1.(PB) Dragon Kick (Blunt+10%) > Snap Punch x4(GL+DMG)
    2.Dragon Kick(Blunt+10%) > Twin Snakes (DMG+10% buff) > Snap Punch (DMG)
    3. Impulse Drive (DMG) > Bootshine (DMG) > True Strike (DMG) Snap Punch (DMG)
    4. repeat 2
    5. Dragon Kick > Twin Snakes > >Blood for Blood or Internal release> Bloodbath >Demolish > Touch of Death > Fracture
    6. Dragon Kick > True Strike > Snap Punch OR Bootshine > True Strike > Snap Punch
    --Getting in ToD and Fracture will take practice, and you will have to be quick to get your next GL off or u will lose it, so practice discretion!--
    7. restart from step 2 and reapply DoT's when last DoT wears
    (0)
    Last edited by Ryutamashiisan; 10-20-2013 at 09:24 PM. Reason: Added content
    "Reality is merely an illusion, albeit a very persistent one."- Albert Einstein

  2. #2
    Player
    Ryutamashiisan's Avatar
    Join Date
    Oct 2011
    Location
    Limsa Lominsa
    Posts
    47
    Character
    Lilith Ravenswing
    World
    Sargatanas
    Main Class
    Marauder Lv 90
    You may ask yourself fracture? Impulse drive? wtf? Let me explain You shoudl have NO ROOM for Mercy Stroke, if you do then YOU ARE DOING IT WRONG!

    DoT's such as Fracture benefit from all ACTIVE buffs/Defbuffs. meaning when you stack Fracture with blood for blood, as long as BFB is up, fracture DoT's are getting that damage bonus, and when DK is up, Fractures dmg will be boosted from resistance -
    This is also why you put Bloodbath with DoT's when you can IT STACKS, and you will ive yourself a mini regen (Ive gotten up to 3k hp back from DoT's alone)

    Impulse Drive is also a must have, Impulse Drives base dmg is 180, the same as your Snap Punch, it also benefits from ALL buffs/debuffs applicable. Impulse Drive is basically a free Snap Punch that you can use BEFORE your rotation and get added damage that wont interfere with your cycle. Think of it as an extra Snap punch.
    (0)
    Last edited by Ryutamashiisan; 10-20-2013 at 09:28 PM. Reason: minor corection
    "Reality is merely an illusion, albeit a very persistent one."- Albert Einstein

  3. #3
    Player
    Ryutamashiisan's Avatar
    Join Date
    Oct 2011
    Location
    Limsa Lominsa
    Posts
    47
    Character
    Lilith Ravenswing
    World
    Sargatanas
    Main Class
    Marauder Lv 90
    Other additional ability: Invigorate, when you reach endgame YOU WILL NEED IT, especially in turn 4, trust me.

    The fun of mnk of-course is that MNK has to be very aware of the situation. If you are in a situation where standing behind your enemy is a nono no the you may want to remove impulse drive and bootshine from your damage combo. and use DK > Tr.S > Snap Punch.All of which can be used from the side with 0 negative effects to damage (this combo is very useful in coil Turn 1). Just be ready to adjust, constantly and on the fly when your MNKING. Tweak this as needed to fit your play style. MNK is an epic DPS, arguably the best in the game, the longer the fight drags on the better mnk is, just have to play it correctly. .

    That's all I got,, hope ive helped someone in there quest to be the top DPS they can be. Happy MNKing
    (0)
    "Reality is merely an illusion, albeit a very persistent one."- Albert Einstein

  4. #4
    Player
    Kijimea's Avatar
    Join Date
    Aug 2013
    Posts
    90
    Character
    Integra Valentine
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    I can tell if you have badass equip this rotation does insane DPS and also drains insanly ur TP.
    With my gear and all the buffs/rotation shown above i crit up to 810 in the Burst Phase which is pretty sexy. Dont ask me how much skill speed you need for that but i guess it will be around 470/480 or something. I am at 498. The rotation is flawless and after the burst is done its only logical what to use and if you can fit impulse dive in or not. Also you can use bootshine of course, depends on your playstyle. Dont waste ur PB for opening, you will get more out of it when u have all buffs up.

    It's kinda funny because so many monks dont know how to even include one dot... i included 3 dots plus potion - just use your brain and test things out on a dummy. I guess i dont need to say that on some bosses, like Titan if your groups DPS is good, the rotation wont be possible like this because titan jumps up before, but he is again an exception. As i said, use your brain.
    (0)

  5. #5
    Player
    Kijimea's Avatar
    Join Date
    Aug 2013
    Posts
    90
    Character
    Integra Valentine
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    --- Beginning while tanks often think they are safe with their aggro ---

    1) touch of death/steel peak - twin snakes - demolish
    2) dragonkick - twin snakes - snap punch
    3) dragonkick - twin snakes - snap punch

    --- Now starting to burst and aggro goes up in the sky ---
    4) dragonkick - howling first/twinsnake - bfb/demolish - internal release/fracture -str potion/touch of death - perfect balance/5x Snap Punch/steel peak


    --- Burst is over, demolish just ran out and is ready to reapply, same to fracture /// Normal rotation begins here ---
    5) dragonkick - twin snakes - demolish - fracture
    6) dragonkick - twin snakes - Impulse drive - Impulse drive - Snap Punch
    7) dragonkick - twin snakes - Touch of Death - demolish/fracture
    8) dragonkick - twin snakes - Impulse drive - Impulse drive - Snap Punch
    (0)
    Last edited by Kijimea; 10-21-2013 at 12:55 AM.

  6. 10-21-2013 12:50 AM

  7. #7
    Player
    Zakard's Avatar
    Join Date
    Sep 2013
    Posts
    94
    Character
    Zakard Evans
    World
    Gilgamesh
    Main Class
    Monk Lv 60
    Quote Originally Posted by Kijimea View Post
    --- Beginning while tanks often think they are safe with their aggro ---

    1) touch of death/steel peak - twin snakes - demolish
    2) dragonkick - twin snakes - snap punch
    3) dragonkick - twin snakes - snap punch

    --- Now starting to burst and aggro goes up in the sky ---
    4) dragonkick - howling first/twinsnake - bfb/demolish - internal release/fracture -str potion/touch of death - perfect balance/5x Snap Punch/steel peak


    --- Burst is over, demolish just ran out and is ready to reapply, same to fracture /// Normal rotation begins here ---
    5) dragonkick - twin snakes - demolish - fracture
    6) dragonkick - twin snakes - Impulse drive - Impulse drive - Snap Punch
    7) dragonkick - twin snakes - Touch of Death - demolish/fracture
    8) dragonkick - twin snakes - Impulse drive - Impulse drive - Snap Punch


    your rotation is interesting.i tried the burst part and its pretty nice.just got few question.why do you start with ToD,imo you should use ToD after demolish since it will be buffed by twin snake and you could also use fracture.also you said ToD/steel peek and twin,sorry but you are lacking a skill there,you cant use twin without using DK or BS first.for the burst part why dont you use bfb/twin-ir/demo-fract-TOD?with your rotation your demo wont be buffed by IR but i guess its because you dont want to use BfB and IR too early so your 5x snap punch got buffed?you should also think about using BS between each DK rotation (offcourse some boss you wont be able, so in that case,only use DK).like that you have a garanted crit and you still keep your DK debuff up.

    also,what are you using for trash rotation?im currently using DK-twin-demo-DK-twin-snap-BS-ID-ID-snap-DK-twin-demo (im using steel peak and howling when i can and usualy alternate between BfB-IR so i got 1 of the 2 up at each fight and if there 3+ mobs i use both same time and unleash aoe like howling fist and rockbreaker.
    (0)
    Last edited by Zakard; 10-21-2013 at 02:27 PM.

  8. #8
    Player
    Artryafe's Avatar
    Join Date
    Sep 2013
    Posts
    3
    Character
    Artryafe Delatorre
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Why is it that most monks go Crit > Det rather than Det > Crit? I see a lot of talk about it but no back up. I get better returns with Det according to http://valk.dancing-mad.com/?page_id=260. So shouldn't it be Det > Crit?
    (0)

  9. #9
    Player
    Allyrion's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,231
    Character
    Allyrion Windwalker
    World
    Yojimbo
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Artryafe View Post
    Why is it that most monks go Crit > Det rather than Det > Crit? I see a lot of talk about it but no back up. I get better returns with Det according to http://valk.dancing-mad.com/?page_id=260. So shouldn't it be Det > Crit?
    I've seen a google doc that had crit having better returns in "The Monk Temple" thread. I'll try to find it later for you. Honestly though, unless we're talking about the Gryphonskin crafted set, there's not that much choice anyway. Gear progression is pretty linear.

    Quote Originally Posted by xod View Post
    I worry that making a rotation so complex, and hitting more than one dps point, flank, behind, in the same rotation, could lead to getting killed by aoe. mine isn't really that complicated.

    I do touch of death, dragon kick, twin snakes, demolish.. and here's the scandalous part.. dragon kick again, true strike, snap punch. that's the first rotation.. they all start with dragon kick.. well besides the original touch of death.

    second rotation, is dragon kick, twin snakes, snap punch, dragon kick, true strike demolish, fracture. and that's basically it. keeping gs3 up and reapplying the 3 dots when they're about to go down. keeping demolish and fracture right after each other is nice I've found, because they both have around the same dot time and touch of death drops right after i apply the first fracture, and usually every two demolish, fracture reapplies.

    I like simplicity. i may at some point try and add some behind stuff, but meh, i prefer it simple.
    You should do what you're comfortable with, but adding in bootshine every other rotation probably won't mess you up too much.

    Monk rotations have to adjust on the fly. With the boss turning and aoe popping, you might not be sure you can get the position right. Any hesitation outside of the 2 second GCD is a dps loss. That's why Dragon Kick ---> Twin snakes--->Snap Punch/Demolish is always your go-to cycle if you're ever in doubt.

    Bootshine every other rotation when you're comfortable about the fight, and as you learn it more it'll be much easier. I don't use ID so other than bootshine, we use the same rotation. If you do ever add in ID then you can stop using True Strike, which may help balance the complexity.
    (0)
    Last edited by Allyrion; 10-21-2013 at 09:32 PM.

  10. #10
    Player
    Kevee's Avatar
    Join Date
    Jun 2013
    Posts
    700
    Character
    Zelia Sarrasin
    World
    Midgardsormr
    Main Class
    Arcanist Lv 50
    Needs more Impulse Drive.
    (0)

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