The tooltip says 5%....but other sources say 10% and well it seems odd for the PUG's Enhanced to be 4x more potent.
I mean hell 5% is pitiful.
The tooltip says 5%....but other sources say 10% and well it seems odd for the PUG's Enhanced to be 4x more potent.
I mean hell 5% is pitiful.
Mantra is 5% by game text and it makes perfect sense for PUG/MNK to have x4 on it considering its the only melee class that has no defense. ARC has a higher static then MNK/PUG does because it can get away with stating all dex.
No point in cross classing Mantra, if that's why you're asking.
I....I don't really see the relevance with what you posted with what he asked.
Anyway, Mantra is originally a PUG/MNK skill and with all cross skills the class that it originated from will have a stronger upgraded form of it that they get from leveling up via trait. In this case as a cross skill Mantra is 5% and for PUGs its 20%. Work in the same way with fracture for Marauders. As a cross skill it lasts 15 sec, for Marauders its 30 sec thanks to trait.
Keep in mind, these cross class abilities are always more powerfl on their originating class due to the TRAITS they acquire every few levels. A MAR's dot initially is only 15 seconds, but becomes 30 in the lvl40s.
However, Mantra does strike me as being overly WEAK for a Tanking skill.
The paladin healing increase is 20% to self only while mantra is 5% to everyone in the party, so if you do not have a monk in your composition, this ability could be very useful to a Tank. In turn 4, I off-tank as a warrior and use mantra for periods where there is high damage to both tanks and during the end of phase 6 for the pulsing pillar AoE. If you do have a monk in your composition then it is probably better to grab some other cool-down as a tank.
I friendly reminder that the reason you can't kill Titan is because of game engine issues.
Well with Fracture while the DoT is increased. That's not actually doubling the damage. Since it's 15s + 100 potency at the start. At 20 potency a tick and a tick being every 3s, the trait only adds 100 potency. Thats a 50% improvement.
I thought maybe because there are other sources saying that its 10% it may just be that the in-game text might be false so wanted to see if anyone confirmed. Since well 5-20% is like 4x better and most traits don't make a skill 4x better which is why I wondered if it was a mistake.
The other monk traits are also pretty big increases. The 15% avoidance cooldown becomes 25%. I think the 5% just seems underwhelming to a tank because the ability doesn't just affect you it affects everyone in the party. As an off-tank who may not be tanking mobs the entire duration of a fight (there aren't many fights like that currently Turn 2 is all that comes to mind) the 5% applied to everyone including the other Tank during times of high raid damage seems like some good utility.
I friendly reminder that the reason you can't kill Titan is because of game engine issues.
Some cross skills are better then others and some traits can make a move radically different from how it started. Thats all I can say.Well with Fracture while the DoT is increased. That's not actually doubling the damage. Since it's 15s + 100 potency at the start. At 20 potency a tick and a tick being every 3s, the trait only adds 100 potency. Thats a 50% improvement.
I thought maybe because there are other sources saying that its 10% it may just be that the in-game text might be false so wanted to see if anyone confirmed. Since well 5-20% is like 4x better and most traits don't make a skill 4x better which is why I wondered if it was a mistake.
I speculate it was done to make Monks/pugilists more appealing to take to raids.
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