Can someone clarify for me how Perfect Balance can be used as a MNK? I'm trying to learn it again, and don't fully understand its usage.
Can someone clarify for me how Perfect Balance can be used as a MNK? I'm trying to learn it again, and don't fully understand its usage.
Well, there are a few ways to do it:
1. Use it once you have Greased Lightning III and your DoTs/buffs up to unleash hell on whatever your fighting with a ton of Snap Punches.
2. Use it at the start of a fight to quickly get to GL III so that you hit top-end damage quicker.
3. Use it when you have to drop GL III for some reason to get back to it quickly.
If it's a fight where I know I'm going to be able to stay on something for the majority of it, I'll use option 1 for maximum damage. I don't use option 2 all that much as it feels like a bit of a waste IMO. Option 3 is going to depend upon the fight itself.
Stack to 3 GL, Internal release > Blood for blood > howling fist > Perfect balance > Rockbreaker....
Then get yelled at for pulling agro
Its best used for burst/getting GL up in a hurry mid fight. Going all out at the start is a good way to get things to turn and hit you in the face.
It should always (and only) be used when you have 0 stacks of GL.
It shortens your ramp up time from 45 seconds to about 15.
I would, unless you have a very, very good reason not to, always save it just in case you have to disconnect from the boss. Its usage as a dps boost is not worth its usage to save your dps in case you lose GL.
never use it for option 1, ever. you should be using it for options 2 and/or 3.Well, there are a few ways to do it:
1. Use it once you have Greased Lightning III and your DoTs/buffs up to unleash hell on whatever your fighting with a ton of Snap Punches.
2. Use it at the start of a fight to quickly get to GL III so that you hit top-end damage quicker.
3. Use it when you have to drop GL III for some reason to get back to it quickly.
If it's a fight where I know I'm going to be able to stay on something for the majority of it, I'll use option 1 for maximum damage. I don't use option 2 all that much as it feels like a bit of a waste IMO. Option 3 is going to depend upon the fight itself.
to open this is what i do: DK>twin snakes (for the buff)>snap punch> perfect balance > snap punch > snap punch > blood for blood > demolish >fracture > ToD > internal realease > DK (now itll do the debuff) > twin snakes > snap punch > bootshine > impulse drive > impulse drive > twin snakes > demolish > fracture > DK > twin > snap > boot > ID> ID > twin >demo>frac> ToD>..........
at the beginning you get the buff from twin snakes, do a normal snap punch for one stack. then perfect balance to do two more snap punches so you can go up to 3 stacks right away then use blood for blood so you can apply demo, frac, and ToD all of which are being buffed by GL3 and BfB. then internal release to do a bunch of hard hitting abilities which are benefitting from GL3 well before you normally wouldn't have had it yet still.
I do this for trash as well. bunch of AoE damage. this is another use for PB, to rockbreaker spam. very good for trash and making runs go faster, plus its fun to play tug of war with the tank :P
90% of the time i use option 1. 3GL + Internal release + Blood for blood + Perfect balance, then spam 4-5 Snap Punches. I once crit on 4 of them (650 * 4 = 2600 ish damage ;D)Well, there are a few ways to do it:
1. Use it once you have Greased Lightning III and your DoTs/buffs up to unleash hell on whatever your fighting with a ton of Snap Punches.
2. Use it at the start of a fight to quickly get to GL III so that you hit top-end damage quicker.
3. Use it when you have to drop GL III for some reason to get back to it quickly.
If it's a fight where I know I'm going to be able to stay on something for the majority of it, I'll use option 1 for maximum damage. I don't use option 2 all that much as it feels like a bit of a waste IMO. Option 3 is going to depend upon the fight itself.
I dont use it at the begining as I want to give tank time to build aggro.
I dunno, I always use it when I have GL3, buff up and unleash hell. I don't like to frontload my damage in the first 10 seconds or else the tank will have a hell of a time keeping threat from me. I am already nearly stealing agro midway through fights with 7 i90 pieces, so unloading at the beginning makes it very hard on the tank.
Use it at the start of any boss fight. Spam Snap Punch.
I personally don't go with option 2 a lot since as others can said, that can lead you down the path of making your tank's life hard very early on in the fight. If you know for a fact that the tank can hold aggro even after you've spammed Snap Punches before they have a chance to get their enmity combos going and are now at top-end damage immediately, then sure I guess. In my opinion it's better used for maintaining a GL3 if you have to disconnect, or if you know you won't have to disconnect as a spike in DPS.
Spam rockbreaker on trash, getting GL back up if it drops due to a disconnect, if I derp in turn 2 and fall out of opo-opo or forget my timings for the silence.
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