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  1. #1
    Player
    Keltronica's Avatar
    Join Date
    Apr 2012
    Posts
    12
    Character
    Kishi Maru
    World
    Excalibur
    Main Class
    Conjurer Lv 50

    Learning how to Monk

    So before the patch I decided that I wanted to level my monk to 50 because I love the AF and to be able to wear the adorable crystal tower outfit. ADORABLE.

    So now that I am level 50 I figure I should probably really work on not sucking. My marauder is only level 20 - should I level it higher for the other cross abilities?
    My lcn is level 34.

    Right now I am not using the lcn or warrior abilities in my rotation which is:
    Touch of death - > bootshine -> true strike -> demolish -> dragon kick ->twin snakes ->snap punch
    I only do it this way because its easier to just have to move once, and i figured i'd get advice from other monks on how to be better. Is it worth it to use the mar/lcn ws?

    I also usually will use perfect balance to just snap punch the crap out of the mob.

    thanks!
    (1)

  2. #2
    Player
    Benjamen's Avatar
    Join Date
    Aug 2013
    Posts
    16
    Character
    Benjamen Zamitto
    World
    Adamantoise
    Main Class
    Marauder Lv 66
    It works pretty differently now in a much better way. I'm not great at Monk, I leveled it as a 2nd Class and haven't put in as much time as I've wanted to but it truly is fun to play, even more-so now. If anyone else can correct me or add something to what I say that'l be great.

    Basically your goal is to get all of you buffs up while keeping as many dots up as possible, when I say buffs I mean ofc Greased lightning but also Dragon kick, Twin snakes, Demolish, Touch of Death. (Fracture & Impulse Drive if you have them) But thats not all now, inbetween times you have these buffs/debuffs up we now are more inclined to add in True Strike (strongest single target attack I think now) bootshines and ofc snap punch.

    Rotation should be a bit like this I believe:
    Touch of Death-Bootshine-Twin Snakes-Fracture?-Demolish-Dragon Kick-True Strike-Snap Punch-Bootshine-Twin Snake-Demolish/Snap Punch/Impulse Drive basically whatever you think is best, I dont know exact timers I play by eye so basically just keep buffs/debuffs up while weaving in the other extra abilities.

    Hope it helps.
    (0)
    Last edited by Benjamen; 12-19-2013 at 03:31 AM.

  3. #3
    Player
    LeumekHonaj's Avatar
    Join Date
    Dec 2013
    Posts
    2
    Character
    Fhaella Silverkin
    World
    Tonberry
    Main Class
    Pugilist Lv 50
    in my experience, mercy stroke is a good damage CD, kinda like the bard's misery's end for me. i don't use it for the heal but an added dps. also, even if they nerfed BfB as a cross class skill, the added 10% on your damage is still added damage. as for rotation, i only use dragon kick/twin snakes/demolish/touch of death whenever its about to fall off during the current rotation, yeah i clip debuffs and buffs, not sure if its the right thing to do though but my idea behind clipping debuffs is let's say you let demolish fall off on your current rotation, then you won't have a damage from demolish until you get to use it again, and i think that's a lot more loss than when you cap it.

    hope this helps
    (1)

  4. #4
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Dragon Kick > Twin Snakes > Snap Punch/Demolish

    Bootshine > True Strike > Snap Punch/Demolish.

    Only replace Snap Punch with Demolish if the target doesn't have the DoT up. If the DoT is up, do not clip it by refreshing it. You have to let it fully tick off to get the most DPS out of the skill.

    Use Touch of Death (and Fracture) as necessary to keep them up.

    When you spend 1-2 GCDs putting up Touch of Death and/or Fracture it is safer to stick to the default Dragon Kick > Twin Snakes combo to maintain the debuff on target and buff on yourself.

    Use Howling Fist and Steel Peak between your GCD skills each time they come up, and if any burst phase exists in content you can consider saving them for that phase.

    Use Blood for Blood and Internal Release whenever they are up.

    Use Mantra whenever you expect a high damage phase and have key party members (such as tanks) or most of your party in your area of effect.
    (1)

  5. #5
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    I usually like to start off with Dragon Kick>> Twin Snakes to get that damage buff active asap. I just try and keep all
    of my DoT's ticking on the enemies and use Bootshine>>True Strike whenever you can for the extra damage. (I've been using
    fracture lately and I find it fun / useful when I have enough TP).

    P.S. in groups of monsters Rock Breaker is nice AoE damage.
    P.P.S. If you start a fight with perfect balance you can use dragon kick to apply the blunt resistance debuff before you spam snap punch.
    (0)

  6. #6
    Player
    Benjamen's Avatar
    Join Date
    Aug 2013
    Posts
    16
    Character
    Benjamen Zamitto
    World
    Adamantoise
    Main Class
    Marauder Lv 66
    I'm not sure if the debuff activates with Perfect Balance, I'm sure these dubuffs could only be applied if you'r in the actual form, hence also why it stronger to start with Bootshine now(No dubuff until the next combo round when your in the form) although this couldv changed with the patch also lol
    (0)

  7. #7
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    My thoughts:

    Cross Class Skills

    Lancer: You definitely want Blood for Blood from Lancer. It's 10% instead of 20% now but that's still 10%. You also must grab invigorate. It is absolutely, unequivocally necessary for endgame beatdowns. But, you'll learn it on the way to Blood for Blood so that's just fine. Impulse Drive will do nothing but sap your TP. The recent buffs made it even less desirable: Bootshine will always outdamage any non critical impulse drive and True Strike will always outdamage it.

    Marauder: Fracture is a useful thing to supplement your DoT placements. Bloodbath is useful if you're in a situation where you need to heal yourself. Mercy Stroke is very situational, but useful when it's available. Any attack that's off the global cooldown is a-okay in my book.

    Actually Fighting

    During your three attack chain to keep Greased Lightning up, you'll usually have room to use two skills that are outside those three. It's generally recommended that these be used for applying/reapplying Fracture and Touch of Death whenever necessary.

    When using skills that are off the Global Cooldown, use them in between attacks that do use the Global Cooldown. You'll often finish your animations just in time to use your next skill.

    Make sure to keep track of what positioning each skill requires. You're wasting time and damage any time you attack the wrong side of the enemy. Monks are said to have a "dance of death" for a good reason: it's almost never a good idea to stand still!
    (2)
    Last edited by Donjo; 12-19-2013 at 03:44 AM.

  8. #8
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    The debuff does not activate with Perfect Balance. You can, however, build Greased Lightning stacks with it. For the first rotation, Bootshine is equal to a Dragon Kick to the side.
    (1)

  9. #9
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Donjo View Post
    The debuff does not activate with Perfect Balance. You can, however, build Greased Lightning stacks with it. For the first rotation, Bootshine is equal to a Dragon Kick to the side.
    Unless they changed it again, the Dragon Kick debuff was actually applied when used during PB - at least before 2.1.

    That being said, when using PB for an opener it's a better idea to use Snapx3 or Demo > Snapx2 first to get to GL3 and then pick what you think is best for the remaining 2 slots before PB runs out.
    (0)

  10. #10
    Player
    SilentGrind's Avatar
    Join Date
    Nov 2013
    Posts
    6
    Character
    Fait Fist
    World
    Siren
    Main Class
    Pugilist Lv 50
    Dragon Kick hasn't applied the debuff if you were not in the right stance.

    My PB starter:

    PB > Snap(GL1) > Snap(GL2) > Snap(GL3) > Twin S. > B4B > Demo [PB off] > IR > ToD > Fracture > DK (maybe BS) > True S. > Snap Punch > Howling Fist > DK > Twin S. > Demo [B4B off] [IR off]

    I do this to get a 2nd demolish off with B4B boost. I've found if I use B4B before Demo and IR after, when Demo is about to fall off, I can recast with buffs still applied. I clip the last tick of damage on Demo, but having the buffs applied during the next demo makes up for that.

    I notice you guys apply ToD first. Is it worth it to apply ToD at such a weak state (No GL/Buffs) rather than waiting 15-ish seconds (in my rotation) to apply it with GL3 and buffs? I could overwrite it once buffs are on, but 25 pot for 15 seconds (5 ticks) = 125 + 20 initial = 145 potency before I overwrite, costing the GCD to apply the skill, which could be used once I have GL3 on other skills?
    (0)

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