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  1. #181
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Ah... Fracture. That's the skill I tell MNKs to basically ignore until they feel super comfortable on the job. When your relationship with MNK has become not so different from the sex life of a long-time married couple - routine and predictable - and you're looking to spice it up a bit.

    Fracture can result in a DPS increase if used right, but otherwise will result in a DPS loss. The problem is, "using it right" is rather restricted.

    You simply cannot have both ToD and Fracture between your applications of DK & Twin. That's the gist of it. Expanding on that, if you had to disconnect froma target and delay your combos in anyway, the first non-form skill you forego is Fracture. Overall, the use of it is very situational in content for this reason.

    My main reason for enjoying Fracture use, though, on fights like T8 where I can simulate a dummy and get Paeon, is because it delays the combo forms by another GCD, which in turn allows for more frequent use of Demolish.
    (1)

  2. #182
    Player
    Avix_Sunpuncher's Avatar
    Join Date
    Dec 2013
    Location
    Ul'Dah
    Posts
    45
    Character
    Avix Sunpuncher
    World
    Adamantoise
    Main Class
    Pugilist Lv 60
    https://www.youtube.com/watch?v=4l2tLIZHlBQ

    That's all I have for you bros. Really all there is to monk TBH.
    (2)

  3. #183
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    How are T9 MNKs doing for you guys? It's probably mostly how my groups handle element phase, stacking at the head of Nael for a large portion of it, but I usually get beaten by basically every DPS but DRG by the end of the fight. Are MNKs out there who get a better situation in elements topping the charts? Basically from the time Nael jumps a second time which forces GL3 stacks to drop, it's all downhill heavily from there for me.
    (0)

  4. #184
    Player
    enil's Avatar
    Join Date
    Sep 2013
    Posts
    162
    Character
    Mirri Weatherlight
    World
    Tonberry
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Sleigh View Post
    How are T9 MNKs doing for you guys? It's probably mostly how my groups handle element phase, stacking at the head of Nael for a large portion of it, but I usually get beaten by basically every DPS but DRG by the end of the fight. Are MNKs out there who get a better situation in elements topping the charts? Basically from the time Nael jumps a second time which forces GL3 stacks to drop, it's all downhill heavily from there for me.
    I do fine - competitive with all jobs except maybe a good summoner. Will finish the fight 300~
    (0)

  5. #185
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Hello fellow Monks!

    I've only been lv50 monk for a week or so, but have really been enjoying it. Seems like I'm doing pretty well so far, though the change in rotation at lv50 still throws me for a loop on occasion (like, wanting to hit Bootshine after Dragon Kick xD)

    I had a question regarding Perfect Balance, but I think the OP answers it for me. Was a little confused about the priority, getting to GL3 or applying DK and Twin Snakes then GL3. I always seemed to run out of time on the last Snap for the GL3. OP says that there is supposed to be time for 5 GCDs (is that right, isn't PB only like 12 sec?), and I think the Shoulder Tackle>Perfect Balance is causing some delay so maybe I should throw ToD in before PB.

    Any thoughts are appreciated.

    Thanks!
    (0)

  6. #186
    Player
    Chokee's Avatar
    Join Date
    Aug 2013
    Posts
    152
    Character
    Louis Victor
    World
    Tonberry
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by whiskeybravo View Post
    asdfasd
    stack to gl3 first so gcd is lower and you can fit in ts and dk.
    (0)

  7. #187
    Player
    Misake's Avatar
    Join Date
    Nov 2013
    Posts
    72
    Character
    Adun Blackblade
    World
    Balmung
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Sleigh View Post
    How are T9 MNKs doing for you guys? It's probably mostly how my groups handle element phase, stacking at the head of Nael for a large portion of it, but I usually get beaten by basically every DPS but DRG by the end of the fight. Are MNKs out there who get a better situation in elements topping the charts? Basically from the time Nael jumps a second time which forces GL3 stacks to drop, it's all downhill heavily from there for me.
    MNKs should be 1st or 2nd on the dps in this fight. If not, either you're doing it wrong or your overall strategy is not optimized for melee dps.
    (0)

  8. #188
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Sleigh View Post
    ToD is 270 potency with crit potential, Bootshine is 225 (247ish adjusted from Dragon Kick) potency flat without crit potential. Thus, if given the choice between ToD and Bootshine, ToD takes priority. Basically it takes priority over everything but Demolish, skill for skill, unless there's a reason not to use ToD at all due to duration or GL3 upkeep or buff upkeep.
    But ToD is a dot, that means you are delayed further ToDs, where boot is frontloaded and thus moves through your rotation. (especially depending when you buff).

    Boot will do more damage then ToD, because Tod isn't a damage lost due to it's DoT push where Boot is, because boot has a tougher requirement.

    Again ToD can be done at anytime and "locks" you into it. Boot has no locking mechanism but, harsher requirements. Thus most of the time Boot is a piority given the 2 overlaps.

    Not doing boot means:
    Holding your IR back
    Holding your rear position back
    Holding your dot rotation back.

    Losing 3 seconds on ToD isn't loosing 270pot. That's the fallacy. you are really loosing a tiny pot.

    It's more or less related to clipping issue. ToD is not straight up damage. It's by it's very nature clippable due to how low it ticks.
    (0)
    Last edited by kukurumei; 07-12-2014 at 01:54 AM.

  9. #189
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by kukurumei View Post
    But ToD is a dot, that means you are delayed further ToDs, where boot is frontloaded and thus moves through your rotation. (especially depending when you buff).

    Boot will do more damage then ToD, because Tod isn't a damage lost due to it's DoT push where Boot is, because boot has a tougher requirement.

    Again ToD can be done at anytime and "locks" you into it. Boot has no locking mechanism but, harsher requirements. Thus most of the time Boot is a piority given the 2 overlaps.

    Not doing boot means:
    Holding your IR back
    Holding your rear position back
    Holding your dot rotation back.

    Losing 3 seconds on ToD isn't loosing 270pot. That's the fallacy. you are really loosing a tiny pot.

    It's more or less related to clipping issue. ToD is not straight up damage. It's by it's very nature clippable due to how low it ticks.
    I'm not quite sure where you're going with your reasoning. Going through the rotations for MNK has no inherent benefit unless your GL3, Twin Snakes, Dragon Kick, or Demolish have fallen off, which in most cases will be never if you haven't detached from an enemy, while letting ToD fall of is indeed a slight DPS loss (assuming it will live its duration enough). Aside from as you said IR throttling for after Bootshine, or a judgement call on saving ToD for very near upcoming B4B/IR, there's no mathematical point to prioritizing Bootshine over ToD due to rotation simply due to the fact you're going to put up ToD now or later and the rotation stays the same either way, with the same effects.
    (0)

  10. #190
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Sleigh View Post
    I'm not quite sure where you're going with your reasoning. Going through the rotations for MNK has no inherent benefit unless your GL3, Twin Snakes, Dragon Kick, or Demolish have fallen off, which in most cases will be never if you haven't detached from an enemy, while letting ToD fall of is indeed a slight DPS loss (assuming it will live its duration enough). Aside from as you said IR throttling for after Bootshine, or a judgement call on saving ToD for very near upcoming B4B/IR, there's no mathematical point to prioritizing Bootshine over ToD due to rotation simply due to the fact you're going to put up ToD now or later and the rotation stays the same either way, with the same effects.
    That's because of not following in argument.

    The argument isn't keeping ToD up, but whether in priority do you do boot, or ToD. I say bootshine should be priority simply because Boot has a higher requirement system where ToD has a low requirement.

    Will ToD always overlap with boot? not likely. Might it ever, maybe.

    Tod and fracture are the mnks only real non positional, in a button spamming that is mnk-ness. They can be use more effectively then simply motorizing it.

    It's much easier to delay a ToD then counting your dots and their server response to play with GCD wait game. The pot lost is nil to insignificant due to it's dot nature.

    You may trip yourself over simply trying so hard not to clip Tod, that you're wasting precious GCD time spent on another mnk positional attack. You loose a wooping 20 pot for pushing ToD down a priorty. I'll take the trade off ifi t means not wasting GCD and positional stability.
    (0)
    Last edited by kukurumei; 07-12-2014 at 03:47 AM.

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