I always try to re-apply HT and ID if I miss, but I admit I sometimes give it up if the target is spinning like a spinning top due to tank running in circles or otherwise without an end.
I always try to re-apply HT and ID if I miss, but I admit I sometimes give it up if the target is spinning like a spinning top due to tank running in circles or otherwise without an end.

This thread sure turned in to a pissing contest between dragoon vs monks positionals. Both need to hit positional requirements to make the most of their class. Dragoons have less to worry about on a per move basis over monks for positionals, but can be thrown off the ideal rotation when one misses. Monks get the benefit of their combos and buffs/debuffs keep going even if they miss a positional. However, as a monk has more overall positional requirements, they must pay more overall attention to where they are so they get the positional potency power.
For many fights, it's not freaking hard unless the mob is constantly in motion. Both dragoon and monk can literally sit at the very dege of the target's hit box circle for minimal flank-to-rear action. It's only when bosses are actually moving (being positioned by tank, moved by a move like chariot wheel, or spinning around to cast a fireball at someone) that positionals can get tricky for both classes.
Please for the love of Halone stop the pissing contest.
That it did, but as I stated before, I don't much care about the positioning differences, both can be learned with some effort.
My point from the very beginning was that I feel like a Monk played right can deal more damage while still having more support value than a Dragoon played right, thus making it a better choice for raid groups.
People keep saying that DRGs have better burst and can move around more freely, but I've never seen a Monk have much trouble taking down adds or bulbs in boss fights, and Shoulder Tackle seems to work just as well, due to it's short cooldown. Sure , it has a stun effect, which is not always desired, but so does Spineshatter Dive, and Dragonfire Dive has a 3 minute cooldown.
Honestly, cut the elusive dive cd in half to 90 from 180 and we'll call it a day.
When you are bringing in a DPS like a DRG or a MNK, you are not basing it off the "support" it brings, you're bringing the class because 1) the player excels on that class and has shown to put out good damage 2) knows how to adapt to end game raids and mechanics while still maintain high dps 3) makes minimal mistakes and knows how to recover whenever a mistake is made, either by the person or his teammates.
I am pretty sure the last thing a raid (or raid leader) looks into is the use of support abilities like mantra or disembowel. Those are just bonuses that come with the class, and not the make/break of what class to bring.
In the long wrong, a very solid and well played MNK can out dps a solid well played DRG, just the nature of the jobs in this point in time. That doesn't mean that your damage is insignificant if you are not at the top of the charts.
Then again, could always nerf Monks a tad... :V
Now that my MNK is at 50 I've started some comparisons. This isn't to say I'm a great MNK or DRG. Very new to MNK so I do make a few more mistakes on it. They seem balanced enough on the fights I've tried. Titan and Levi ex, for example. And t5. At i90. Getting around 360-380 in t5. 260-270 in Levi ex. On both jobs. And in Titan I didn't end up joining at random PFs that could clear it yesterday. But results seemed close enough.
Last edited by RinchanNau; 06-02-2014 at 09:39 PM.
Please make dees changes...
Ring of Thorns done in public makes the DRG lose his wyrm mail.
Jump keeps you at the player in PVP. ^^
Elusive Jump lands you in a hammock with an umbrella drink.
Odin drops Gungnir.
Dyeable wyrm mail so 5 of us can get together and cosplay power rangers in Mor Dhona.
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