Don't mind my offensive opening sentence but seems that, there's a lot of garbage going on and on about "OH MY GAWD DRG IS NOW SO EASY TO BE AVERAGE ON, JUST HIT FROM BEHIND THE WHOLE FIGHT NO DPS LOSS, MONK QQ". BTW, a ninja has been doing that. Considering the increased popularity of WAR (WAR bring about additional mitigation and dps for tanks, another topic another day) and WAR applying slashing debuff, NIN doesn't even have a flank skill to use in their rotation removing dancing edge.
Now my question to all of you is, do you want to be average?
If yes, I won't want to see you in my FCOB static. In fact I'll just be frank I don't even want to see you in my EX primal farm parties. You're a DPS, YOU ONLY GOT ONE JOB. DO THAT JOB WELL NOT AVERAGE U IDIOT.
So now can we move on and talk about whether DRG will overtake MNK?
MNK
When DPS takes a major hit:
Not keeping GL3
When you die
When DPS takes a mediocre or minor hit:
Not hitting positionals for every skill in your 1 2 3 rotation
Not keeping 2 DoT spells up
Based on parsings, majority of MNK's damage comes from autohits (33%), snap punch, Demolish, Boot shine, True Strike. Not keeping GL3 gives you the highest DPS loss in terms of % damage dealt.
Why is not hitting positionals not a major hit many will ask. That's because for each stance, there's a FLANK AND a REAR attack option. Yes your rotation may dictate that you need to do Dragonkick or Twin Snakes at that moment, but doing their alternatives does not result in a major DPS loss if the boss's mechanic locks you in the rear position. And recovery is within 5 seconds due to your high SS, just finish up the current 1 2 3 rotation and reapply your buffs/debuffs in the next rotation. A rotation is like a guideline, it's not a hard and fast rule "ZOMG I MUST DO THIS MOVE NOW OR IMMA GONNA BECOME LOLMNK". Sorry no, it'a all reaction play according to the situation.
Whether monks do so well in certain turns and fall off in others basically depends on whether the mechanics give the monk a target to attack for the whole fight.
And TP burn is the highest amongst all 3 classes, my MNK burns out 4 mins 25 seconds without goad or paeon on perfect invigorates.
DRG
When DPS takes a major hit:
Not hitting HT properlyNo longer
Not hitting ID properly
When you die
When DPS takes a mediocre or minor hit:
When you miss HT's Flank Bonus
When you miss CT's Back Bonus [NEW]
So they took away one of the nasty positional requirements away this patch. This matches MNK's sole major requirement to keep GL stacks up. Fair enough? Seems fair to me.
If anything, this patch actually made DRG less mobile than ever. We used to be stuck at the start of each rotation where we have to Flank, followed quickly by Rear or else we're majorly screwed. Now, it's not a must to get that Flank but it's important to get that Rear cause you need it to proc disembowel.
But guess what, to min max now, you have to Flank, followed quickly by Rear, one extra skill for you to dodge any rear aoes that may come out, followed by Rear again. Previously after we've hit the HT and ID, we're free to roam which ever side of the boss we want until the next HT. That is not even considering jumps, which means for DRG, you are more often jammed locked into stationary positions because of our rotation, which means if the boss does not line up properly for you, best of luck and take that DPS hit.
And where are people QQing about the DRG potency increase when MNK has a 5% + 27% + 5% damage buff whereas we're only still stuck at 15%.
if anything this patch made DRG more DRG like and away from the others. MNK has always been a fluid style fighter constantly moving around. DRG should always be the big hitters and to get that big stick in you need to stay still to build strength up for big hits in between the average hits.
as for NINs, meh, they will survive with the TP cost increase, but i sure hate to see the dmg nerf on kisses that i feel is unwarranted.