
Was about to post this. Thanks
The two world first T13 were done with two monks. How strange...
Dont look hits (in that case, play BLM if you want to see 3000ish hits), but the dps.


Mantra is useful for any situation where extra healing would be helpful. Dragon Kick doesn't get much use outside FCOB unless your group is undergeared. Meanwhile it's VERY important in FCOB and in situations where your group is undergeared.
In other words, just like many, many other skills, it's only as useful as the situation requires.

DK? EVERY fight due to the blunt resist debuff alone. Mantra? Any speed run. Off GCD so can weave in rotation. Also it is nice if you have SCH for that extra 20% to 40% shields (on adlo crits) so they DPS more.
Also @ ilvl 126 I crit upto 1200.
In FCoB you can keep up GL3 easy, only time will drop is turn 12 during transition to phase 3 and if you get constantly targetted with earthshaker in t13. Also with B4B+PB+rockbreaker spam MNK can do so decent AE on large trash pulls during Speed runs.
And as others have said, PB after phase transitions toget back to 3 stacks in 3 GCDs.
Second wind, non crit 1400+ crits 2100+. Bloodbath with GL3 can top yourself up very quickly, on AE in 4 peep speedruns, means you can self heal if you do steal hate.
MNK rawks, end of!
Last edited by Sapphic; 01-10-2015 at 01:06 AM.


The entire premise of this thread
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T11, T12, T13, DK reduces the damage of the most high damaging attacks, especially on T13, enough for people to survive the HP requirement for one of the attacks, mainly if they are a bit unlucky with drops or don't have the money to afford crafted gear. Mantra is really useful for early progression in T12 in the add phase.
I don't feel monk needs a significant buff, I would be content if they just increased GL duration for 2-3 seconds or reduce perfect balance c/d a bit, there are times where no matter what you do, you can get targeted by mechanics several times in a row making you fall behind DPS from the other members significantly, not that it was bad on Final coil turn, except T13 but it's really just luck. It does take quite a lot of time and adaptation and figuring out the timing to maximize your dps.
That being said, a lot of people here seem to just be talking without even having played the class, or they are just bad at their own class.
Last edited by Evtrai; 01-10-2015 at 01:26 AM.
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i was about to post this. it makes me so sad that i had to jump on page 4 to read this while the troll post with "dk is overrated" is on page 1 and 3 pages long only the int debuff was mentioned


