Thanks a lot for the clarification. What I understood from it is that even though I did get the Hellfire Helmet, ring and bracelet before others, as long as my stats are optimal it really shouldn't matter too much.
This is currently my BiS Solution for Monks who hit the A6S wall:
http://ffxiv.ariyala.com/UQMW
With this gearset, I can beat the A8S SSS Dummy with anywhere between 20-24 seconds remaining. This is without food and pots. Also, I use Forbidden Chakra because I have enough TP left over to warrant not using Purification.
Is there anything else I can do to further increase my DPS (besides using food and pots) or am I simply held back the gear I currently have available to me?

Hi everyone, I recently gained my lvl 60 on my MNK !
A friend tried to teach me the job, and i'm currently practicing this opener :
Fist of Fire --> Meditation x5 --> Form Shift to Coeurl Form --> Shoulder Tackle --> Demolish --> Touch of Death --> Perfect Balance --> Snap --> IR + B4B --> Snap --> Howling Fist --> Dragon Kick --> Steel Peak --> Twin Snakes --> Forbidden Chakra --> Snap
I just want to be sure, is it optimal ?
Short answer, no. This is the rotation I use: http://ffxivrotations.com/77n, due to how the game is there is no one optimal rotation but the one you posted blows all cooldown way early and also does a GL1 unbufffed ToD and is quite unoptimized.
EDIT: Long answer
Using ToD early to get more DoT ticks is not optimal due to all the buffs, using it after GL1 is 10% damage buff compared to using it a lot later in the rotation. On the second skill it's 2.4 seconds into the fight. Comparedly where it's placed in my rotation which is 15 seconds into the fight, meaning that it's missing 12.6 seconds worth of dot ticks which is 4.2 ticks = 105 potency out of it's 270 potency or 115,5/297 with GL1. Using it at GL3 with IR, BfB, TS, DK is a 30 + 16 + 10 + 10 + (10) = 66%(76%) increased damage. 20*1.78 + 250*1.68 = 35.2 + 415 = 445.2 looking at the difference in potency we get 445.2 - 297 = 148.2 potency meaning that the buffed ability is worth more than the unbuffed ToD. The same more or less goes for all the ogcds, saving the cooldowns until after all buffs are up is way more efficient in the majority of the fights, except Shoulder Tackle which can be used in the opening of the fight and will still have BfB up when it is ready again. This is the reason for the layout of my rotation, fracture is also added at the end still being under pot + BfB for extra damage. As for Snap first vs Demo first, Snap does come out in most cases were you are able to open from the flank which is most fights, Demo is superior in most cases if you can attack from the back, like for dummy parses.
Last edited by Krindor; 06-29-2016 at 08:43 PM.
I remember seeing a 850 sks rotation where the bootshine > true strike was doubled up instead of being used alternate to dragon kick > twinsnakes.
Is this rotation worth gunning for? Is the dps increase significant enough to outweigh the skillspeed oversaturation? I am also aware that this is a dummy rotation since the timers on dragon kick and twin snakes is very tight using the 850 sks rotation.

That sks seems way too low to be able to double up on bs/tru, You'd be running over 17 seconds between uses of dk and twin....I remember seeing a 850 sks rotation where the bootshine > true strike was doubled up instead of being used alternate to dragon kick > twinsnakes.
Is this rotation worth gunning for? Is the dps increase significant enough to outweigh the skillspeed oversaturation? I am also aware that this is a dummy rotation since the timers on dragon kick and twin snakes is very tight using the 850 sks rotation.
I have yet to do a single fight in the game where can't hit the first demo positional using a demo snap snap opener other than big guys like Nidhogg. Is there another reason why starting with snap is better?
If you attack the second a mob is pulled it is near impossible to get the rear positional. Snap vs Demo not including positionals is even, they perform better than each other depending on fight and in a min-max scenario should be changed depending on fight.

Naw, anything with a proper ToD in it is gonna be stronger and the TP concerns ring hollow when the big enemy recently is the frequent breaks in action.
Last edited by SunnyHirose; 06-30-2016 at 11:11 AM.
٩( ʘᆺʘ )۶ Qiqirns never skip egg day!
But if you attack a second late then easy to hit it every time. I find it hard to see starting with demo as being a loss based on that. Even bosses that are a little larger can still be hit from the rear pretty easily. Like the first boss in a8 for example (cant think of his name right now), if the tank pulls with a ranged attack and you shoulder tackle as soon as he does then the boss will be moving in the opposite direction of you making it really easy to execute consistently while only needing to take a few steps. Idk, its just I've started with demo on every boss I've done besides Nidhogg and have never seen a reason not too
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