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  1. #1
    Player
    Ipkonfig's Avatar
    Join Date
    Sep 2013
    Posts
    183
    Character
    Ulfheonar Wolfhiem
    World
    Zalera
    Main Class
    Marauder Lv 60

    Switching to MNK for a group and wondering about 3.0 abilities.

    So I MNK'd a lot back in BCoB when we were working on Twintania because we were single tanking it after the twister nerfs and I brought more DPS as MNK than WAR. Now I'm switching to MNK for a savage static and wondering about the new 3.0 abilities.

    Form Shift - When I'm starting a fight (assuming I don't open with PB) should I shift to Opo to get DK up right away, or shift so I can Demolish right away for a stack of GL and then DK?

    Meditation - I guess this would be more based on the fight, like Ravana there is plenty of downtime to not worry about TP, but using Forb. Chakra vs. Purification. I can't really think of a fight right now where Invigorate isn't enough to keep me DPSing, every fight has down time.

    Tornado Kick - There is a lot of controversy with this ability, I understand its use is when you are going to lose GL anyways, might as well burn it, but I was wondering about burst fights. Faust in Savage A1 requires a large chunk of DPS. Would it be worth while to start the fight without PB, get to 3 stacks of GL, use TK, then PB back up to 3 GL as fast as possible?

    Fracture - I've watched a few rotation videos on youtube and I see MNKs using Fracture, I really would like to avoid using it since it makes the rotation really wonky, but if it's a decent gain I'll give it a shot previously it was never very conclusive, and if it messed up your rotation it would end up being a loss.

    From what I've ready the rotation is the same as before:
    DK - Twin - Snap - Boot - True - Snap, insert Demolish for Snap if it's down, ToD when it's down and rotate OGCDs between GCDs as they come up. I've seen a few rotations that put 2 OGCDs between GCDs, I don't usually do this, but I guess it's preferable if you have a good connection?

    Thanks for the help!
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  2. #2
    Player
    Iz_Lemon's Avatar
    Join Date
    Jul 2014
    Posts
    38
    Character
    Iz Lemon
    World
    Tonberry
    Main Class
    Pugilist Lv 60
    Fracture is basically now there as filler due to the longer demolish. Basically it's just to prevent clipping demolish early when DON'T apply touch of death during demolish. Basically, if it comes up to the coeurl form move and Touch of Death is up - if there's 1-2 secs left on demolish, reapply demolish. If there's 3-4 secs of demolish left, do fracture then demolish. You shouldn't be keeping it up all the time, it is a bit of a TP drain. It's currently being used as a non-form GCD purely to make the most of demolish.
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  3. #3
    Player
    Ricdeau's Avatar
    Join Date
    Aug 2013
    Posts
    484
    Character
    Ricdeau Cyton
    World
    Gilgamesh
    Main Class
    Monk Lv 60
    For Form Shift you pretty much always want to get into Coeurl Form so you can get a GL stack immediately. Even with PB, start with Form Shift to Coeurl, get a GL stack, and then go into your PB combo.

    Meditation in it's current state is all about breaks, but be mindful to get your Form Shifts done above getting stacks since keeping GL when possible is far more important.

    Tornado Kick requires some timing, so you'll just have to learn jump/break timings pretty closely so you don't use it too early. Currently it is not worth using mid combo and using PB to recover.

    Fracture takes a little getting used to, but it is a DPS increase. Once you get used to when to use it it helps flesh out your Demo timer so you're not clipping by 4-5 seconds at times. It's a supplemental move, and you should remember that in order to not drop DK/TwS you can only fit in 7 GCDs between refreshes. Look at the new monk thread one some advice on the timing. I'm a little short on time so I can't explain further right now.

    Rotation is largely the same. Demo lasts longer now so it helps with adding in Fractures without things feeling too tight on timing or allowing things to drop. You got Elixir Field as a new oGCD and Shoulder Tackle can now be used as an oGCD, they removed the dead zone, if you don't need to save it for mobility.

    Solid connection is preferable for all classes, but I'd say unless you're getting rubber banding, or full on pauses that monk is pretty forgiving on less than stellar connections. The ability queuing works pretty well for us.

    Also look at the new monk thread for some various examples of new openers. It's a similar structure, but there's changes now because of Form Shift and the extra oGCDs.
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    Last edited by Ricdeau; 07-25-2015 at 02:15 AM.

  4. #4
    Player
    Aeliott's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    615
    Character
    Aeliott Cadenza
    World
    Phoenix
    Main Class
    Monk Lv 90
    Purification is useful in Alex 4, and probably 2 though most of the time I've been in the Gobwalker for that fight :P

    In A4 for example, I use Forbidden Chakra as part of my opening after Perfect Balance while all buffs are still up. On the downtime between attacking the boss and the second leg respawning I charge 2-3 chakra depending on how much / if I needed to Form Shift. On the downtime just before the final phase, I finish my chakra stacks and save them for Purification later, as I'll probably need it.

    That said, people have been gearing up and the fight is going quicker over time. Still, there's no rush in expending your 5 chakra if you're not going to have any dps breaks, so even if it looks like you won't need Purification in the end you can still Forbidden Chakra. It's also less likely you'll need it if you get selected for quarantine a few times.

    So, logically if you have the downtime to charge chakra you have a TP break and wouldn't have issues, but in the case of A4 you have a couple of brief breaks before a very extended period of no downtime...which follows 2 other high-up-time period if you aren't quarantined. Also if we had access to this in Turn 8 for example you'd almost certainly want to save your pre-fight stacks, not accounting for Goad / Paeon. It's still a rarely used skill but not as useless as some initially thought it would be when the skills were revealed.
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    Last edited by Aeliott; 07-25-2015 at 02:53 AM.

  5. #5
    Player
    Zamii's Avatar
    Join Date
    Mar 2014
    Posts
    435
    Character
    Zami Terrechant
    World
    Tonberry
    Main Class
    Monk Lv 60
    http://forum.square-enix.com/ffxiv/t...AKRA-UNLEASHED

    that thread should have majority of your answers for you, if not, the thread is usually pretty quick to respond if you wanted to ask.
    (0)

  6. #6
    Player
    Craiger's Avatar
    Join Date
    Oct 2013
    Posts
    747
    Character
    Atiqa Craiger
    World
    Phoenix
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by Ipkonfig View Post
    So I MNK'd a lot back in BCoB when we were working on Twintania because we were single tanking it after the twister nerfs and I brought more DPS as MNK than WAR. Now I'm switching to MNK for a savage static and wondering about the new 3.0 abilities.

    Form Shift - When I'm starting a fight (assuming I don't open with PB) should I shift to Opo to get DK up right away, or shift so I can Demolish right away for a stack of GL and then DK?

    Meditation - I guess this would be more based on the fight, like Ravana there is plenty of downtime to not worry about TP, but using Forb. Chakra vs. Purification. I can't really think of a fight right now where Invigorate isn't enough to keep me DPSing, every fight has down time.

    Tornado Kick - There is a lot of controversy with this ability, I understand its use is when you are going to lose GL anyways, might as well burn it, but I was wondering about burst fights. Faust in Savage A1 requires a large chunk of DPS. Would it be worth while to start the fight without PB, get to 3 stacks of GL, use TK, then PB back up to 3 GL as fast as possible?

    Fracture - I've watched a few rotation videos on youtube and I see MNKs using Fracture, I really would like to avoid using it since it makes the rotation really wonky, but if it's a decent gain I'll give it a shot previously it was never very conclusive, and if it messed up your rotation it would end up being a loss.

    From what I've ready the rotation is the same as before:
    DK - Twin - Snap - Boot - True - Snap, insert Demolish for Snap if it's down, ToD when it's down and rotate OGCDs between GCDs as they come up. I've seen a few rotations that put 2 OGCDs between GCDs, I don't usually do this, but I guess it's preferable if you have a good connection?

    Thanks for the help!
    I use double oGCDs on my opener to get everything off earlier. I have 100 ping and it works perfect for me. After the opener I just use the oGCDs as they come off CD, and they usually don't come up at the exact same time. You can't use a Pot and another oGCD between weaponskills though

    I haven't read what others use for an opener, but I use this:

    Shift form -> [Shoulder Tackle]-> Demo -> [PB] -> Snap -> [B4B + IR] -> Snap -> [STR Pot] -> DK -> [Elixir Field + Howling Fist] -> Twin -> [Steel Peak] -> Snap -> ToD -> [*Forbidden Chakra*] -> Boot etc...

    Might save the Chakra for Purification in some fights.

    Like have been said, you want to use Fracture as a filler when there's 3-4 seconds left on Demolish, and your ToD isn't about to fall off.
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