lolnins sometimes like to tank the doom floor with the loldrgs as sometimes one floor tank is not enough.
lolnins sometimes like to tank the doom floor with the loldrgs as sometimes one floor tank is not enough.
As a professional drg floor tank I'm glad to have my nin ot cohorts. You never know when you going to need someone to hold the add platform while the rest of the party wastes their time killing mobs.
good monks will beat an equally skilled and geared drg, cause good monks don't usually drop gl3 well I know I barely drop it till next perfect balance the tornado kick and pb reach gl3 again 3 hits.
In short fights yes monk isn't the best but the long big hp boss mobs they do well.
people like to forget it takes a mnk 16-20 secs to even do ok dps unless you can open in perfect balance then its maybe 5 secs. So if the fight lasts awhile they will at least catch up. btw each gl is 10% more damage and 5% skill speed and at gl3 max 30% damage and 15% more skill speed.




Monk has the highest single target DPS over sustained fights, but suffers in battles where they cannot maintain greased lighting consistently. Dragoon offers the highest burst damage and better overall raid utility when paired with a Ninja or Bard. Those latter two compliment most any job and have the best overall support while keeping solid DPS.
Honestly, you can bring any job to any fight and get by with ease, provided you know a proper rotation. Only Warrior is really "better" than anything else.
I usually use trick attack only after about 25 seconds in a boss fight after the mnk has build grease lightning 3, and watch their agro meter escalating like crazy, also give em goad so they won't stop punching and kicking. I dunno if mnk has self tp restoration skill, but sometimes mnks ask for goad when I'm playing nin after about 2 - 4 mins of fight.

Any Monk worth their salt will have Invigorate cross-classed for 400 TP, and they also have the option to burn their Chakra for Purification for another 300 TP regen with a similar cooldown to Invigorate.
Onto the main topic, generally both a Monk and Dragoon will come out on top vs a Ninja. It's the price you pay for the amount of "in the moment" utility that Ninja brings to the table. While Trick Attack if calculated throughout the entire fight is only really about a 2% overall DPS increase for the raid. (I think that was the number being thrown around.) The moment to moment effect of Trick Attack is what makes it such a powerful cooldown. While it's overall contribution seems fairly small on it's own, that extra 10% when you need it, either to nuke an ad or pass a burst check would allow progression players to get past roadblocks earlier than expected.
Dragoon overall is probably the "easiest" to get good at, as for the most part their rotation is pretty much set in stone and there is not much the game can throw at them to make a mess of it.
Honestly I feel that Monk easily requires the most work to get the most out of it, but when you get it an excellent Monk will blow all other DPS completely out of the water, even at an inferior ilvl. In order to get the most out of monk you need to first know which part of your combo you need to do at that particular point in time, which mainly comes down to micromanagement of the timers on your buffs and debuffs and knowing what to use to fill in the gaps.
For example, at my current ilvl and skill speed on my Monk, I will usually find myself after awhile with a spare second, usually on either Twin Snakes or Demolish, where if I were to follow through I would end up clipping the effect, so I personally use that time to either reapply Touch of Death if its for some reason down or pop Fracture. What's nice about Monks overall rotation is that even if the little touches slips your mind for a second, the DPS loss is minimal as long as it's not a regular occurrence.
The harder part of Monk, which is what slips up most players, but only really seen in a raid environment, is knowing just about everything about that particular fight you're participating in. For a serious fight you would want to know every single break in the fight and every little thing you could do during those times to keep any chance of Greased Lightning downtime to a minimum. For example in T9 long before they buffed the GL duration, in the first phase when Nael would do his jump, push back, then soak, I found myself needing to hold onto Shoulder Tackle so I quickly dash after his jump and get my last hit in to refresh GL before I lost it. Nowadays you have Form Shift, Tornado Kick, and Chakra to micromanage.
Unfortunately I don't get the opportunity to bring my Monk into raids as often as I would like. (While I do like to think of myself has an above average Monk, my friends still consider me a far better Dark Knight.) I would personally Tornado Kick before any major break in a fight, obviously, so that on paper is pretty simple to understand. The real utility comes from Form Shift, and then of course meditating when you can find the time. Knowing how to properly use form shift can both save yourself from losing GL when you have to go from point A to point B as it fills in the dead time you would have from movement, and also get you back into the game when you're coming back in from a break. You could go straight into GL1 if you remember to Form Shift during a long break, which saves you a complete rotation of time to get back into GL3.
So pretty much to summarize, NIN, while physically weaker than the other melee DPS, will always be asked around for when it comes to progression thanks to its buffs and utility. DRG, when it comes to raw output still comes behind MNK in DPS, is still leagues easier to play once you have memorized it's rotations. While MNK, at its best blows everything out of the water, and is much more forgiving when it comes to forgetting parts of it's standard rotation, is far more punishing for major mistakes compared to both NIN and DRG, which leads to players being needed to do their homework on serious fights to get the most out of it.
When it comes to casual content I feel that Monk is the most cozy thanks to the lack of really anything to worry about, but probably requires the most work to get it going in more hardcore content.
So at the end of the day, what will really push out the most damage out of the three DPS is up to how you, the player, learns individual fights, and how well you can handle retention.
It is unfortunate this game has meh melee imo - I like heavy armor big axe/sword wielding melee and all we have is melee that punch, stab or poke...lame. I did level a warrior to be my melee DPS, thoughI think ninja/monk are pretty close to answer your question though
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They aren't. They're about 50 DPS higher iirc. Disembowel is basically another 100-130 DPS on a BRD/MCH. Litany is a bit harder to figure out, but it's not insignificant.
Just to make it clear, assuming equal gear and top level skill, (this means that you are good at keeping your buffs the whole fight which can be done in every single floor of alex.)
Personal DPS: MNK - DRG - NIN easy no question a good MNK will wipe the floor with every single other DPS in A1,A2(besides SMN and about equal with BLM),A3, and A4
Raid contribution: DRG - NIN - MNK, DRG bring Disembowel (+70 DPS to ranged) and litany. NIN bring trick attack (+10% raid damage every 60 sec) and shadewalker and smokescreen which with good tanks allow them to not worry about threat ever even on weird swaps. MNK brings DK which is basically null since most groups bring a DRK, and mantra which is nice but not ground breaking in most cases.
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I think ninja/monk are pretty close to answer your question though



