I don't understand this mentality. While it could potentially cause tp problems, the mnk still has the option of spacing their gcds the same length apart as they normally would and will still get a roughly 3% dps gain just from their auto attacks.
Most of the monks (and dragoons) that I know do NOT need more skill speed than their gear provides. You're only causing them to run out of TP faster. Be prepared to offer them a spire afterward as apology.
They always tell me their TP consumption rate is higher however they don't care. As long as they are putting out the Deeps in time it's alright. If the said monk is under-geared where they cannot inflict high damage, then that would be the case when you shouldn't arrow them.
I honestly wouldn't waste dps cards on anyone with the lesser gear. Typically the higher. And if both DPS's gear aren't that great. Spread balance/arrow is our friend.
Monk wise atleast. I don't find arrow more useful than balance on a DRG. In my experience.
Geändert von Cleftobismal (15.12.16 um 04:29 Uhr)
I don't think you understood what I was saying. If your mnk has a normal gl3 gcd of 2 seconds, and a gl3+arrow gcd of 1.8 seconds, they can still use their gcd skills every 2 seconds, lose no extra tp, and still get a 3%ish gain to their dps while under arrow just from the buff to auto attacks.
Sects: Utilize shields between pulls, regen during fights (my preference)
Cards: Always Draw, even if you'v got a Spread card - you might get a good one and can save that Spread, or, if its Ewer/Spire, use it to replenish Expanded RR
Cooldowns: None of these are for emergencies only. Use them often!
In general, you should always be pushing a button both in and out of fights. Everything dead? DRAW, Shield your party. Already done? Lightspeed + Stoneskin. DRAW, Big pull a-comin'? Synastry + regens + bubble, toss out that card buff that you had prepped, RIGHT??? Everyone stable? DRAW, CS + Gravity spam, or multi-dot. Mana's getting low - LA + CO (to extend mana regen and card buff). Everything dead? Start over.
I think its not about the tp, i remember one monk told me that it distrupt/broke their timing
I don't think I saw this advised so far so~
Make sure to pick a sect that's appropriate for both the fight and the party composition.
If you're in an 8-man and your co-healer is a SCH, you're best to be in Diurnal since Nocturnal and SCH Galvanizes overwrite and just cause an overall massive headache.
When with a WHM you can pick either Nocturnal or Diurnal depending on the fight. Generally speaking double HoTs ticking in a low HPS fight allows for higher time from both healers. Pick Nocturnal in the more HP intensive fight where mitigation would lead to less overall hassle and derps.
Finally, when with an AST, well, I guess whoever picks first wins, or ask if your co-healer has a preference =p I personally just default Nocturnal since most ASTs I've partied with tend to prefer Diurnal.
Cards in the current incarnation are "GO FOR BALANCE OR BUST" but having knowledge of how each class/job plays also allows you to pick an appropriate target for other cards you'll eventually draw and have to use. Everyone has their preferences (Arrow seems to be a huge point of contention overall ATM), but there are definitely certain choices that make more sense than others.
So after fiddling around a bit. I found Arrow can be very powerful on a BLM, in more cases than Balance. ^
Extended Ewer on a SMN actually promotes Ruin 3 spams outside of dread. stance. It's not a bad idea. lool
It's like a WHM with cards
Quick card guide:
Balance: Damage dealt increased
Bole: Damage taken reduced
Arrow: Attack speed increased (reduces GCD too) (Don't give to melee ever)
Spear: Cooldowns decreased (does not affect GCD)
Ewer: Regenerates MP (don't give to BLMs ever)
Spire: Regenerates TP
For Royal Road
Balance or Bole: Gives next card an increased effect
Arrow or Spear: Gives next card increased duration
Ewer or Spire: Gives next card an AoE effect
Other things:
Make sure you use a different sect if paired with another AST, the effects do not stack, and you'll spend the fight overwriting eachother.
If you have an ast partner, make sure you're not overwriting their cards with your own. That is the most annoying thing ever.
If you have a SCH partner, don't use nocturnal sect, you'll be fighting over who has the better shields the whole fight
If you have a WHM partner, it doesn't matter which stance you use, the diurnal effect stacks with medica 2/regen.
Use collective unconsciousness if you're all grouped up for something, and there isn't anything else you'd need to save it for. The HoT heals for a lot.
Use disable before hard hitting boss attacks/tank busters.
Use synastry for the healing potency buff
Use lightspeed in emergencies.
Pair Luminiferous Aether with Celestial Opposition for additional MP if needed.
Geändert von Averax (17.12.16 um 08:12 Uhr)
Get the party hyped for a vote kick on you more like.a few cents from me
whenever i give a bole to DPS, they somehow start doing their full rotation lol
just for fun, AH (diurnal) + Bole (aoe) + card (spread) + TD (your choice) + CO + CU (not necessary) at the start of boss fight will usually get your party hype for "lets do this shit" moment
What are you actually talking about, aoe bole at the start of a fight, bole on a dps, these are probably the dumbest things an ast could do
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