You just need to start with a GL builder (coerl move - Snap Punch, Rockbreaker, Demolish) for you to fit in the 5 moves at low skill speed.



You just need to start with a GL builder (coerl move - Snap Punch, Rockbreaker, Demolish) for you to fit in the 5 moves at low skill speed.

So I'm looking to make the hard transition from DRG to MNK permanently. I've been scouring places like Reddit and other fan sites for decent rotations but I soon discovered unlike DRG, MNK doesn't necessarily have a universally accepted rotation. I'm very confused in particular on what most people consider an optimum opener when using "Perfect Balance". Some people say x3 "Snap Punch", others open with "Touch of Death" and others seem to open with "Demolish"? Basically, I understand that the point of Perfect Balance is to gain x3 Greased Lightning stacks as soon as possible but the exact skills to use and in which order is what I don't have a firm grasp on. And then there is the whole debate about whether using "Bootshine" is even worth it over spamming "Dragon Kick". I guess it wasn't until 2.1 that people actually started using "True Strike" in the rotation due to its potency increase? Any seasoned MNK's who could throw some advice my way would be greatly appreciated!
Last edited by Karasumori; 04-06-2014 at 07:33 PM.



I'll let other people talk about starting rotations.
My PB (which I stole from here) - Demolish + Snap Punch + Twin Snakes + Snap Punch + Dragon Kick (end)
In general, I us Dragon Kick + Twin Snakes + Snap Punch/Demolish(if it needs refreshing). Then use Bootshine + True Strike + Snap Punch/Demolish.
Basically the flank and rear (non-coerl stance) moves alternate with one another.
Keep up Demolish, keep up Touch of Death. ToD lasts 30s, and Internal Release has a 1min cd. So basically every other touch of death should get +30% crit.
Use Steel Peak and Howling Fist on CD, unless you have to stun for some reason or there's a burst aoe very soon.
Shoulder Tackle is your friend. It's really good for keeping GL3 in some circumstances or just improving uptime on the boss.
Mantra is helpful when you find a place the healers need it.
Generally, monk is pretty neat and straight forward. There are tricks to be sure, but rotation-wise it's less situational that most of the other classes.

Excellent, thank you for the advice! Now, off to a dummy~

I open with perfect balance, and i can only fit 4 GCD skills into it if my skill speed is anything less than 430. It usually goes Demolish, Blood for Blood, Twin Snakes, Internal Release, Snap Punch, Steel Peak, Demolish, Howling fist (PB ends here) Touch of Death, Rotation. I can fit in a Dragon Kick between the Snap Punch and Demolish ONLY, as I said, if my speed is over 430-ish.



Are you saying you pop PB and do "Demolish, Blood for Blood, Twin Snakes, Internal Release, Snap Punch, Steel Peak, Demolish, Howling fist (PB ends here) Touch of Death"?I open with perfect balance, and i can only fit 4 GCD skills into it if my skill speed is anything less than 430. It usually goes Demolish, Blood for Blood, Twin Snakes, Internal Release, Snap Punch, Steel Peak, Demolish, Howling fist (PB ends here) Touch of Death, Rotation. I can fit in a Dragon Kick between the Snap Punch and Demolish ONLY, as I said, if my speed is over 430-ish.
If so that is why you are only able to fit 4 into it, If you used B4B/IR then use PB you could fit 5 skills in before you lose PB. Even then putting Steel Peak and Howling Fist in that rotation you still might not be able to get 5 skills in. Everyone does stuff their own way, But I can get 5 skills in and I have very low skill speed.



Well there's your problem, your opener is horrible. There is no reason to prioritize Twin Snakes over getting to GL3. If you don't hit GL3 in 3 GCDs then you won't fit 5 skills.I open with perfect balance, and i can only fit 4 GCD skills into it if my skill speed is anything less than 430. It usually goes Demolish, Blood for Blood, Twin Snakes, Internal Release, Snap Punch, Steel Peak, Demolish, Howling fist (PB ends here) Touch of Death, Rotation. I can fit in a Dragon Kick between the Snap Punch and Demolish ONLY, as I said, if my speed is over 430-ish.
Demo BfB Snap IR Snap Steel DK Howl Snap
I do this every day. Always get all 5. Only +15 skill speed on my gear set.
Note: You can find the extended opener (how to follow up when PB ends) in an earlier post of mine and the whole reasoning behind why this opener is optimal as well.

If you've already got GL3, sure, thats not a problem, but it is best used to quickly get to GL3 in the beginning. With anything lower, you can only fit 4 moves in on a stationary target.
I'm sitting at 388 SS and I manage the 5 skills in one PB. I do start with getting GL 3 asap, Demo, SP, SP, Twin, DK. Works everytime, although I did find that at 377 I could only do 4.

I can see that working, i just like to guarantee that GL and Demolish don't drop off, so i alternate Coeurl form moves with others to ensure that. I could probably go the same route and be ok, its just become such a habit anymore that I stick with what I do. I'll have to try that out tonight and see how it goes.
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