Skill speed's usefulness is entirely dependent on the amount of bard tp songs you get and how often you have to aoe.i came across this today and was wondering if this is a legit rotation to use, with DPS meters being not quite accurate i'm curious.
Also is the stat weights for this build STR>SPEED>CRIT>DET ??
A full flank roation isn't optimal but offers good effortless damages, it's enough if you just want to do your job in a party, but if you want to min/max, you have to think with the full panel of skills, especially Bootshine and Impulse Drive.i came across this today and was wondering if this is a legit rotation to use, with DPS meters being not quite accurate i'm curious.
Also is the stat weights for this build STR>SPEED>CRIT>DET ??
You don't need Skill Speed at all in this rotation, you don't need to think about keeping your buff, and you can refresh ToD and Fracture whenever you want.
Also, Dertermination is always our best stat behind strenght, then comes Crit and Skill Speed depending of if you need to reach a GCD cap, your TP management, and your current stats (the more you have crit, the less it's effective).
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A full flank roation isn't optimal but offers good effortless damages, it's enough if you just want to do your job in a party, but if you want to min/max, you have to think with the full panel of skills, especially Bootshine and Impulse Drive.
You don't need Skill Speed at all in this rotation, you don't need to think about keeping your buff, and you can refresh ToD and Fracture whenever you want.
Also, Dertermination is always our best stat behind strenght, then comes Crit and Skill Speed depending of if you need to reach a GCD cap, your TP management, and your current stats (the more you have crit, the less it's effective).
So ID is a good for us? I figure it would be I tested what you posted this morning it crits for 650 to 700!! but you have to hope it crits lol
Player
I really enjoy monk, 1.0 had BLM started ARR as War to 50 but now play monk as main very cool stuff
Wow, we get back attacking as a skill, or are you referring to positioning?
Fresh level 50 monk af gear working on relic and DL gear I have nonat the moment im on excalibur server and the name is jimmy lee

ok im srry for butting in or anything but dont know what else to do. Lvl 50 monk hit about 250 or so and beat main story then went to Ifrit hard mode and they all said my dps was weak which i can understand with them hitting for anything in between 450 to 1085 and that was form the tank so my question is did i do something wrong or just need to go farther? Oh and have most of the darklite armor and have avengers as weapon and all points to atk. I read somewhere all classes need determination and the also read that the monk needs critical hit rating i dont know what to do PLEASE HELP
Last edited by DrakeWarplain; 01-10-2014 at 08:25 PM.



In response to Dawning-Blue and Kimille. Editing this to post the rotation instead of leaving it as a question due to the post limit.
I'll post how I worked my rotation during beta (Phases 3 & 4). Not sure how helpful it'll be, but it may give ya'll ideas or something. This is with the knowledge I have of playing up to Level 35 due to the cap in Phase 3.
This is how I personally went about it. After opening up with Touch of Death to get the DoT going, I would continue with:
Bootshine -> Twin Snakes (for the damage buff) -> Demolish (second DoT and begin stacking Greased Lightning) -> Bootshine -> True Strike -> Snap Punch -> Bootshine -> Twin Snakes (buff runs out usually right before using it again) -> Snap Punch (both DoTs are still going) -> Bootshine -> True Strike -> Demolish (get the DoT going again) -> Bootshine -> Twin Snakes -> Snap Punch -> Bootshine -> True Strike -> Snap Punch -> Bootshine -> Twin Snakes -> Demolish -> Touch of Death (both DoTs renewed) -> repeat
This is how my typical rotation would go without interruption (though there are always distractions). Interlaced with buff applications such as Featherfoot & Internal Realase as well as Haymaker for its slow, should it be available.
Basically, start with getting both DoTs on the enemy, applying your buffs, and activating the other buff from Twin Snakes. Go through two 'rounds' of Snap Punch before applying Demolish DoT again. Go through Demolish twice before applying Touch of Death DoT again. Use Twin Snakes every other 'round' to keep the buff up. I treat it as a Touch of Death DoT lasting two Demolish DoTs and one Demolish DoT lasting two Twin Snakes damage buffs.
Of course, keep your positioning in mind. Try to be behind enemies as often as possible. If this helps at all, then I'm glad.
[May make this a separate post once able. The limit's a pain.]
I very much disagree. It'd be unwise to underestimate our DoTs. Now, as far as I know, the way DoTs work in this game is that the damage ticks every three seconds, yes? In that case:
Touch of Death lasts for 30 seconds with a potency of 25 after the initial 20 potency attack. That means it ticks 10 times during the time it's on. Giving Touch of Death an overall potency of 270.
Demolish lasts for 18 seconds with a potency of 40. It doesn't have an initial hit, but it keeps the Greased Lightning stacks up. During the time it's up, it has an overall potency of 240.
The only skill we have available to us that comes close to the damage these two dish out is Mercy Stroke (200 potency); which is a Marauder skill that requires the enemy to be below 20% health.
There's also Snap Punch that can have a potency of 180, but only if performed behind a target.
If fitting those two skills into your rotation is what you're worried about, then that's really just the challenge of mastering this class/job. It may be odd at first, but it's not too difficult once you get the hang of it.
Forgive me. Wasn't paying enough attention as I was looking through the skills.
So we also have Fracture available to us from Marauder. Lasts for 18 seconds (since we lack the trait) with a potency of 20. Initial potency of 100, as well. Making an overall potency of 220.
With all three ticking at the same time, over the course of one Touch of Death, two Demolishes, and two Fractures (simultaneously, of course), the three DoTs will have put out a combined total of 1190 potency. We would be having that additional damage stacked on top of the damage being dished out by our main skills. I like this very much.
Of course, it goes without saying that these values don't really matter on trash mobs since they'll be dead before the DoTs utilize their full potential. If anything, work in just a single Demolish whilst fighting trash mobs and save both Touch of Death & Fracture for tougher foes.
Last edited by Vensaval; 08-27-2013 at 10:32 AM.
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at the moment im on excalibur server and the name is jimmy lee


