You just need your relic and accuracy to reach turn 5
You just need your relic and accuracy to reach turn 5
Rapiso 'World Best Monk' Tapiso - Black Hope - Moogle
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Killed Titan hard 2 times in a row
Last edited by Onyxys; 10-07-2013 at 09:30 PM.
So I have a question. Its obvious you keep Demolish(DS) up, but I am conflicted about ToD and Fracture(Fct.)
I know that before a certain amount of skill speed you cannot keep up DK+Twin Snakes(SN) and keep up all 3 dots, you have to choose between one or the other, or let the buffs fall for a few seconds.
The question is, which dot is best to use (ToD vs Fct) in terms of TP management and Damage. Maybe I have it all wrong but if someone could help me with this I would be thankful.
Also I am a bit confused about weaving Impulse Drive into my rotation. Is this a high Skill Speed option only? Is it actually necessary to compete with others DPS?



At Lv 50 you need nothing more than your DK > TwinS > Snap Punch (alternated with Demolish when needed) + ToD upkeep. Couple that with using Steel Peak and Howling Fist on CD of course, as well as Blood for Blood and Internal Release.So I have a question. Its obvious you keep Demolish(DS) up, but I am conflicted about ToD and Fracture(Fct.)
I know that before a certain amount of skill speed you cannot keep up DK+Twin Snakes(SN) and keep up all 3 dots, you have to choose between one or the other, or let the buffs fall for a few seconds.
The question is, which dot is best to use (ToD vs Fct) in terms of TP management and Damage. Maybe I have it all wrong but if someone could help me with this I would be thankful.
Also I am a bit confused about weaving Impulse Drive into my rotation. Is this a high Skill Speed option only? Is it actually necessary to compete with others DPS?
The above alone will allow you to top the parses (do the most dps) on pretty much most fights that last longer then 30s or so.
Impulse Drive is TP inefficient and also has a risk of not being part of the MNK forms. Fracture has a similar caveat, although personally I would have to look into it more.
Actually I would argue moving from flank to rear on Titan hm is beneficial since you will already be moving when weight or landslide is coming which makes things easier. Plus the fact you are maximizing dps. Shorter that fight is, less chance for mistakes.
Mistake is a wipe though. It's not how many dps you put out, because it's miniscule comparatively to the whole fight. It's how many people live to heart phase, and then after heart phase, how many live to continue the fight (if you don't have enough dps to get people out of being enclosed in gaol, you wipe).
And 80% you will not be table flipped unless you're melee heavy (which usually don't happen) so almost all the time it will be a 180 titan on landslide. And weight of the land, he only does 1 flank variations until last phase, meaning you cut through from flank to flank ( doable even with insane lag)
In Titan, you're not a mnk, you're a melee damage dealer. They could care less what you do, as long as you continue the fight.
A dead member before heart phase is unecceptable, a dead member after heart phase is costly. You can be pushing daisies as long as you're not dead.
Titan is not a place to play hero, anyone that has run it will know it for truth.
Last edited by kukurumei; 10-08-2013 at 12:13 AM.
This is false. Do demolish then fracture then a normal rotation followed by touch. That is only one spared global per GL restack. I don't remember any level where I couldn't spare one global each time.
I only use ID if something needs to die fast and tp is non issue or it's the very end of the fight (like on the nodes in turn 2) and refreshing dots is out of the question due to low hp left. But you can use ID at any level fear you just can't do three ID per GL refresh only 1-2.Also I am a bit confused about weaving Impulse Drive into my rotation. Is this a high Skill Speed option only? Is it actually necessary to compete with others DPS?
If you aren't going to be hit regardless you should be maxing dps, yes? You seemed to miss that point.
Hi guys perfect place to post, so after training on my monk for a bit, here is the rotation i have stuck with.
Fists Of Fire
Boot Shine - Behind
True Strike - Behind
Internal release
Demolish - Behind
Dragon Kick - Flank
Twin Snakes - Flank
Snap Punch - Flank
Boot Shine - Behind
True Strike - Behind
Snap Punch - Flank
Dragon Kick - Flank
Twin Snakes - Flank
Snap Punch - Flank
i simply repeat those 4 cycles starting with Internal release at demolish then using IR when its up. However my question is, how can i add Touch of Death and or Fracture (haven't got it yet but no harm in getting info for it from now) without losing GL3 or ruining my rotation. Goes without saying i suppose that DoT is not worth losing GL3 so at what point would i add them and also do i replace any skills for them?
Thanks
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) without losing GL3 or ruining my rotation. Goes without saying i suppose that DoT is not worth losing GL3 so at what point would i add them and also do i replace any skills for them?

