What kind of chump Monks have you been playing with who lose GL to a bomb on Titan? It's ridiculously easy to finish a rotation if necessary and still avoid a bomb in nearly any situation.
This monk thread is really scary. Kukuremei, you are extremely intimidating. xD So yeah, I've been monking around at level 50 and things have been pretty cool. Recently got blood for blood and it's been awesome. Idk what to really ask so I guess I'll bring up some funny experiences that I want to hear if anyone else has. It feels like blood for blood's animation is...excessively long. Internal release just slips in there all easy but blood for blood always feels like it's animation is holding me up. I've also not really noticed until I heard about my friend's bard experiences but duty finder explicitly does not pair me with other melee dps in light parties. If anyone else experiences different I'd definitely like to hear about it.
Oh, and one last thing. Fighting chimera at the top of the hill SUX. Eventually there is actually no where to move to escape/continue fighting. Glad it's done with.
"Let's change the future"
Thanks for checking up on me, I've been on the tombstone stage, but lvl 28 rings?? I have crappy GC ring, but that's not 28...Kuku. Please Stop.
Your assumption that everyone is as bad as you or "other monks" you seem to encounter all the time with is toxic to this thread.
There is no variables during bombs - they have set bomb patterns, they have set timers, the bomb spawns take over 5 seconds. With use of shoulder charge, you can easily keep up GLx3 for all bomb spawns. Last I checked you were still using level 28 rings and NOT a relic weapon.
Well whatever. I'll stop posting since it appears to get personal. And people appear to have the mentality of if you're not carrying then you're being carried.
Last edited by kukurumei; 10-08-2013 at 05:17 PM.
Regarding losing GL... you should only be losing GL if it's Ifrit/Garuda but even then you could probably time it and have enough skill speed.
For Titan's bombs, the only time would only be if you're forced to move away because of the landslide. Other fights like turn 2, use shoulder tackle. And hope to not glitch your demolish...
Aand bard vs monk? Bards don't even stand a chance.
PS: I dance around HM Titan every damn time and i always see alot of MNKs just standing in one place. Please don't be lazy and actually use your class 'cause you're not doing that much DPS standing around.
Last edited by MisakiSatomi; 10-08-2013 at 06:47 PM.
Yes, dismissing people with valid points as "armchairing" is totally not-personal and an objective and well-thought out argument; You've done this repeatedly in the thread. Feel free to play how you want but please don't disrupt actual valid discussion between users who want to play to the best of their ability.Thanks for checking up on me, I've been on the tombstone stage, but lvl 28 rings?? I have crappy GC ring, but that's not 28...
Well whatever. I'll stop posting since it appears to get personal. And people appear to have the mentality of if you're not carrying then you're being carried.
here is my revised rotation
Fists Of Fire
Touch of Death - Behind
Boot Shine - Behind
True Strike - Behind
Internal release
Demolish - Behind
Fracture - Flank
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 still do not have Invigorate or blood for blood nor do i have mercy stroke but i am working on them. So for now this is my rotation. Any inputs on where i can improve?
For an opening against a boss i usually go
PB > DK > Spx3 > demolish
Recommend anything better?
@kaosprimezero:
i will prefer begin like this if you prefer
fist of fire
touch of death
dragon kick - flank
twin snake - flank
demolish - flank
bootshine - behind
true strike - behind
snap punch - flank
demolish don't recquire to be in the behind, dragon kick deal more damage than bootshine without opo opo and adding twin snake will make demolish stronger.
as opening against boss:
PB > DK > TS > SPx2 > demolish
TS = 10% of damage boost
GL = 7% of damage boost.
and you still have your 3 stack of GL after demolish
personally i often drop Touch of Death from my rotation for keep GL and will use impulse drive, i know the damage is not the same, but i feel better with this.
Bootshine - behind
true strike - behind
impulse drive - behind
snap punch - fank
a pretty nice DD combo especially under blood for blood/internal release
sadly TS will fall before you can put it back.
ps: i'm not fond of the DoT in the monk actually ,exept demolish, because it's really powerfull and in the rotation...
Last edited by silentwindfr; 10-08-2013 at 10:42 PM.
So your suggesting:
Fists Of Fire
Touch of Death
dragon kick - flank
twin snake - flank
Internal release
Demolish - flank
Fracture - Flank
Boot Shine - Behind
True Strike - Behind
Snap Punch - Flank
Dragon Kick - Flank
Twin Snakes - Flank
Snap Punch - Flank
Dragon Kick - Flank
Twin Snakes - Flank
Snap Punch - Flank
Right?
Man all your rotations are so bad....... whatever i wont post again. Wtb good monks, cant find them.
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.
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