What's wrong with Fracture btw? Is it too high of a TP cost? I usually have it up now and then as part of one of my rotations and haven't noticed a negative impact yet. Haven't been to coil except that random invite to kill Caduceus...
What's wrong with Fracture btw? Is it too high of a TP cost? I usually have it up now and then as part of one of my rotations and haven't noticed a negative impact yet. Haven't been to coil except that random invite to kill Caduceus...
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I use it on every turn except 5 and don't run into issues. Turn 5 yeah TP is a major issue so I leave it completely out of the rotation.



The TP Cost is higher than any of MNK's skills yea, and furthermore the dps it gives isn't worth it.



I've already stated that for fights where there's a quick burn involved and no concern of TP, such as Demon Wall or Anantabogas in AK... or anything similar really, then go balls to the wall with anything that increases DPS because well, TP doesn't matter. When you can ignore TP outright, then you can do quite a number of things to increase your DPS.
That being said, there are many fights where you cannot outright ignore TP, and running out of TP is a real concern, whether it involves you dropping to 0 and becoming almost dead-weight, or relying on a BRD to funnel resources to you, further dropping their DPS. At that point, DPS/TP efficiency becomes relevant.
I have Fracture on my bar. I just don't use it for more fights.
Really unless you are relying on that uber monk aoe dps in turn 4...outside of turn 5 I can't think of a single fight where TP is an issue for me.I've already stated that for fights where there's a quick burn involved and no concern of TP, such as Demon Wall or Anantabogas in AK... or anything similar really, then go balls to the wall with anything that increases DPS because well, TP doesn't matter. When you can ignore TP outright, then you can do quite a number of things to increase your DPS.
That being said, there are many fights where you cannot outright ignore TP, and running out of TP is a real concern, whether it involves you dropping to 0 and becoming almost dead-weight, or relying on a BRD to funnel resources to you, further dropping their DPS. At that point, DPS/TP efficiency becomes relevant.
I have Fracture on my bar. I just don't use it for more fights.



Fracture by itself in a lot of fights isn't an issue, but using Fracture and ID would cause huge TP issues. Outside of boss fights you wont use fracture much anyway since it wont get a lot of damage on trash that gets killed way too fast. In HM primal fights of course you can use fracture after GL3 is up, anytime before that and you're wasting time and TP better spent securing your best buff.
Also at GL 3 it becomes decision time when it comes to fracture, and honestly this is all personal preference and based on your skill speed stat. At minimal Speed needed to throw true strike in without losing twin snakes if you put in fracture a skill that doesn't advance your stance, you can no longer true strike, you must twin snakes or you lose the damage buff, so you skip true strike till the next rotation. It's just a decision making thing but you also spend a lot of TP to secure that DMG buff + DoT.
I personally use fracture in every high HP fight without running out of TP, but honestly, if the fight drags on to where you have to use invigorate, at that point you should drop fracture out of your rotation and just concentrate on sustaining your damage. Because if you drop to 0 again you're going to be dead weight.
In my opinion, ID has extremely limited uses. I don't use it unless I am foregoing DoTs (mob is going to die in less than 18 seconds) and TP is a non issue. So, yeah if you were using ID in a normal rotation then you would have issues.
I don't use ID at all.
It has uses in fights where TP is not an issue and you will never have downtime where you cant attack but that basically rules out any of the endgame content.
Everytime GL stacks drop you lose way more dps than you gain from using ID over the flank only rotation and primals+coil fights wont always be forgiving enough to allow you the time to spam ID and keep GL stacks up at all times.
Also fracture has its uses, i have said earlier (in this thread maybe) that i prefer to go for full defensive cooldowns over things like fracture for new content and i still stand by that statement but i personally use fracture for turn 5 in certain parts of the fight because of the way we do the fight it i have times when TP isn't as much of an issue and i need the extra damage to meet the damage requirements for that phase of the fight.
I also use fracture for turns 1-4 because at this point with most peoples level of gear you shouldn't have any problems with TP as long as you manage cooldowns, and if you absolutely need to just tell the bards their dps sucks and that monks are better.
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