Use flanking and back attacking correctly with weaponskills and keep your buffs up, you'll be golden! It was so sad to see PGLs in beta phases standing still and spamming 1-2-3 with no knowledge of the skill tooltips...
I wanted to start a thread earlier...but couldn't due to level restrictions. Here is what I have so far.
MONK SKILL ORDERS
OPO OPO-
1.Dragon Kick- 150 (BLUNTNESS)
2.Bootshine- 130 (CRIT)
3.Arm of the Destroyer- 50 AOE(Silence)
RAPTOR-
4.True Strike- 150 (Greater Chance to Crit)
5.Twin Snake - 140 (Increases Damage done, 10%)
6.One Ilm Punc - 80 (Clears 1 beneficial effect)
COEURL-
7.Snap Punch- 180
8.Rockbreaker- 130 AOE
9.Demolish- 40 (DOT 10)
OTHER-
Touch of Death- 20 (DOT 25)
Steel Peak- 150 (Stun 4)
Shoulder Tackle- 100 (Charge, Stun 2)
Howling Fist- 170 AOE (Straight Line)
Single Target Rotation-
1 > 5 > 7 > 1 > 4 > 7 > 2 > 5 > 7 > 1 > 4 > 7 > 2 > 5 > 7 (REPEAT 1 > 4 > 7 > 2 > 5 > 7 )
We start with Dragon Kick due to the higher damage, and the fact that Bootshine does not get the crit on first hit. after that, it is a fairly standard rotation.
AoE Rotation-
3 > 5 > 8 > 3 > 4 > 8 > HOWLING FIST-ARU (Repeat 3 > 5 > 8 > 3 > 4 > 8)
Twitch Stream: www.Twitch.com/Tonitrui : Offline
DoTs right now, until proven otherwise do not fit in our rotation.
The damage they provide is not worth the loss of the global.
Until we can find the amount of skill speed needed to make it worthwhile, ignore it. Better used in PvP.
This last portion goes out to all those simcrafters. How low should our globals be to fit the 2 dots into our rotation. Demolish I can see fitting in fairly early, but Touch of Death is not part of our standard rotation and requires us to stop our regular damage bonuses(IE Twin Snakes) in order to use it.
This is of course a lvl 50 rotation.
EDIT:
In all honesty, I can't see the dot damage being worth if from what we have outside of Demolish. Atleast Demolish allows us to keep our rotation going. Twin Snakes falls off right before recast with no skill speed. Where are we going to make up a global, or 2 to re apply touch and fracture.
I haven't made it to 50 to test it, but does Perfect Balance give you stance bonuses?A tip lot of people don't know is you use your Perfect Balance to give yourself three stacks of greased lighting by using snap punch since you ignore the restrictions of needing different forms, along with the fact snap punch does 180 potency from the side. To note, you don't gain any stances and it cancels out any form you're in. Before your Perfect Balance ends, you'll want to finish it with Twin Snakes for the damage buff.
A fixed rotation for single target is fine. Changing what you do based on fight happenings(IE DOT's, or using stuns) is what makes the difference between good and greatOn the topic of DoTs in a PGL/MNK's rotation:
DoTs seem only worth the trade-off over pure DPS-based rotations if you're the mob you happen to be fighting is a dungeon/raid/FATE/Guildleves boss. Dungeon trash mobs; individual solo fights (Levequests); individual solo mobs FATEs, and the vast majority of enemies simply will not benefit of from the maximum DoT throughput DPS potential given that it has to be distributed in a 30-second time frame.
Ultimately, as it currently stands, DoTs seem rather situational but certainly not useless. Trying to fit them into your rotation for every fight seems rather counterproductive however.
Balance and flexibility will be key to top DPS meters; not purely, static and rigorous rotations.
Dernière modification de Tonitrui, 23/08/2013 à 12h21
Twitch Stream: www.Twitch.com/Tonitrui : Offline
So looking toward endgame what are you guys thinking the (General) single target opener will be? My thinking right now:
Perfect Balance: (Flank) Demolish > Twin Snakes > Snap Punch > Snap Punch >
(this gets all your buffs up ASAP. This is probably the only time demolish will be worth using since it gains nothing from damage buffs and gets outscaled by Snap Punch)
Blood for Blood +Internal Release
Dragon Kick > Twin Snakes > Snap Punch
From there you go into the alternating combos of:
A) (back) Bootshine > True Strike > Snap Punch
B) (flank)Dragon Kick > Twin Snakes > Snap Punch
Dernière modification de Nazrakin, 24/08/2013 à 09h23 Raison: Found out DOT ticks do not scale with damage mods, which make their worth questionable.
I like this, except I wouldn't use touch of death or fracture until parsers can show they're worth using. Since DoTs take up a global cooldown anything outside of Demolish might not be worth using.So looking toward endgame what are you guys thinking the (General) single target opener will be? My thinking right now:
Perfect Balance: (Flank) Twin Snakes >Snap Punch> Snap Punch> Demolish
(this gets all your buffs up ASAP)
Blood for Blood
Touch of Death +Fracture
(assuming they get 20% buff from BfB)
Life Surge
Dragon Kick
(guaranteed Crit thanks to Life Surge.)
Internal Release
(Delayed because LS is already guaranteeing a crit. It lasts 15secs vs 20secs BfB so it syncs up nicely)
Twin Snakes > Snap Punch
From there you go into the alternating combos of:
A) (back) Bootshine > True Strike > Demolish
B) (flank)Dragon Kick > Twin Snakes > Snap Punch
Yeah, since I wrote that I start poking around and found out that damage modifiers do not apply to DOT ticks, only the upfront damage. Ironically, that would mean that the actual PUG DOTs are practically useless, while Fracture still has potential to be really good due to its high up front output + 10 ticks. Demolish might be worth it while you're ramping up and not full buffed, but afterward it would fall way behind Snap Punch.
It's very noticeable when there are multiple MNKs in the party stacking DOTs on mobs/bosses with high HP.
Eminent FC / Sargatanas / EminentLS.guildwork.com
Yeah but outside of Demolish, when using ToD or Fracture, more so ToD, we waste 2.5 seconds where we could of done more damage than the entire DoT winds up dealing with one boosted skill. Demolish is okay because it gives GL stacks and stance changes to Oppo Oppo.
There are of course situations where you'll apply ToD/Fracture such as, before or while escaping AoE's, before dealing with add's, or dealing with multiple trash mobs. But in straight single target fights the best you'll probably get is by opening with Fracture > ToD > Perfect Balance Rotation. After that until we crunch numbers on GCD reduction applying the DoT's just doesn't seem worth the 2.5~ second cool down.
Dernière modification de Cynric, 24/08/2013 à 01h08
2.5 seconds for you maybe but with my SCH in the party and greased lightning 3 up, my global cooldown is at 1.9 seconds per move.Yeah but outside of Demolish, when using ToD or Fracture, more so ToD, we waste 2.5 seconds where we could of done more damage than the entire DoT winds up dealing with one boosted skill. Demolish is okay because it gives GL stacks and stance changes to Oppo Oppo.
There are of course situations where you'll apply ToD/Fracture such as, before or while escaping AoE's, before dealing with add's, or dealing with multiple trash mobs. But in straight single target fights the best you'll probably get is by opening with Fracture > ToD > Perfect Balance Rotation. After that until we crunch numbers on GCD reduction applying the DoT's just doesn't seem worth the 2.5~ second cool down.
Eminent FC / Sargatanas / EminentLS.guildwork.com
isn't Life Surge only for LCN/DRG? or has it changed?So looking toward endgame what are you guys thinking the (General) single target opener will be? My thinking right now:
Perfect Balance: (Flank) Twin Snakes >Demolish > Snap Punch > Snap Punch >
(this gets all your buffs up ASAP)
Blood for Blood + Life Surge
Dragon Kick
(guaranteed Crit thanks to Life Surge.)
Internal Release
(Delayed because LS is already guaranteeing a crit. It lasts 15secs vs 20secs BfB so it syncs up nicely)
Twin Snakes > Snap Punch
From there you go into the alternating combos of:
A) (back) Bootshine > True Strike > Snap Punch
B) (flank)Dragon Kick > Twin Snakes > Snap Punch
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