Only way you can maintain GL at jump is to have snap rdy to hit otherwise it drops. In that video all of them dropped also my sadness was not because he tried to keep them up or they dropped it was for other reasons![]()
has anyone suggested that PGL MNK fist should looks burning/swirling tornado/idk for earth one lol.. when using fist buff ?
Monks, what's your feelings about this ?
This isn't very accurate but it explains a lot of things
Rapiso 'World Best Monk' Tapiso - Black Hope - Moogle
Stream : http://www.twitch.tv/lerapiso
Cool Site : http://www.ffxiv-codex.fr/
Oh i know, and it saddens me to see people complain about MNK. Its a great job, which im still struggling with but am practicing and looking for ideal rotations to maintain everything. All the high end MNK DD's i see use keyboard, sadly im on a 360 pad so i am extremely limited in pallette space which truely sucks. I have tried keyboard but i find it difficult (always been a pad user unless forced to use a keyboard). But yes in 1.0 MNK was my main, i loved it. Its changed in 2.0
Right sorry for double post, here is my newly improved rotation. Please let me know where i can improveWhen im home from work and out of AK will test this out on a dummy and see what i get....
PB opening
DK > SP > SP > SP > IR > DM > FR > ToD
1. Open Behind - (skipped if opening with PB)
BS > TS > IR > DM > Frac > ToD
2. Flank
DK > TwS > SP
3. Behind
BS > TS > Flank SP
4. Flank
DK > TwS > DM > SP
5. Behind
BS > TS > Flank SP
6. Flank
DK > TwS > SP
7. Behind (stage 1 repeat)
BS > TS > IR > DM > Frac > ToD
I do not have Invigorate, BfB or Mercy Stroke yet, working on these. Also Inbetween rotations off GCD:
Howling Fist (used when up)
Steel Peak (used when needing to stun)
Shoulder Tackle (when needing to rush a enemy to maintain GL3)
Thanks!
I am a pvp focused player waiting for it...I know ARR seems 99% pve oriented, but I still have hopes that pvp will be at least "decent".
My concern as a MNK is if all that "optimal" skills rotations posted above will work on a dinamic pvp, with targets on perpetual motion. Dont think so. Also we dont have ranged attacks (as BRD, BLM...), neither we can rely on a single and long CD gap closer.
I am curious if Fist of Winds will do this job in pvp.
(sry, my english is a bit..)
I am a pvp focused player waiting for it...I know ARR seems 99% pve oriented, but I still have hopes that pvp will be at least "decent".
My concern as a MNK is if all that "optimal" skills rotations posted above will work on a dinamic pvp, with targets on perpetual motion. Dont think so. Also we dont have ranged attacks (as BRD, BLM...), neither we can rely on a single and long CD gap closer.
I am curious if Fist of Winds will do this job in pvp.
(sry, my english is a bit..)
Skill sets in PvP will be different to that in PvE
Sorry to derail this a little bit, but I was really interested in Monk until I saw the animations.
Don't they seem a bit sluggish instead of fluid? I dunno about you guys, but even without a weapon, the dragoon animations are a lot flashier and I guess "cool" which I think contributes to its popularity.
What do you all think?
Also, shouldn't there be more kicking? I like kicking.
You don't need Mercy Stroke but you will definitely want Invigorate. Rotation seems fine but rotations on paper rarely translate directly to in-game actuality as you're probably aware. Waiting for GL3 to apply ToD is what I do, too. If I'm not doing a PB opening, I usually use Demolish on first rotation since it will be falling off right around the time I get GL3 up to reapply the stronger one; depends on the fight but I typically save PB for "uh oh, lost GL" moments rather than for openers...the only consistent exception is turn 4 start where I PB to spam Rockbreaker on the bugs at the start, otherwise a normal 20s windup is fine because I'll get hate otherwise if I open with PB and burst too hard at the start (with current gear including relic+1 I get about 290 DPS [can we talk about DPS?] on a target dummy over a 90 second window FWIW but that's not a realistic number to expect in real combat--200-250 is more normal for single-target fights without a ton of movement). I generally leave True Strike out in any pass through my forms that I use a non-form skill (like ToD or Fracture) to make sure Twin's buff stays up. I don't have the SS to rotate it consistently.
Last edited by Mishaela; 10-10-2013 at 01:34 AM.
Yeah i know the feeling. I know my SS isnt up to scratch and in fact its lacking, but i feel after chopping and searching and many QQ'ing in this thread and others and many thanks to the help along the way by all, this rotation is a good starting point. My SS is around 430 which i believe might be too low for TS to be included. Yes i also appreciate in fights such things as set rotations do not always work but it allows you to keep track of them dots. Once in the rythem you know after 3 cycles or 4 etc that they need reaaplying. At least thats what im hoping anyways. Ill start working on fixing my hot bar to reflect this rotation tonight. Heres hoping i can enter the monk hood, the true brotherhood of FFXIV ^^
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