Need a bit of advice concerning attributes. What should I go for when picking up new accessories? Skill speed, Determination or Critical?
Need a bit of advice concerning attributes. What should I go for when picking up new accessories? Skill speed, Determination or Critical?
This is personal opinion:
From a 50 perspective (before I didn't really bother, if it gave more STR, I considered it an upgrade and got it, rare times I got gear dilemas with the same STR attribute, and iirc when it happened I went with crit->speed),
Following the common way to gear up it is almost impossible to go wrong (Peltast -> Darklight -> AF2/Allagan), as long as you have 470ish Accuracy, which kind of comes alone.
At the point where I have to upgrade to Allagan/AF2 I try to prioritise crit then det, keeping a minimum of accuracy.
I've never paid much attention to extra skill speed (I used to while leveling, but the difference is so small that well...), basically because our class already gets insane skill speed buffs so that gear skill speed seems to be almost negligible (at least when considering partial upgrades, even if you don't try to, you'll have a decent amount of stacked skill speed when upgrading for other stats).
Anyway, I believe as long as you get the upgrades in the class progress path you can't go very wrong
I don't recommend anyone using macros, it'll get you killed an kicked.
There will be times you need to change on the fly (erruptions, winds, etc)
There will be times you are flank only (AK)
There are times you must must must be on exact position (demon wall)
There will be times you can't use certain moves (Macroing stun=instant kick. A stun resisted ifrit is a wipe)
There are just too many instances where you have to change it up. And learning your position with your skill makes it a lot easy on muscle memory, rather then learning a rotation on muscle memory.
i was thinking about new monk skills and here are 2 examples.
New skill. Simple - Consume all your GL stacks for a Finishing Blow, dmg increase depends how many stacks you have. Now how many times do you lose your gl in dungeons like AK or CM or in Hard Modes. You gonna lose GL anyway why not losing it for a little bit of dmg even if it hits for like for 500?
Second Skill is a rework of Arm of Destroyer. Fist of Earth skill allows you using Arm of Destroyer with silence, TP cost increase x2 (only in Earth stance), damage reduced so you cant just spamm it for long. This gives Monk the ability to Silence some bosses/mobs. I know you can use perfect balance and use AoD for silence but come one...
Quick question is it better to use ToDs when GL3 is up? I don't play on PC so I can't use a parser. Also playing with training dummies just doesn't feel right are they scaled to your level?
Once you have all your Dots up (Fracture from MRD, Demolish and Touch of Death), throwing in 2 Impulse Drives (LNC level 6 a 180 potency attack from behind) after a demolish or snap punch increases your damage by 1 full 180 potency per rotation and still allows you to maintain your stacks and damage buffs. True strike is useless and it makes the rotation much simpler.
ToD > Fracture > Boot > Twin > Demo > Boot > Twin (to maintain the damage buff for the impulse drives)> snap > 2x impulse> Boot > Twin > Demo > 2x impulse > Boot > Twin > Snap > 2x Impulse > ToD > Fracture REPEAT.
Using this instead of True strike not only gives you an extra swing at them but allows you to reapply your damage debuff each round instead of every second round making it easier to maintain.
You can actually fit in 3 impulses at lvl 50 with just minimal speed skill. Replace Bootshine with DK at lvl 50. Couple of problems though.
High TP cost.
Risky. If you are slightly late on any of your skills you will need to cut the third impulse or GL will drop.
If you can't get into position for impulse you lose alot of damage (80 potency for missing back attack).
I've been playing around with it and and it's executable, it's only about a 30~ potency gain on a standard Boot/True/Snap combo - but you also lose a chance to cast Demolish. It's a slight DPS loss if you need to wait for your next combination to cast it.
You shouldn't really comment on level 50 rotations before getting to that point.
Many bosses and situations have "phases" It will kill your dots one way or another. Unless you know the window, it's safer to not try to dot at max GL, because by then, it'll be too late.
Best not to keep a dot rotation, as rather an alternation. Mnks tend to need to burst a lot more times then not, and while nowhere near what a drg can dish out on bursts, mnks can adapt decently well.
Dots give a ton of variation on damage, so it depends upto you on how you approach it. Too complex and you're just going to loose it trying to read the moment.
I never see enough TP lost unless it's in aoe spam, which does happen, but not enough phases to get to dried out no invigorate.You can actually fit in 3 impulses at lvl 50 with just minimal speed skill. Replace Bootshine with DK at lvl 50. Couple of problems though.
High TP cost.
Risky. If you are slightly late on any of your skills you will need to cut the third impulse or GL will drop.
If you can't get into position for impulse you lose alot of damage (80 potency for missing back attack).
I've been playing around with it and and it's executable, it's only about a 30~ potency gain on a standard Boot/True/Snap combo - but you also lose a chance to cast Demolish. It's a slight DPS loss if you need to wait for your next combination to cast it.
You shouldn't really comment on level 50 rotations before getting to that point.
Bootshine is totally not worthwhile and dangerous most of the time though. So a big liability. DK will definitely be better unless you got 2x mnk. Which then one can focus on DK and other focus on boot. And ID while totally worth it for burst mode... is situational (can be quite a net gain, if you know the phase window...if you're going to loose GL anyway, do it in style)
being flank only has some totally worthwhile moments, especially if you are chasing.
Last edited by kukurumei; 10-02-2013 at 12:12 AM.
kukurumei, you really add nothing to the discussion, you keep telling people to not use DoTs/Bootshine and other abilities because its TOO HARD.
Difficulty is entirely subjective, it's not something you can determine for someone else, yes I would recommend a simpler rotation to someone who has problems doing something more optimal or changing the way they fight for the boss but you should always be trying to achieve the maximum dps for each fight especially in a theorycrafting thread. You are telling people to be mediocre because it's too much effort otherwise.
All im seeing is maximizing damage over a short duration, is this ever practical in fights where high dps is a requirement? i.e. boss fights which are long and very likely involve TP issues with this rotation.
And i can tell you before i even bother trying it that no, it isnt practical.
Everytime i see people adding fracture (not so bad) but also impulse drive.... i cant stop thinking why you would do this, it only makes sense if TP didnt exist. The only times this isnt an issue is with trash mobs.... and they are trash anyway.
And from what i understand the dps increase isnt that big, ontop of making the class overly complicated and giving zero breathing room.
Last edited by Rhained; 10-02-2013 at 08:00 AM.
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