same here, I've always been curious to see some reference parses of someone playing close to the best they can on a given shot. I unfortunately won't be able to do it myself for a bit since I am still on ps3, but my PC is being built as we speak ^^



I play MNK as my melee of choice. However, it seems to me there's not much reason to use MNK right now compared to DRG in most fights, especially because every party has a BRD in it, period. Their damage is so similar, with MNK pulling ahead slightly in sustained ST damage (assuming the fight allows for it, which thankfully T1-5 do at least), but when you add in DRG's better burst, amazing on-demand AoE, and adding anywhere from 20-30 DPS per BRD in the party, I feel like MNK is just not an efficient choice unless you really want the INT debuff from Dragon Kick. I think I do pretty well with my i90 MNK (no Allagan weapon), as my friend parses me at 370-380 training dummy DPS before going dry, but when DRG's parsing so damn close and they're MUCH less affected by mechanics and phase changes in real fights, I can't help but wonder why I play MNK (outside the fact I enjoy its playstyle more) from an efficiency standpoint.
The way I look at it, right now, DRG's presence instead of MNK's presence = more total damage due to BRD buff (in some fights A LOT more total damage) and brings more versatility to deal with adds and mechanics. MNK is something you bring when you already have a DRG and you want another melee. Thoughts on this besides "L2P," "my friend does sick damage with MNK," etc?
Last edited by Sleigh; 03-05-2014 at 09:50 AM.
Mantra seems pretty useful


Deleted till further research :3
Last edited by Alexander_Dragonfang; 03-11-2014 at 02:44 AM.


The only issue I really see is the double application of Heavy Thrust. It's not the clipping, but rather that you should substitute a higher potency attack (phleb) in it's place. HT lasts long enough (usually) to complete the rest of the rotation before needing to be reapplied. Dis and CT last twice as long as Phleb, so after the second HT you just go right back to Phleb, TTT, TTT before needing to reapply HT IDC.
HT IDC Ph TTT HT Ph TTT repeat
EDIT: Can you throw in an extra TTT at the end before repeating? It seems like Dis and CT totally falls off before getting back around for me, maybe need more skill speed.
Last edited by whiskeybravo; 03-06-2014 at 02:43 AM.


After the jump i can totally throw another TTT to before Dis and CT goes off. I don`t run any particular skill speed gear or anything (full AF with allagan pants and relic so... pretty average)
In most cases thats it, if i have to move for incoming AoE or anything Dis and CT will wear off. Is an adjusted timing that. The second TTT in the best cases, lands true thrust with IR still up, but thats such a perfect condition xD
The double application of HT just makes zero sense whatsoever, I'm not sure what you're going for there. It is "bursty" to get your oGCD abilities off while having your buffs up, but the accepted rotation already does that AND buffs your CT.
If a mob stays alive long enough for the IDC DOTs to tick all the way, your first priority with buffs is to buff an IDC, not to spam TTT. IDC > TTT is your most powerful two-combo set, therefore it's the best thing you can possibly buff. Focusing burst damage is neato, but at the end of the day, not the best use of your abilities.
I think you also mentioned using Feint, which is just not a good use of your time, as far as I know.

I just want to say thank you for this walk through for LNC/DRG. I just got my drg to 50 and I actually enjoying the job. I have PLayed mnk since day 1 and it's still my favorite. So after playing mnk for so long that I can honestly say I have mastered the rotation. I'm i79 and I'm able to pull of H IDC P TTT/ H TTT IDC P/ H TTT P TTT/ H IDC P TTT for regular rotation and the burst that I do is H ID BFB IR C LEG P H PS TT JUMP VT LS FT SD or DD and I must I can pull it off super easy. At i79 I manage to pull 317 dpS on burst. So I think that what help me pull of a super complicated rotation so easy. So again Ty plz rate the rotation. Also I'm still using a melded weapon with deter mats. One can someone explain again stats weight or str relatives to deter, since last I heared that onion belt is BiS? Thank you.
1 Weapon Damage = 8.488 STR
1 DTR = 0.323 STR
1 CRT = 0.184 STR
1 SS = 0.152 STR
Onion Belt has the highest stat weight, so you should use it WHEN you can afford the accuracy loss from not using a ilvl90 belt (depends on your overall gear). You should be using it outside of coil, where extra accuracy is not required, for sure. When gearing, you should focus on the balance between needed accuracy and optimal stat weight.
I recently trying to figure out what action is best for the below situation:-
1. After i Heavy thrust and going for IDC, the boss turns around (Titan Ext), do i use true thrust (sometimes + vorpal thrust)and wait for him to turn back for IDC? or i try to rotate to the boss's back myself?
2. When my combo stuck at Disembowel going to CT the boss jumps (Ifrit + Titan), do i continue my combo (even losing HT buff) after the boss lands? or do i redo my combo from scratch?
3. When killing gaol or nails, do i forgo Dots and go for HT + TTT to maximize damage?
4. Sometimes a fraction of delay or positioning error would caused Surge + Full thrust to be executed without HT buff. Will that be advisable? or drop the combo completely and reapply HT before going back to the TTT combo.
Any pro DRG can please advise me?D
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