To all of you who think MNK is bad dps, you need to actually play with one who has a solid rotation. Also you need to take into consideration that it depends on the encounter as well as some aren't as melee friendly as others so that may skew the numbers. For example, with full Darklight gear and Garuda claws I am easily doing over 200 in most battles while SMN/BLM are in the 180's consistently.
If a MNK has Blood 4 Blood up whenever possible and properly rotates, no one is coming close.
171 DPS on ifrit HM without using touch of death/demolish/fracture. I dont have blood for blood yet
The only weakness of Touch of Death is that the DoT doesn't benefit from the Dragon Kick debuff.
Let's compare your strongest combo skill to ToD:
Snap Punch from Flank with Dragon Kick debuff: 198 Potency
Touch of Death: 272 Potency (the initial hit does get the boost from DK)
Even with the Dragon Kick thing factored in, Touch of Death is still over 37% stronger than Snap Punch. That's quite a damage difference. Of course, this assumes the damage is going to sustain itself over the entire 30 second duration. When Ifrit uses Hellfire, he's invincible, so the DoT ticks will be largely wasted. Also it's not worth using on the Fetters because those should (in theory) die well under 30 seconds from when you start beating on them.
So yeah, ToD is awesome, use it.![]()
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
May I ask what your skill rotation is? I'm only getting close to that dps, though I think that my rotation is bad. I use Perfect Balance -> 3x Snap Punch into Dragonkick -> Twin Snakes -> Snap Punch, Bootshine -> True Strike -> Snap Punch weaving in ToD in between ;c
If you're starting with Perfect Balance I'd think the better thing would be start on Demolish to apply DoT from the start and get first stack of GL up Snap some more, then Dragon, Twin, Snap, ToD (if you didn't do it after Perfect Balance wore off), Bootshine, True, Demolish, Fracture, Dragon, Twin, Snap, go from there. Just a thought--I haven't really tested a rotation with Fracture yet.
Last edited by Mishaela; 09-07-2013 at 01:04 AM.
I personally have just been using this rotation, as it allows for damage buff to never fall off and keeping your dots up:
ToD > BS > TwS > Demo > BS > TrS > SP > BS > TwS > SP > BS > TrS > Demo > BS > TwS > SP > BS > TrS > SP > ToD
And on top of that you can throw in your instants/Non-Global CD's. Personally, this is just my idea because I can count abilities very well and it's great because if you mess up you can easily "reset" by doing BS > TwS > Demo and ToD.
Of course you need to be aware of positions, make sure you are either on the side or back for the abilities to get the bonus damage/crit %.
PS: I wrote this before I was 50 so I am still unsure of when to throw in DK but I honestly think DK is a quick way to get 3 stacks of GL.
Personal Opinion: Monk's are fun. REALLY fun. Probably the most fun I have had since a Blademaster back in DAoC when I was soloing Purples in Darkness Falls. Mmm.
Uh, what? Dragon Kick doesn't give you GL. It's a form-neutral attack that gets a bonus when used after the third form (that is, while in opo-opo just like Bootshine). If you're going to use Perfect Balance you want to use 3rd form skills first to get GL up ASAP then transition into "normal" 3-step combos starting with DK to get the blunt resistance debuff on the target. If you don't have Perfect Balance available, your positioning determines whether DK or Bootshine is your better opener (DK if you can flank, Bootshine if you can't). In theory, I think, until proven otherwise by parses, you want to use Dragon Kick every time the debuff falls off the target (in multiple MNK party, 1 MNK can be designated to focus on keeping it up allowing the other(s) to Bootshine more often for better group DPS), which will mean about every other rotation (about 6 seconds per rotation at 50 with 3 stacks of GL and a bit of skill speed gear).
Sorry I read my post and it was confusing. I got confused on DK putting you in Couerl form instead of Raptor. My bad!
Also, do you see the debuff from DK fall off after one attack? Maybe it's just me but I can't seem to find it the attack directly after DK.
Last edited by Apoc1216; 09-07-2013 at 02:01 AM.
My personal experience in Farming Ifrit, and lv 50 DGs... when fighting boss i am always the top DPS or the second top when there is a Bard on the same Party... i dun know nothing about parses and stuff i am talking about real exp.
But wht makes the diference in beeing the top or the last dps in the scale?
- Equips (dpsing side by side with ppl with ilvl higher than u will cause your dps to be left behind)
- Positioning (Monk rely too much in positioning, if you dont know how to take advantage of that u wont be a good dpser)
- GL (you you gotta work miracles lol, but thats why playing monk is so fun, cause we are cool, we are kung fu pros and we are not easy-mode-on-class)
- Work your stuff right (if u want to kick asses just use perfect balance at the start of the battle and hit 2 times for a gl3 and keep it that should help the starting DPS sometimes makes all of the diference, and some times if you take to much time starting dpsing, you wont be abble to cacht up other ppl).
PLEASE COSMOS... SAVE US FROM THIS MEANECE!!
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.