Sorry for my ignorance (my monk is only level 35 atm) but I thought you could only choose 3 cross class abilities? I unlocked all of the ones you mentioned because I knew they were useful, but I wasn't sure how many I could pick at 50.
Sorry for my ignorance (my monk is only level 35 atm) but I thought you could only choose 3 cross class abilities? I unlocked all of the ones you mentioned because I knew they were useful, but I wasn't sure how many I could pick at 50.



You get more as you level up. You get 5 at level 50.
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
how about gear, when look at darklight there is maiming and striking, Different is strike has skill speed + crit and the maming has skill speed + acc or altest the jewlery.



Unless you're progressing through Coil, +accuracy means absolutely nothing at 50. So whenever you can, choose determination, crit, or skillspeed over accuracy (again, until you get to Coil.)
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
ok na i havent reached coil yet still working on it but i still wanna be prepared.



By the time you get to the point when people are ready for Coil, you can start gearing towards +acc. Plus it's pretty unavoidable, a lot of our gear just has it.
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!


In this post of the same thread I addressed the concern about crit rate.
Otherwise, yes, it is deliberately simplistic. If we include things like mob positioning, encounter mechanics and GCD optimization then a theoretical simulation won't cut it. We would need practical feedback in the form of parse results.
Ultimately, if ID increases your DPS to any significant degree, do it. If it doesn't, don't. I think it's too risky for what little you get back.

Bootshine has the same positional requirements as Impulse Drive.
The Impulse Drive rotation I feel is much more flexible and much less risky. You Impulse drives are not required, if you can't get into position or need to dodge you can cut your cycle early or substitute a skill in instead of impulse drive without risk of losing any of your buffs/debuffs whilst, being even being half a GCD down in a true strike/bootshine cycle can mess you up pretty bad. Half the time you won't be able to get your full rotation if you use HoD or Fracture anyway.


If you miss an ID, it's 100 potency. Boot does 130 from every angle. Boot will also advance your forms while ID will not. Also, ToD and Fracture have no positional requirements; you can fire them off anywhere and they do more total damage than ID.
I have no problem keeping GL up with Fracture and ToD in my rotation unless a mob deliberately locks me out of attacking it (teleport, invuln, whatever). There is certainly room to use ID if you want, but it's one more step where you're not advancing MNK forms and if you lose over it GL3 you'll undo the DPS advantage ID provided--which is already not that much.

GL is not the buff that you are in danger of losing.
Twin snakes is a 12 second buff, dragonkick is a 15 second debuff. With a 2.49GCD, you drop 3 seconds of twin snakes every rotation without fracture or HoD will drop dragonkick if you arent millisecond perfect on your rotation. With 1.99 GCD you have zero margin of error for twin snakes and will drop it everytime you cycle in fracture/HoD. This is all unless you skip Truestrike/Bootshing for that cycle which defeats the whole point of using this cycle for dps benefits.
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