All true heroes have both.
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All true heroes have both.
Spoiler: show
I am really glad to hear MNK can do quite well. I have personally been gearing my MNK up on the side to have it ready for a rainy day. It was my primary dps job in 1.0 though so I had Sphairai and some DL already at 2.0 launch and have been investing my philo into it since SMN is so meh.
I was working out a rotation the other day on paper and it became quite long. It's somewhere on my desk and I am wondering if anyone with far more time has put some effort towards writing a few out which are effective, or one solid rotation that tops them all right now. Is the one on page on tested solid?
5th time touching Monk, way full of shit.
He only has two pieces of DL? Weapon isn't the end all.
6th time, Garuda's Talons, same duration.
And I'm not even really that solid on Monk lol, I've attacked target dummies 4 times and played it in a dungeon twice. I'm not even sure I like how the UI I'm using, I think I'd rather 1-3-4 be main combo and 2-5 be blunt buff/demolish.
Biggest thing you have to be conscious of is actually auto-attacking your target while moving positions because attacks are a huge portion of your damage.
whats the best way to do this? lol I seem to run a tangent line to the mob to get to the back and I'm sure I miss autoattacks doing that are you spamming F when you move?Biggest thing you have to be conscious of is actually auto-attacking your target while moving positions because attacks are a huge portion of your damage.
Meh, I probably should be doing higher DPS than I am looking at what I'm wearing, I don't really know what I'm doing wrong, I could probably increase a bit my DPS by not renewing Touch of Death at the same time as Demolish since it lasts almost twice as long, but I don't think it'd make that big of a difference. Parse seems to be a bit longer tho looking at total damage.
Gear:
Spoiler: show
What I'm doing so far is Perfect Balance > Twin Snakes > Snap Punch x3 to get GLIII up ASAP then it's Dragon Kick > Twin Snakes > Blood for Blood > Demolish > Touch of Death > Internal Release > Dragon Kick/Bootshine > Twin Snakes > Snap Punch > Dragon Kick/Bootshine > Twin Snakes > Demolish > Touch of Death > Dragon Kick/Bootshine and so on.
I use BFB and IR when I see it most convenient and can make use of its duration as much as I can so it doesn't get wasted, like on Ifrit slide thingie, running back and forth from killing adds, Titan's rock or whatever it is, and usually use Howling Fist when I'm under their effect.
Dragon Kick/Bootshine = use Bootshine when possible, if not DK takes priority to renew/apply the -10% Blunt resistance,
/
Have any theories come to light about the amount of skill speed we should have at 50?
Stay locked on as much as possible and enable whatever config option causes you to face target when you use a skill.
Never cut through a mob unless it's for survival/chasing adds/anything unrelated to DPSing the target you're cutting through. You get position credit as soon as you execute your action, so don't wait for the flying text and keep circle-strafing.
Does Fists of Wind still reduce WS recast or is the tooltip old? The tooptips on the WSs themselves don't change, so I was wondering.
Buff tooltips are copy-pastes of 1.0. Skill tooltips are correct.
I see. I will still use it for certain fights or if the elemental damage becomes relevant. Incidentally, is the elemental damage every relevant? I remember the old primal battles has resists, but do they now?
there is no elemental damage.
I've been parsing some fights lately and It bothers me a lot how I keep losing GLIII, it really should last a bit longer, 18-20s would be ideal
I haven't touched my DRG yet since 1.0 so I can't really say for myself, but they seem to have it much easier in some bosses (especially primal fights) than MNKs since they don't have to worry about keeping a 12s buff up every time they have to dodge something or phase changes during bosses, some of them you're lucky and get comboing again just in time, but usually I lose it :<
Primal fights it looks like MNKs are behind because you're not able to keep GL3 all the time, Garuda on a less degree, but I've lost it a few times D:
So close to MNK, yet so far. Having a lot of fun with the class, although Im not liking the high frequency of position changing.
It seems to me that that's essentially the tradeoff from, if MNK could stay fully lubed™ 100% of the time they would probably beat the pants off of DRG and any other DD.
MNK requires more concentration and coordination of skills than the other DDs so it should have a higher "ceiling" for damage potential, but that doesn't necessarily mean you can always reach that ceiling.
That's what worries me, there has to be a trade off for obvious reasons but if you end up losing more damage because you keep losing GLIII due to phase changes/avoiding stuff that trade off isn't worth it at all.
I haven't reached The Binding Coil of Bahamut yet, how are the encounters there? Are the they like Ifrit'a were you spend 10+ seconds doing nothing but try to not get hit constantly?
I enjoy MNK and still have a lot to learn, but I don't want to get hit by an artificial wall.