Except you don't need to get MNK to 42 for Mantra, it's crap.
Except you don't need to get MNK to 42 for Mantra, it's crap.
Alternatively, you should have MNK at 50 already because it's the strongest physical DD job right now and a vast majority of BG types have 4+ jobs leveled by now, if not all 8.
But then again, mine's still at 18, so grain of salt, etc.
i never saw frozen and never saw the appeal to this song
edit: if she was high enough to cast blizzard 3 she already had swiftcast rip immersion ruined
You ruin everything.
Just to back up others saying "just level monk it's cool," it's indeed a pain to level but actually pretty awesome at 50, with the added bonus of being able to parade Mantra in front the gimps. =p
My experience was that I absolutely hated leveling it compared to DRG, which I did at the same time. But come 50 it suddenly gets hilariously buff, even if you just have the bare minimum gear, while becoming hilariously easy and "smooth" (if that makes any sense) to play at a very acceptable level compared to pretty much every other DPS role. It's literally all I use when I'm not being forced to play jobs I'm bored of (the ironic fate of anyone who has all jobs at 50, you no longer pick your role).
I like jobs that are more complex like MNK and SMN, it's a little harder to master but so much fun to me. DRG was alright but I didn't care for it nearly as much as MNK.
Having all jobs 50 blows. My love is BLM but I rarely get to play it. Forever a tank.![]()
I get to hit more buttons on DRG ergo it is more complex than MNK mmkay?
Though really MNK isn't too bad now that I've given it a fair shake. Just I'm already invested in DRG.
I'm not takin anythin away from DRG, but mnk has to focus more on directional than drg. I don't play either that much, occasionally going mnk to t2 only because it's a higher ilvl
but they don't get punished as heavily as drg's do where your best buffs/debuffs are reduced to zero for not getting a hit in.
"heavy thrust. heavy thrust. ok heavy thrust again.
...
rage full thrust combo"
Oh fucking boy.In A Realm Reborn there's been a pattern of either obtaining items for defeating powerful monsters or accumulating stones steadily over time, but we don't want to limit ourselves just to this, and we want to develop ways to foster a considerable amount of playtime. For example, one of the upgrade stages will require items that have a low probability of dropping.
The game needed something that could potentially spark drama from ninja lotting.
Maybe you have to collect all the colored ponies so your weapon can get that perfect rainbow glow.
^
DRG is penalized far more harshly than MNK for directional faults.
MNK's cyclical combo system allows them to maintain a very orderly rotation because everything's intertwined (except ToD) and very fluent.
MNK essentially has 1 combo with 3 steps with 2 WS options per step VS DRG which has 2 linear combos and 2 out-of-combo WSs with no real flexibility.
1 "full rotation" on MNK is essentially 6 WSs (DK->Twin->Demo->Boot->True->Snap->repeat) with ToD tossed in at the player's discretion, the duration of DK and TS line up perfectly.
DRG's rotation is much more complicated, Heavy is 20s, Phlebo is 18s, and Disembowel/Chaos are 30s. If you miss a directional attack at any point you need to re-adjust your entire rotation on the fly.