which means bye bye fun things next patch
which means bye bye fun things next patch
Fun, sure. But also broken.
I miss BLM double flares.
Watch out.. because when the "fixed" double-flare they did it in the worst way and nerfed non-flare casting too!
Good luck monks!
Yeah, and when they fixed the DA equivalent for DRKs they also broke the aoe blind, and aoe drain effects completely for weeks.
Its roughly 100 potency over the 3.0 opener, not something youll really notice right away. The buffs are delayed a few GCDs so that might play a factor depending if you have a nin or drg and how they fall on Demo/ToD down the line, mind you with so many breaks in the fight that also means less over all but the first 2 minutes I cant think of a fight that breaks that quickly that isn't something like the Ex fights, so having a good big spike early on for those 2-3 minutes is good to have.
Which gear are you aiming for as BiS?
I came out with this set :http://ffxiv.ariyala.com/RMQN
What do you think about it?
New weights for monk :
WD: 10.714
STR: 1.000
DET: 0.139
CRT: 0.167
SS: 0.116
not sure where else to ask this. basically looking for any info on weaving 2x OGCD's in between each OGCD. or more specifically: if i go
1. twin snakes > forbidden > tornado > snap
vs
2. twin snakes > forbidden > snap
for the exercise's sake, ignore losing stacks on the TK. how much of a dps loss is there from the animation lag in #1 in that short time period? doing it on a dummy holds snap back just a bit, but i'm wondering if it's considered a minor dps loss or just straight up bad. thanks
you'll have to convince someone to math it out, but i would guess it's a dps loss... but double oGCDing is possible when you're rebuilding stacks, as your GCD will be long enough to prevent the animation delay. At least until you get your stacks back, anyway.
Are there are worthwhile skillspeed breakpoints on Monk?
What do people consider the best resource for Monks at the moment?
Tp
Ha.
Sorry if I was unclear, I meant resource as in Guide. I know the basics of the rotation (i think?) but would be good to have something to read through to check if what I know is correct.
i don't recall what guide my friend showed me, but tl;dw: keep your 4 main buffs up (twin snakes, dragon kick, touch of death, demolish), do your positionals (second priority to buff maintenance, mechanics), and put up fracture whenever none of the main 4 things is urgent, assuming you can spare the tp (i always can on seph ex, but i run with a ninja). clip dragon kick and twin snakes by at least a couple seconds, never clip any of the dots because they're all kinda shitty. never have an idle GCD, if you're not punching you should be form shifting to save GL when you can punch again, or meditating. invigorate once you drop to ~500 tp, unless you have a phase transition soon.
anything beyond that will just be knowing the fight well enough to adjust slightly to take advantage of the peculiarities of that fight.
Fracture is likely going to kill your TP for minimal DPS increase. With all the other things MNK can do it's best to forget about it.
If you're going to use Fracture you might as well just ToD. Demolish is not shitty, use it like your life depends on it. Generally you do 2 snap punches to every demolish.
The last thing I vaguely remember reading the general idea was side/back/back/side/back/back unless you have to put ToD and or demolish up then it's just side/back/side then back to above and the potency gain from dropping dk/ts momentarily was a dps gain overall
I could be totally wrong but that was the idea, do 2 sets of rear combos unless you have to reapply demolish or put up tod because then you're either putting up unbuffed demo or losing too many gcd without debuff/buff up in ToD's case