Ffxiv monk guide shadowbringers

Ffxiv monk guide shadowbringers DEFAULT

403 Issues SHOULD BE SOLVED: After a very convoluted hunt to discover why and how this was happening - I took a rather extreme approach to squash the problem. There should be no more of this issue going forward.

Motivated to be a Monk? Before you mull over the massive mixture of moves, learn the absolute basics of the MNK job! Basic information and FAQs in our Monk Basics Guide. Read on if you’re expecting to learn about unlocking MNK, Monk Job Identity, trait and skill list, crafters and gatherers related to MNK, and link to other important Monk info!

Monk is a Melee DPS job, and one of nine jobs that came out at release, 2.0 A Realm Reborn. MNKs came out with Dragoons are the other melee DPS at the time.

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How to become a Monk? Unlocking MNK:

First and foremost you need to have a Level 30 Pugilist, and have completed the L30 PGL class quest, “Return of the Holyfist”. After doing this you can unlock the actual quest to become a Monk, “Brother from Another Mother” – the quest is issued by Gagaruna in the Pugilists guild at Ul’dah – Steps of Thal.

You also have to complete a Level 20 MSQ, “Sylph Management”, which realistically should be completed by the time you’re looking to unlock Monk. 

Note that, upon completing Brother from Another Mother you MUST EQUIP the “Soul of the Monk” to actually formally BECOME a MNK. Interestingly, in the old days, unlocking Monk required L15 Lancer – that’s no longer the case.

Rushing to or want to know how to unlock a certain class? Learn more:
FFXIV Job Unlock & Requirements Guide.

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Monk Playstyle & MNK Job Identity

If you’ve asked yourself, “Why play, try, or choose Monk?” – here’s my attempt at selling you the MNK class.

Monk is our resident “combo class”. Super fast attacks, lots of tracking timers, loads of  positionals… they’re probably the most hectic melee DPS class.

Monks have a decent balance of Raid utility and personal DPS. Historically, they have been known to put up great DPS, but… Monks have the shortest GCD in the game thanks to their stacking Greased Lightning buff, and the heaviest positional requirements of any job. The combination of those two can sound interesting to some, but daunting to others.

Aesthetically and thematically, they’re the typical “lightning fast” fist fighter. While their OG artifact armor is a little meme-tier (it’s improved since!), one cannot argue how cool double fist weapons are, and just how “right” the class playstyle and expectations align.

DISCLAIMER

DISCLAIMER: This is not meant to be a blurb that aligns with the current meta. That changes from patch to patch. Our goal here is to provide you with an idea of what the job is trying to be, getting cues from both the Developers’ concrete decisions on job design, as well as our own feedback.

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What Crafters & Gatherers should Monk level?

While it’s common in MMORPG’s to think you want to craft your own gear as you level up your MNK… I DO NOT RECOMMEND IT.

Leveling up your DoH and DoL jobs should be thought of as a different activity completely. To be honest, if you’re a newer player, simply ensure that you DO NOT OVERCAP Levequests (always have less than 100).

The only relation a combat job has to a crafter or gatherer class is “which classes do you need to repair your gear”? My advice, ultimately, is pretty much all or nothing – level up all DoH classes in tandem. As a separate project, level up all DoL classes in tandem (with the optional Fisher).

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What’s the best race for Monk?

Racial stats are (was?) a thing. However, I highly recommend not caring about it. The difference in performance between the “best” and “worst” race for you is not even 0.1%.

My advice? Pick for aesthetics. Will you stay the same job forever? If you change mains, will you race change? Ultimately, the difference is so microscopic that I cannot in good faith tell you that racial stats are an integral part of your character.

I won’t even link the Racial Stats Guide, as I haven’t checked up on this in a while – and I don’t want to cement the idea that the “best race” really matters.

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Related Monk Guides – Read More!

Here are a few useful links for you:

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Upcoming Odds and Ends

Here’s a few things we’ll be adding on here in the near future:

  • Adding a “links to further resources”, we’re doing a site restructure so once those links are set, they’ll go in here.
  • Human-readable, newbie-friendly skill and trait list.
    > I used to have the in-game skill list here, but I found it useless as the in-game one is better… I’d rather have a new player friendly rundown.
  • More descriptive job identity? Pics?
    > I dunno… pictures of the job gauges? A gif of some flashy skills?
  • Feel free to suggest anything else via comment or socials!

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Summary & Outro

Well that’s about it for a really, really basic guide that hopefully points some lost souls in the right direction, or answers some of your questions regarding Monk.


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Introduction

FFLogs / Twitch / Youtube
Reddit: /u/Hesitation

Discord: tiff#0420

The goal of this guide is to help players understand the fundamentals of high-level Monk play. This guide is tailored towards players who are aiming to improve their performance in Savage raids, but I will try to keep things simple enough that newer players can also utilize this guide as a resource. For additional help and information, please visit The Balance Discord server and stop by the Monk channels.


For Monk, one “rotation” consists of cycling through each of your three forms once (i.e., Boot/True/Snap, DK/TS/Demo, etc.)


GCDs

Bootshine (Boot): Delivers an attack with a potency of 140. Opo-opo Form Bonus: Critical damage if dealt from a target’s rear.

Losing the positional bonus from this is the most detrimental out of all your weaponskills. Remember that your first Bootshine outside of Perfect Balance is stanceless, so there is a chance that it will not be a critical hit. Bootshine will be used at least every other rotation where DK doesn’t need to be refreshed. If your Chakra stacks are at 4 and you know the boss will be phasing soon, you can forgo your DK refresh and try to get that last stack and squeeze in that extra FC before the boss becomes untargetable. Bootshine and DK are the only two skills you can hit on accident out of stance.

True Strike (True): Delivers an attack with a potency of 140. 180 when executed from a target’s rear.

Your hardest hitting GCD in terms of potency (without DoTs). In your opener, your 5th PB GCD is preferred to be True Strike over Bootshine since you have a very high Crit chance under raid buffs + IR. Used usually after Bootshine in your non-DK/TS rotation. Even if you cannot land the rear positional, True Strike has the same potency as a full potency Twin Snakes, so there is no reason to not use it when you don’t need to refresh Twin Snakes.

Snap Punch (Snap): Delivers an attack with a potency of 130. 170 when executed from a target’s flank. Additional Effect: Grants Greased Lightning.

Your hardest hitting Flank GCD. Refreshes GL3. This is most often the move you will want to end on before a phase transition, as in almost all cases Demolish DoT ticks will not damage the boss when they are untargetable. Used when Demolish does not need to be refreshed.

Dragon Kick (DK): Delivers an attack with a potency of 100. 140 when executed from a target’s flank. Opo-opo Form Bonus: Reduces target’s blunt resistance by 10%. Duration: 15s.

DK will not apply the blunt resistance down debuff if you are stanceless. The debuff applied from DK has a small delay before showing up on the enemy, so do not use your oGCDs immediately after you apply DK, or you risk losing out on potency. Bootshine and DK are the only two skills you can hit on accident out of stance.

Twin Snakes (TS): Delivers an attack with a potency of 100. 130 when executed from a target’s flank. Additional Effect: Increases damage by 10%. Duration: 15s.

Similar to DK, the debuff will have a small delay before being applied to the enemy. Make sure to not use oGCDs until you see the debuff show up, or you risk not getting the extra potency.

Demolish (Demo): Delivers an attack with a potency of 30. 70 when executed from a target’s rear. Additional Effect: Damage over time. Potency: 50. Duration: 18s. Additional Effect: Grants Greased Lightning.

Your bread and butter DoT. In most scenarios, you are applying this every 3rd rotation. The DoT lasts 18s, which means you will have 9 GCDs between each Demolish, which is exactly 3 rotations, given that your GCD recast is around 2.0s. DoT ticks in this game register every server tick (3.0s). Re-apply Demolish when the timer is <2.0s so that you do not waste a tick.

One of the most common mistakes is reapplying Demolish too early and wasting DoT ticks. Demolish does more damage than Snap Punch after 3 ticks, which is usually when the timer is at ~8s or less. Use this information to know when it is better to end on Demolish or Snap Punch when dealing with a phase change where the boss becomes untargetable.
When dealing with multiple targets in fights, make sure that you apply Demolish on enemies that will survive at least 9.0s. Prioritize on keeping a clean refresh on the boss during add phases if he is targetable. Keep in mind when using RoF and TK, you will be clipping Demolish in certain situations as it is an increase for your DPS.

Rockbreaker (RB): Delivers an attack with a potency of 130 to all enemies in a cone before you. Additional Effect: Grants Greased Lightning.

This is a great AoE skill that many players do not take advantage of during add phases. On two targets, one RB cast will be 260 potency, versus the 170 of Snap Punch. You should always aim to use Rockbreaker when you do not have to apply or refresh Demolish. It is still an expensive skill in terms of TP, but you have much less issues with TP in Stormblood compared to Heavensward. RB also has a frontal conal AoE; you will want to target the furthest enemy and position yourself correctly to ensure you are able to hit everything. This is more difficult with larger sized enemies.When fighting multiple enemies, it is important to make sure you keep DK and TS up on your primary target.

Situational GCDs

Arm of the Destroyer (AotD): Delivers an attack with a potency of 50 to all nearby targets. Opo-opo Form Bonus: Silence. Duration: 1s.

This skill shines the most when there are a ton of adds to hit, such as in O3S. However, with PB being reduced to 60s, you will always opt to use PB + RB when you can in cases where there are 5+ targets to hit. It is still decent in dungeons where you don’t have PB up. The silence can come in useful in O7S during Ultros when he is casting Stoneskin.


One Ilm Punch: Delivers an attack with a potency of 120. Additional Effect: Stun. Duration: 1s. Stun is impervious to stun nullifying effects.

There are no fights currently that require stuns, so this skill is not currently useful. In any future fights that require things to be stunned, this will prove to be a fairly reliable stun.

Meditation: Opens a chakra. Up to five chakra can be opened at once. Recast: 1.2s. Shares a recast timer with all other weaponskills.

You will want to use this when you are forced to disconnect from the boss, or when the boss is untargetable. You can use it to buffer your GCD when you are dealing with a mechanic. Do not sacrifice GCD uptime to manually charge your stacks.


Form Shift: Shifts your current form to the next in the sequence. If no form is being used when executed, you will move into the opo-opo form.

Used in the prepull to setup your opener. You can also use this setup your Coeurl stance during long phase transitions, so that you can immediately refresh GL3 with Demolish once the boss becomes targetable. Avoid using this when the boss is targetable.

oGCDs

The Forbidden Chakra (FC): Delivers an attack with a potency of 250. Can only be executed while under the effect of the Fifth Chakra. The five chakras close upon execution. Recast: 5s.

This skill has changed the most drastically from Heavensward. Every GCD you hold this skill equates to a potentially lost stack from your passive, so I would avoid holding onto your FC, unless you have a burst window coming soon. Keep in mind that you will gain stacks very quickly under Brotherhood and you will want to use FC the moment you get one to avoid losing any potential stacks gained under the BH window. Similar to Bloodletter, you will want to spam-queue your FC button in advance between GCDs to ensure you don’t miss any potential resets. The animation of FC is much shorter compared to in 3.X, so you will be able to easily double weave this even if it comes up late into your GCD cooldown.


Elixir Field (EF): Delivers an attack with a potency of 220 to all nearby enemies. Recast: 30s.

The CD of this is 30s, so you should have it available for every IR and RoF. This means you will need to more or less keep it off CD, or you will desync from buff windows. While this skill is amazing for adds, I would not hold it for more than 5s-10s, to avoid desync from your buff windows. Optimizing your EFs for add phases requires consistent usage through the fight, and some trial and error based on how fast things die.

Shoulder Tackle (ST): Rushes target and delivers an attack with a potency of 100. Additional Effect: Stun. Duration: 2s. Cannot be executed while bound.

Mastery of the fight is essential in order to optimize usage of this skill.

You will be using this to recover from TK outside of RoF windows every 30s when this skill is being used optimally. The tricky part of this skill is that there are mechanics in certain fights that would want you to save this as a gap closer instead of using it on CD. This means you will have to tailor strats to avoid having to use it as a gap closer, or adjusting your rotation so that you are not doing TK during that part of your rotation.

Howling Fist (HF): Delivers an attack with a potency of 210 to all enemies in a straight line before you. Recast: 60s.

This skill should line up with every IR you have, since they share the same CD. Under every IR window you will should have EF and HF. This is your only skill with real range on it, so you might be able to get creative in terms of hitting multiple targets in certain encounters in the future.

Steel Peak (SP): Delivers an attack with a potency of 150. Recast: 40s.

This is your only oGCD that is not a multiple of 30s. The 40s CD makes it somewhat awkward to line up. Below is the timeline I generally try to follow:

~15s (opener)
~55s (naked)
~103s (delayed for RoF/BH)
~143s (tail end of 2nd trick)
~190s (used in 180s reopener) → it will repeat from here

Tornado Kick (TK): Delivers an attack with a potency of 330. Can only be executed while under the effect of Greased Lightning III. Effect fades upon execution. Recast: 10s.

Good TK usage requires having Perfect Balance and/or Wind Tackle + Riddle of Wind available to recover GL stacks quickly.

Please read over Damelia’s guide on the general concepts of TK and how to approach using it effectively.

TK usage has been found to be most effective under your RoF windows. You need to be able to execute a clean 9 GCD RoF and use TK immediately after the 9th GCD.This requires you to be knowledgeable about the best setups for these situations and have a very good understanding about raid buff alignment and PB recovery in order to utilize effectively.

TK can also be used in conjunction with Riddle of Wind to manipulate your GCD recast time, which will allow for you to go slower in order to enter optimal buff windows at the correct GCD. In the most optimal rotation, you will be using TK with every wind tackle, and inside every IR and RoF window.

Focus on the setup that lets you use RoF before Demolish. This will be your go-to setup:

Opo-opo > Raptor (RoF)> Demo > Opo-opo > Raptor > Snap > Opo-opo > Raptor > Demo > Opo-opo > Raptor (TK)> Snap(PB) > Snap > Snap > DK > Twin > Demo > Boot > True > Snap > …

There are many cases in which delaying your buffs to enter this desired RoF setup can be detrimental to buff alignment with the rest of your group, along with your personal CDs. During progression or when you have not fully mapped out the fight, you will need to be flexible with on-the-fly RoF setups by understanding the core fundamentals of a 9 GCD RoF TK. Since you want to use buffs when they come off cooldown, you can essentially enter into a 9 GCD RoF and end with TK before any weaponskill. The key is to recognize when you will need to press TK, and if your next GCD is not naturally Snap, you will need to weave TK + PB so you can use Snap Snap Snap/Demo DK Twin as your 5 recovery PB sequence. This will work for any setup.   

You can of course use TK right before long downtime sequences and transitions. Be sure to explore all of your options in keeping GL3 beforehand.

Please visit this guide to learn more about optimizing TK.

Attached below are some setups that have been calculated using Jahaudant’s simulator that gives you an idea of what setups are are better than others. Refer to this infographic to help read the chart.

Utility oGCDs

Perfect Balance (PB): Allows execution of weaponskills which require a certain form, without being in that form. Duration: 10s. Recast: 60s.

When used as a DPS cooldown, you will be pairing PB after your RoF+TK sequence. Depending on how you set your RoF up will determine which GCDs you are pressing under PB. Use PB as late into your GCD as possible to avoid losing out on the 5th GCD. You can always fallback on PB as recovery tool if you end up losing GL3 due to mechanics, or dying.Your 5 recovery GCD PB sequence should usually be Snap Snap Demo DK Twin, then go into Boot True Snap.

Purification: Restores 300 TP. Can only be executed while under the effect of the Fifth Chakra. The five chakras close upon execution. Recast: 120s.

With the changes to TP usage, you will probably never need to use this in raid unless you lose TP to mechanics or die. Useful in dungeons when the overall DPS is low and mobs take forever to die. It also drops your enmity, which is nice when your tank dies.

Riddle of Earth: Grants Fists of Earth. Also grants Earth’s Reply if damage is taken while active. Duration: 30s. Additional Effect: Extends Greased Lightning duration to maximum. Earth’s Reply Bonus: Reduces damage taken by 10%. Duration: 30s. Both Riddle of Earth and Earth’s Reply are canceled if Fists of Earth ends.

The primary use for this skill is to maintain GL3 during mechanics that force you to have downtime. RoE is an extremely powerful tool for surviving mechanics when you are recovering from deaths/mistakes. Remember that if you are in RoF and choose to use RoE, you will lose out on your RoF buff, which is a big loss (but it’s better than dying).

Mantra: Increases HP recovery via healing magic by 20% for self and nearby party members. Duration: 15s. Recast: 90s.

Most commonly you will just throw this up during heavy raid AoE phases of fights during progression. Only buffs heals done via healing magic, not abilities. It will depend on the skill of your healers to fully use this to its highest potential.

Sprint: Increases movement speed. Duration: 10s. Recast: 60s.

There are many applications of using Sprint that will give you more leeway in keeping uptime on the boss without dying to mechanics. It has a pretty short CD, so learn to use this for specific mechanics that are risky or otherwise undoable without losing uptime without it.

Fist Stances

Fists of Fire (FoF): Increases damage dealt by 5%.

This should always be on unless you need to use RoE/FoE for a mechanic. Make sure to switch back to this ASAP after you survive the hit. Your ST icon will change based on which stance you are in, so if your ST is blue, then you know you have turned it off on accident.

Fists of Earth (FoE): Reduces damage taken by 10%.

Most of the time you will just use RoE if you want to be in Earth stance. You can still manually use this if you think survival is questionable and your RoE is on CD.

Fists of Wind / Wind Tackle: Increases movement speed.

As long as you have Riddle of Wind available, you can use TK to manipulate your GCD speed so that you are able to enter RoF at the most optimal GCD. This serves a similar role to how Fracture was used in 3.0. Please note that this is very advanced concept and requires you to have the entire fight mapped out in order to use optimally. In the worst case, using TK with RoW is roughly DPS neutral.

Role Actions

Since you are able to have all role actions assigned now, the only one that does not currently have any use is probably Crutch. All of the other skills are useful in some way and you will want to be flexible in having enough hotkey space to have all of them assigned.

Newer players who are struggling to do more damage often lose sight of these core fundamentals. All advanced optimizations are pointless if you are not consistent and can’t execute the basics at a high level.

  1. Build and maintain Greased Lightning III (GL3). This is your highest priority.
  2. Keep your GCD spinning. Do not delay your GCD for positionals.
  3. Apply Dragon Kick and Twin Snake debuffs; do not let them drop before you refresh them.
  4. Keep Demolish ticking on your primary target, do not let it drop for more than 1 second but do not refresh it before there are 1-2 seconds remaining. This will not always be the case when you are under Riddle of Fire.
  5. Try to line up your off global cooldowns (oGCDs) with your buffs – everything is a multiple of 30s (besides Steel Peak) so they will naturally lineup well over the course of the fight.
  6. Work to have a comprehensive understanding of the encounter. Know how the boss will move and turn based on the mechanic/phase it is in. Without this, you will not be able to output DPS at a high level.
  7. Avoid disconnecting from the boss as much as possible; try to maintain 100% uptime.
  8. All of your core weaponskills have positional requirements for the full potency. Your goal should be always to land at least 95% of them in an encounter. In 99.9% of cases do not delay your global cooldowns (GCD) to try and get a positional. It is important to keep your GCDs rolling when you are starting off.
  9. Understand the basic fundamentals of using Tornado Kick — please refer to this guide.

In all non-TK openers, you should activate sprint at about 15s before your pull, unless you are planning to use Shoulder Tackle to reach the boss. It is rarely optimal to use Shoulder Tackle first unless the phasing of the boss lines up for it very well. You will gain more potency from using Shoulder Tackle optimally under buff windows than getting an extra unbuffed one on the start of the pull.

Since you will be pulling the boss without Shoulder Tackle for some fights, you will want to make sure that you can consistently hit the boss as early as possible without pulling early. It is critical to start your 1st GCD off as consistently as possible, as many mechanics require you to be at a precise point in your GCD rotation to execute cleanly.

In your opening sequence, you will always want to establish GL3 first, then apply your DK and TS debuffs, and then unload your oGCD sequence. It is strongly preferred that you can get 5 GCDs inside your PB. It is imperative that you delay the cast of your PB until at least half of your GCD has elapsed, or else you risk not being able to get a 5th GCD in under PB. You should be in the habit of doing this regardless of what your SkS is because it gives you the most room for error in case something goes wrong.


Aya’s Double TK opener: http://ffxivrotations.com/1n5u

Here is a video example of the opener into a 5 minute rotation.

This your bread and butter opener that allows for you to take full advantage of TK’s strength in your opener — it has the highest DPS in spreadsheet calculation (and is optimized for triple melee compositions). In addition, this sequence setup allows for you to enter and maintain consistent RoF windows at the best GCD and on cooldown, which allows for you to play for very precise kill times. You can learn more about the looping rotation here.

The second Forbidden Chakra you see in this opener is where to expect one on average to come up again (in an 8 man raid).

Beginner’s Raid Opener: http://ffxivrotations.com/1diy

This is the standard non-TK variant opener was popular before 4.2. You will need to have relatively low ping (<70ms) to not heavily clip GCDs while executing it. You are applying Brotherhood on the 5th GCD in unison with Trick Attack. There are no benefits to using this opener if you can master the ones that utilize TK.

Using your Buffs at the correct times is one of the most critical aspects of getting high DPS. Buffs in FFXIV stack multiplicatively, so when used together under the same window they become much stronger than when used alone. I cannot stress enough that coordinating buffs is a team effort, and requires mechanical consistency and awareness from all of your team members. Team composition also comes into effect for this regard.

For both RoF and IR, you will most of the time want to delay its cast until you are at least halfway into the cooldown of your GCD. This is because if you use it too early after a GCD, you risk losing the final GCD  that is supposed to be buffed from its duration. However, there are times where you will want to weave it earlier if you are trying to fit a certain amount of oGCDs in before a phase transition or before the boss dies.

Most buffs in the game are typically 60s, 90s, 120s, and 180s. This means that aside from your opener, in most cases you will only be able to align everything (but 120s) together at 180s. If the fight is longer than 6 or 9 minutes, you will have more opportunities to align everything under your ‘180s’ window, which is the highest spike. 60s and 120s will sync up together through the fight naturally, and same with 90s and 180s. Typically, there are also 60s, 90s, and 120s windows you will want to take advantage of.  It is important to understand the CDs of your teammates. This way you can plan out what buffs should be going out at which times, and when it would be optimal to hold GCDs so that they align together for a final burst phase, given that you will not lose a cast from holding it.

For example, if you are expecting a kill time of under 6 minutes, then you will only have 2 usages of 180s and 3 usages of 120s. It will be important to ensure the final usage of those skills are used at the best time possible as holding them will be fine if the boss dies before 6 minutes since you would not lose out on a cast.

Riddle of Fire (RoF): Increases damage dealt by 30% while increasing weaponskill recast time by 15%. Also grants Fists of Fire. Duration: 20s. Recast: 90s. Riddle of Fire is canceled if Fists of Fire ends.

This is your most powerful buff window. You will want to use RoF ideally before your Bootshine ideally, or before a True Strike as your second best option. Some people like to use it before a Demolish and will clip into it to refresh a second Demolish before RoF ends — this is also fine, assuming you are clipping at 6s or lower. In later tiers when SkS can become higher, it may be possible to do a natural refresh on Demolish under your RoF window. RoF has a 90s CD, which means it will line up with every Brotherhood, which is very nice. You should always use these two skills in unison. You should have EF and ST available under every RoF window. HF should be available during every other. Delay your 3rd SP to get it under your 2nd RoF, it should only be held 3-5s or so. Since 90s is not a very good timing window with most of the other buffs that benefit Monk; you will alternate between weak and strong RoF windows.

Internal Release (IR): Increases critical hit rate by 30%. Duration: 15s. Recast: 60s.

You will want to use this right before True Strike. This way, you will only have one Bootshine under your IR window instead of two, and also under two True Strikes. In general, it is fine to do this anytime that is not before a Bootshine. Since its CD is 60s, IR lines up very nicely with almost every raid buff, with the most important being Trick Attack. You should have IR with every single TA, and along with that you should have EF, HF and ST for sure. Keep in mind that aligning your IR to cover the entirety of TA is more important that aligning it optimally with your GCD sequence. Hitting these 60s windows are very important to hit to maintain optimal DPS. IR will also be up for every 120s and 180s CD so it is important to maintain consistent usage to have them available under all raid buff windows.

Brotherhood (BH): Increases physical damage dealt by nearby party members by 5%. Also grants a 30% chance of opening a chakra when party members under the effect of Brotherhood execute a weaponskill. Duration: 15s. Recast: 90s.

With the 4.2 patch Monks are finally able to benefit from their own BH buff, which is very nice. BH always be used in conjunction with RoF. Any FCs gained under BH should be used immediately. You will start to get a feel of when to expect FCs to come up under your BH windows the more you and your team practice and become consistent in a fight — do your best to not waste any potential Chakras that could be gained.

You do not need an exceptional team composition, or even a good one, to perform at the 75th-95th percentile level if you are playing the fight well at an individual level. Do not blame your team composition if you cannot achieve 75th percentile or greater — you only have yourself to blame up until you are pushing past 95th percentile.

For speedruns, ideally you will want to have DRG/NIN/BRD as your 3 other DPS, also have AST, SCH, WAR, and PLD/DRK. This composition provides the most amount of raid buffs that are beneficial to physical damage dealers.The 3 melee composition heavily caters to the MNK, which means that the composition will not succeed unless the MNK player is very capable.

The key to having high DPS on Monk is to perfect your fundamentals. Every small mistake you make, whether it be a lost GCD or a lost positional will add up over the course of the encounter. Every 3 or so lost positionals is the same as losing a GCD. Your goal is perfecting every small optimization for each mechanic that occurs during the fight — once you can do so, you will be able to execute an extremely clean run, which will invariably lead to high DPS.

Individual optimization of each mechanic involves understanding the timing of when the damage goes out whether based on timer, cast bar, or animation.

Leaving at the latest possible time to avoid damage and coming in at the earliest possible time after the mechanic is the most critical rule for having high dps as a melee. Your ultimate goal in every fight is to be able to deal with the mechanics in such a way that you have 100% uptime — no lost GCDs, no lost auto attacks and ideally no lost positionals. Every mechanic in each encounter must be thought about within these constraints if you are aiming to push your DPS to the highest level. In order to see what is possible and what is not, you will have to take risks and go out of your comfort zone to push the limits of your uptime. Obviously, you will die in many of these cases but through trial and error you will be able to find what works best for you in each mechanic. Do not be content with how you are handing a mechanic unless you have achieved both 100% uptime and positionals.

Every Monk should aim to have the cleanest run possible — the pursuit of perfection.

In order to do this, you will need to be very experienced in the encounter, and know exactly when and how to deal with each mechanic given your situation. The tools at your disposal will always be Shoulder Tackle, Sprint, and most importantly of all, your brain.

Many mechanics not only take individual optimization, but also team coordination. How the boss is faced and positioned through the encounter mostly falls on your tanks, and it is a team effort to ensure that all mechanics can be dealt with in such a way that minimizes boss movement and ensures highest uptime for everyone. For newer players and teams, this is not something that will happen overnight and will take a ton of practice to improve upon.A good strategy is useless without consistent and clean execution.

General rules to follow when gearing::

  • If deciding between two pieces of gear that are the same item level, go for the one that has more Critical Hit.
  • Pick the weapon that has the highest Weapon Damage
  • Try to have somewhere between roughly 700 and 1350 skill speed.

Note: It is important to realize that substat optimization will only factor about 1-2% of your overall DPS potential. A common mistake that I see many players doing is spending the majority of their time trying to optimize substats when they could be focusing instead on execution of the fight, which influences 98% of your performance.

These gearsets have been calculated courtesy of Jahaudant. When you are still progressing through fights, do not focus too much on optimizing your substats. Perfect melds and substats are not required at all in order to clear content. In general, it is best to aim for the highest item level until you have cleared and have the fights on farm.

All gearsets are within 0.50% DPS of each other, so it is best to go for the SkS that suits your playstyle. As a general rule of thumb, the higher your latency to the server, the lower SkS you will want to play at.


http://ffxiv.ariyala.com/17BGK | 2.07 | 770
http://ffxiv.ariyala.com/17BD8 | 2.06 | 819
http://ffxiv.ariyala.com/17BDG | 2.05 | 883
http://ffxiv.ariyala.com/17BDP | 2.04 | 969
http://ffxiv.ariyala.com/17BDV | 2.03 | 1049
http://ffxiv.ariyala.com/17BH1 | 2.00 | 1288

  1. Do not be afraid to make mistakes and die. You will need to push your limits to know what you can and cannot get away with for each mechanic. Being complacent with just being able to clear the fight is a poor mentality if you are seeking to improve.
  1. Recognize the goals of your group, and be aware of the overall mindset of your raid members. Communicate with your teammates to make sure they are on the same page for what you want to accomplish during raid time.
  1. Sub-stat optimization will only roughly affect your DPS by 1-2%. Do not spend the majority of your time trying to figure out what sub-stats are the best when you can spend time practicing and figuring out how to execute cleanly, which influences at 98% of your performance.
  1. Own up to your mistakes. You will never get better if you don’t admit to doing anything wrong.
  1. Record your own gameplay so that you are able to review it after raid is done. There are many things that you can identify that may not be apparent when you are focusing on the fight. Learn to use FFLogs as an analysis tool to compare your runs to others.
  1. Encounters in this game are scripted. You will need to be consistent so that you have a baseline GCD map of the fight, and from there you are able to adjust and refine. You cannot optimize your DPS if you are unable to consistently be at the same GCD at the same part of the fight every time.
  1. Practice. Repetition is key to being able to perform at a consistent level. When you are able to perfectly do your rotation without much thinking, then you are able to allocate more brain power to identify parts in actual fights that you could optimize better for.

  2. Monk is all about polishing and refining the basics. You don’t need to do anything special besides clean execution of the basic fundamentals of Monk to get good numbers. Don’t think about stuff like fancy PB/TK optimizations until you are already consistently hitting 95th+ percentile in your runs.

Courtesy of Aya Liz

This part of the guide will be of interest to you after you’ve actually set foot into a raid or extreme primal fight and have a log on fflogs to show for it. Topics touched upon here will concern you for the remainder of your time playing Monk and in the long run, you may find yourself spending more time digging through logs than actually playing monk in your quest to do more damage.

FFlogs has a vast amount of information for you, both from analyzing your own performance and comparing it to what differences there are in your play compared to someone performing better. The only limitation is your willingness to invest the time to gather and interpret the data available.

Without further ado, let’s get to work with an example. I’ll be comparing an O6S log of the second character of our beloved guide author Tiff to one of my own and talk about some points of interest when looking at logs. If you’d like to do the same, simply head to any log on FFLogs, click Compare on the top right and follow the instruction to compare two reports.

In my case, the result is this comparison link.

I went ahead and clipped the end of the fight to 8:01 since one of the two fights ends there. You can look at certain periods of the fight by clicking and dragging on the damage graph.

On the damage done tab, some differences become apparent at a glance. Doing a little bit of addition, we can see that I got 8 more GCDs than Tiff, a handful extra uses of oGCDs as well as a small amount of auto attacks that becomes a little more significant in context since I was using the crafted weapon with 2.64s delay while Tiff had a Byakko weapon with 2.56s delay (note that as time goes on, most monks will likely be using 2.56 delay weapons since only the crafted has a different delay so keep that in mind if you’re not sure what weapon someone has). By all accounts, there appears to be a difference in uptime on the boss that’s worth investigating here.

In the 8 minutes of this fight we are looking at, there are two main suspects for losing uptime: being inefficient in handling the paint mechanics and getting marked for the black clouds that chase DPS about five minutes into the fight. Switching to the casts tab in timelines view and scrolling through the fight, it’s fairly easy to confirm the latter – an almost 10 seconds long gap between GCDs lines up right with the black clouds five minutes into the fight on Tiff’s timeline:

As for paint, Tiff enters the airplane early at around 3:55 in the fight spending just over 8 seconds between GCDs while that same mechanic was done with just short of 4 seconds passing between GCDs on my log. While the black clouds are simply bad luck that would need special strategies like getting a cover from the PLD to circumvent, extra downtime while doing painting mechanics is player error that can be improved in future runs after it has been identified like I just did here.

The general idea remains the same for any fight you want to analyze a log of – if you notice another player with higher uptime on the boss in the form of extra auto attacks or multiple GCDs, you proceed by identifying downtime periods on your log, associating them with mechanics during that time period and thinking of ways to avoid that downtime in the future and then putting that into action.

Now that auto attacks and GCDs are sorted out, it’s time for oGCDs, buffs and debuffs. The buffs and debuffs tabs on a log will, amongst other things, provide you with information on how long your dragon kick (blunt resistance down), twin snakes and demolish were up. Dragon Kick and Twin Snakes should generally show uptime percentages close to what percent of the fight is uninterrupted melee uptime with small breaks at best, seeing small gaps in their uptime in parts of the fight where nothing is keeping you from hitting the boss is typically an indication of having made a wrong choice in your rotation as seen here.

Demolish uptime will generally be a couple percent lower than Dragon Kick and Twin Snakes since it’ll drop every so often in your rotation. Finding your Demolish uptime significantly lower than that is another indication of potentially suboptimal GCD choices.

One of the most common ways to lose out on damage is missing uses of oGCDs. You can determine the maximum amount of uses you can get out of an oGCD skill for a given fight duration with FLOOR((Fight duration – time of first use)/Cooldown+1). On fights where downtime lines up with times you could be using an oGCD, this number will generally not be possible to achieve and referencing the oGCD use counts of high performing Monks may be more useful.

Applying the above formula to our O6S example, we’re left with up to 16 uses of Shoulder Tackle and Elixir Field, 8 uses of Internal Release and Howling Fist, 12 uses of Steel Peak and 6 uses of Brotherhood and Riddle of Fire. Comparing those numbers to the amounts shown in the casts tab, we can see that I could have gotten one more shoulder tackle while Tiff was short 1 Howling Fist, 1 Elixir Field, 5 Shoulder Tackles, 3 Steel Peaks and 1 use of Brotherhood/Riddle of Fire. It’s worth noting that holding Brotherhood and Riddle of Fire for Tiff here is not a necessarily a misplay since the maximum amount for uses of those is 6 in both the 8 minutes of the fight we are looking at and also for his actual kill time of 9 minutes so holding it to line it up with raid buffs towards the end of the fight does not cost him a use of those buffs, keep that in mind whenever analyzing logs for a duration other than the full duration of the fight. However, the multiple lost uses of damage oGCDs here is a large loss in potency and is one of the most frequent mistakes found in lower percentile logs.

This concludes my overview of the process of identifying common mistakes in Monk logs. Having no visible mistakes on all metrics I touched on will already roughly put you in line with the performance of top performing monks and you can start looking into minor optimization decisions such as trying to gain potency from additional Perfect Balance uses.

On a final note, here’s some assorted information you may find useful in your endeavor to improve your play through fflogs:

  • There is currently no way to check if a positional was hit on FFLogs other than checking the damage numbers on individual hits.
  • Should you find your amount of GCDs used to be comparable to other monks but some auto attacks went missing, you may have a bad habit of standing at max melee range frequently – max melee range for skills is longer than it is for auto attacks so you may be accidently missing autos despite thinking you’re in range.
  • Greased Lightning in the buffs tab is calculated manually on FFLogs’ side since it is not a status effect ingame and is as such subject to inaccuracies compared to what actually took place. For instance, Riddle of Earth’s Greased Lightning refreshes are currently not considered and may show up as you dropping it on FFLogs.
  • Familiarizing yourself with more of FFLogs’ features will increase the scope of information you can gather. For example, watching the replay will help you understand the group’s movement and queries/pins are immensely useful for checking what skills you used during certain buffs, a guide can be found here.

That’s it from my side, I hope I’ve helped you be able to find your way around FFLogs to identify and improve sources of lost damage in your play.

~Aya

These are the steps you should take when looking to transition from clearing the fight on a weekly basis to working on improving your performance. Thanks to Aya for providing his insight.

The goal of this guide was to give a detailed overview of the Monk job and introduce you to advanced concepts that are used in optimization. You should now be armed with the tools to self-diagnose your own gameplay and identify how to improve.

I hope that after reading this guide you will be motivated to experiment and try some of these concepts yourself and eventually develop your own sense of how to approach a fight with optimization in mind.

Shoutouts

Thanks to everyone over at The Balance, a fun and active community where everyone is seeking to learn and improve to be better players — this guide is was made with players like you guys in mind.

Acknowledgement to Aya Liz for helping explain how to use FFLogs but at the cost of bullying Uwu Xd’s weekly clears.

Thanks to Soo Han for the RoF infographic.

Shoutout to <Lit> FC members for being cool cats.

All mathwork and calculations are thanks to Jahaudant, among various other :blobwizards: of the FFXIV theorycrafting community.

Special thanks to all the Monk veterans who have shared their experiences and knowledge, which I could not have written this guide without.

Sours: https://gamerstips.com/ffxiv-ff14-monk-mnk-guide-2019/
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AbilityInstant3s-0y
0y Reduces damage taken by 10%.
Cannot be used with Fists of Fire or Fists of Wind, and shares a recast timer with both.
Effect ends upon reuse.

Twin Snakes

Lv. 18

WeaponskillInstant2.5s-3y
0y Delivers an attack with a potency of 230.
260 when executed from a target's flank.
Can only be executed when in raptor form.
Additional Effect: Increases damage by 10%
Duration: 15s
Additional Effect: Changes form to coeurl
Duration: 15s

Arm of the Destroyer

Lv. 26

WeaponskillInstant2.5s-0y
5y Delivers an attack with a potency of 110 to all nearby targets.
Opo-opo Form Potency: 140
Additional Effect: Changes form to raptor
Duration: 15s

Lv. 30

WeaponskillInstant2.5s-3y
0y Delivers an attack with a potency of 80.
110 when executed from a target's rear.
Can only be executed when in coeurl form.
Additional Effect: Damage over time
Potency: 80
Duration: 18s
Additional Effect: Changes form to opo-opo
Duration: 15s

Lv. 30

WeaponskillInstant2.5s-0y
5y Delivers an attack with a potency of 150 to all nearby enemies.
Can only be executed when in coeurl form.
Additional Effect: Changes form to opo-opo
Duration: 15s

Fists of Wind

Lv. 34

AbilityInstant3s-0y
0y Increases movement speed.
Cannot be used with Fists of Earth or Fists of Fire, and shares a recast timer with both.
Effect ends upon reuse.

Lv. 35

AbilityInstant30s-20y
0y Rushes target and delivers an attack with a potency of 100.
Maximum Charges: 2
Cannot be executed while bound.

Lv. 40

AbilityInstant3s-0y
0y Increases damage dealt by 10%.
Cannot be used with Fists of Earth or Fists of Wind, and shares a recast timer with both.
Effect ends upon reuse.

Mantra

Lv. 42

AbilityInstant90s-0y
15y Increases HP recovery via healing actions by 10% for self and nearby party members.
Duration: 15s

Lv. 45

WeaponskillInstant2.5s-0y
5y Delivers an attack with a potency of 140 to all nearby enemies.
Can only be executed when in raptor form.
Additional Effect: Extends Twin Snakes duration by 10s to a maximum of 15s
Additional Effect: Changes form to coeurl
Duration: 15s

Perfect Balance

Lv. 50

AbilityInstant90s-0y
0y Grants 6 stacks of Perfect Balance, each stack allowing the execution of a weaponskill that requires a certain form, without being in that form.
Duration: 15s

Lv. 50

WeaponskillInstant2.5s-3y
0y Delivers an attack with a potency of 230.
260 when executed from a target's flank.
Opo-opo Form Bonus: Grants Leaden Fist
Duration: 30s
Additional Effect: Changes form to raptor
Duration: 15s

Lv. 52

WeaponskillInstant2.5s-0y
0y Grants Formless Fist to self, allowing the execution of a weaponskill that requires a certain form, without being in that form.
Duration: 15s
Any additional effects associated with the executed action will also be applied.

Lv. 54

AbilityInstant1s-0y
0y Opens a chakra. Up to five chakra can be opened at once.
Opens all five chakra when used outside of combat.
Shares a recast timer with all other weaponskills.

The Forbidden Chakra

Lv. 54

AbilityInstant1s-3y
0y Delivers an attack with a potency of 340.
Can only be executed while in combat and under the effect of the Fifth Chakra. The five chakra close upon execution.
Shares a recast timer with Enlightenment.

※This action cannot be assigned to a hotbar.

Lv. 56

AbilityInstant30s-0y
5y Delivers an attack with a potency of 250 to all nearby enemies.

Lv. 60

AbilityInstant45s-3y
0y Delivers an attack with a potency of 400.

Riddle of Earth

Lv. 64

AbilityInstant30s-0y
0y Grants 3 stacks of Riddle of Earth, each stack reducing damage taken by 10% and nullifying all action direction requirements.
Duration: 10s
Maximum Charges: 3
Effect ends when time expires or upon execution of three weaponskills.

Riddle of Fire

Lv. 68

AbilityInstant90s-0y
0y Increases damage dealt by 25%.
Duration: 20s

Lv. 70

AbilityInstant90s-0y
15y Grants Brotherhood and Meditative Brotherhood to all nearby party members.
Brotherhood Effect: Increases damage dealt by 5%
Meditative Brotherhood Effect: 20% chance you open a chakra when party members under this effect execute a weaponskill or cast a spell
Duration: 15s

Enlightenment

Lv. 74

AbilityInstant1s-10y
10y Delivers an attack with a potency of 220 to all enemies in a straight line before you.
Can only be executed while in combat and under the effect of the Fifth Chakra. The five chakra close upon execution.
Shares a recast timer with the Forbidden Chakra.

Anatman

Lv. 78

AbilityInstant60s-0y
0y Extends the duration of Twin Snakes and your present form to maximum and halts their expiration.
Duration: 30s
Cancels auto-attack upon execution. Effect ends upon using another action or moving (including facing a different direction).
Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.

Six-sided Star

Lv. 80

WeaponskillInstant5s-3y
0y Delivers an attack with a potency of 540.
Additional Effect: Increases movement speed
Duration: 5s
This weaponskill does not share a recast timer with any other actions. Upon execution, the recast timer for this action will be applied to all other weaponskills and magic actions.

Role Actions

Role actions are abilities common to classes and jobs with the same role.

Action Name

Acquired

Type

Cast

Recast

MP Cost

Range


Radius

Effect

Second Wind

Lv. 8

AbilityInstant120s-0y
0y Instantly restores own HP.
Cure Potency: 500

Leg Sweep

Lv. 10

AbilityInstant40s-3y
0y Stuns target.
Duration: 3s

Bloodbath

Lv. 12

AbilityInstant90s-0y
0y Converts a portion of physical damage dealt into HP.
Duration: 20s

Feint

Lv. 22

AbilityInstant90s-10y
0y Lowers target's strength and dexterity by 10%.
Duration: 10s

Arm's Length

Lv. 32

AbilityInstant120s-0y
0y Creates a barrier nullifying most knockback and draw-in effects.
Duration: 6s
Additional Effect: Slow +20% when barrier is struck
Duration: 15s

True North

Lv. 50

AbilityInstant45s-0y
0y Nullifies all action direction requirements.
Duration: 10s
Maximum Charges: 2

Trait

Traits

Acquired

Effect

Greased Lightning

Lv. 1

Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 5%.

Enhanced Greased Lightning

Lv. 20

Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 10%.

Enhanced Greased Lightning II

Lv. 40

Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 15%.

Deep Meditation

Lv. 62

Grants an 80% chance that a chakra will open upon dealing critical damage with a weaponskill.

Enhanced Tackle

Lv. 66

Allows the accumulation of charges for consecutive uses of Shoulder Tackle.
Maximum Charges: 2

Enhanced Fists of Fire

Lv. 72

Improves Fists of Fire's damage increase to 10%.

Deep Meditation II

Lv. 74

Guarantees that a chakra will open upon dealing critical damage with a weaponskill.

Enhanced Greased Lightning III

Lv. 76

Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 20%.

Forms

Unlike other jobs, the actions available are determined by the monk's current form. Performing certain actions in opo-opo form grants increased potency and other additional effects.

Changing Form

Actions

Bootshine (Rear)

Dragon Kick (Flank)

Arm of the Destroyer (AoE)

Additional Effects

The above actions change your form to raptor form.

They also gain the following bonuses when used in opo-opo form:

Bootshine deals critical damage if dealt from a target's rear.
Dragon Kick grants the Leaden Fist effect.
Arm of the Destroyer deals increased damage.

Actions

True Strike (Rear)

Twin Snakes (Flank)

Four-point Fury (AoE)

Additional Effects

The above actions change your form to coeurl form.

Twin Snakes also increases damage dealt.
Four-point Fury also extends the effect duration of Twin Snakes.

Actions

Demolish (Rear)

Snap Punch (Flank)

Rockbreaker (AoE)

Additional Effects

The above actions change your form to opo-opo form.

Demolish also applies a damage over time effect to target.

Job Gauge

Chakra Gauge

Upon learning the action Meditation, the Chakra Gauge will be displayed.

Using actions such as Meditation and Brotherhood (acquired at level 70) open your chakra. After opening your fifth chakra, you can execute the Forbidden Chakra (acquired at level 54) and Enlightenment (acquired at level 74).

Simple Mode

Chakra Gauge

All descriptions are based on action attributes and bonuses attained by level 80.
For further details on changes to actions, please refer to the patch notes.

Last Update: -

For further details on changes to actions, please refer to the patch notes.

Actions

Job Actions

Action Name

Type

Cast

Recast

MP Cost

Range


Radius

Effect

Bootshine

WeaponskillInstant2s-5y
0y
Delivers an attack with a potency of 1,000.
Additional Effect: Opens a chakra

※This action cannot be assigned to a hotbar.

True Strike

WeaponskillInstant2s-5y
0y
Delivers an attack to target.
Combo Action: Bootshine
Combo Potency: 1,200
Additional Effect: Opens a chakra

※This action cannot be assigned to a hotbar.

Snap Punch

WeaponskillInstant2s-5y
0y
Delivers an attack to target.
Combo Action: True Strike
Combo Potency: 1,400
Combo Bonus: Opens a chakra

※This action cannot be assigned to a hotbar.

Four-point Fury

WeaponskillInstant2s-0y
5y
Delivers an attack with a potency of 600 to all nearby enemies.
Additional Effect: Opens a chakra

※This action cannot be assigned to a hotbar.

Rockbreaker

WeaponskillInstant2s-0y
5y
Delivers an attack to all nearby enemies.
Combo Action: Four-point Fury
Combo Potency: 800
Combo Bonus: Opens a chakra

※This action cannot be assigned to a hotbar.

Six-sided Star

WeaponskillInstant4s-5y
0y
Delivers an attack with a potency of 2,400.
Additional Effect: Opens a chakra

The Forbidden Chakra

AbilityInstant1s-5y
0y
Delivers an attack with a potency of 2,000.
Can only be executed while under the effect of the Fifth Chakra. The five chakra close upon execution.

Enlightenment

AbilityInstant1s-10y
10y
Delivers an attack with a potency of 1,200 to all enemies in a straight line before you.
Can only be executed while under the effect of the Fifth Chakra. The five chakra close upon execution.

Tornado Kick

AbilityInstant15s-5y
0y
Delivers an attack with a potency of 1,800.
Maximum Charges: 2

Shoulder Tackle

AbilityInstant15s-15y
0y
Rushes target and delivers an attack with a potency of 800.
Maximum Charges: 3
Cannot be executed while bound.

Axe Kick

AbilityInstant30s-0y
5y
Delivers an attack with a potency of 1,000 to all nearby enemies.
Additional Effect: Opens a chakra for each enemy hit

Riddle of Fire

AbilityInstant30s-0y
0y
Increases damage dealt by 10%.
Duration: 6s
Additional Effect: Increases damage dealt by next weaponskill by 10%
Duration: 6s

Riddle of Earth

AbilityInstant30s-0y
0y
Reduces damage taken by 10%.
Duration: 6s
Additional Effect: Creates a barrier around self that absorbs damage equivalent to a heal of 2,500 potency
Duration: 6s

Brotherhood

AbilityInstant60s-0y
15y
Grants Brotherhood and Meditative Brotherhood to all nearby party members.
Brotherhood Effect: Increases damage dealt by 5%
Meditative Brotherhood Effect: 50% chance you open a chakra when party members under this effect execute a weaponskill or cast a spell
Duration: 10s

Common Actions

Although they differ depending on your role, additional actions are shared by multiple jobs.

Additional PvP Actions

These actions are only available during PvP and are unique to each role. Only two can be set at any given time, so be sure to choose abilities which complement your combat strategy!

Adrenaline Rush

In PvP duties, adrenaline rush will replace the limit break action and, unlike limit break, can be used by single players. The adrenaline rush gauge can be filled through combating enemies and completing other objectives, dependent on the PvP duty.

Action Name

Cast

Recast

MP Cost

Range


Radius

Effect

Raw Destruction

2s--8y
0y
Delivers an attack with a potency of 10,000.
Damage dealt is not affected by increased or decreased damage effects applied by players.
Can only be executed while the Adrenaline Gauge is full.

Job Gauge

Chakra Gauge

The Chakra Gauge indicates the number of chakra a monk currently has opened. Chakra are opened by executing certain actions. Opening five allows for the execution of Enlightenment or the Forbidden Chakra.

Simple Mode

Chakra Gauge

For further details on changes to actions, please refer to the patch notes.

Sours: https://na.finalfantasyxiv.com/jobguide/monk/

Damage matters in Final Fantasy 14. Sure, the game is overflowing with DPS classes and players, but somebody still has to be on their game for all those bosses with one-hit-kill ultimates. The answer? Kill them before they can kill you. And that’s what the Monk is all about in FF14. This blazing fast fighter builds up stacks of Greased Lightning to increase their attack speed, eventually unleashing hilariously quick combos on various sides of a foe’s body. But what’s the best way to use this powerhouse of potential? Find out in our FF14 Monk guide to Shadowbringers.

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FF14 Jobs are all going through some major changes in Shadowbringers. The new expansion includes major reworks across the board, as well as two entirely new classes: Dancer and Gunbreaker. Between these additions and another massive payload of story content, Shadowbringers almost makes FF14 feel like an entirely new game. And that’s exactly why you might need help picking your new main Job or Jobs this time around. We’re here to help with another FF14 Job guide — this time for the mach-speed Monk.

FF14 Monk Guide Shadowbringers

Monk Role – FF14 Shadowbringers Guide

The Monk is a melee damage class in FF14. Unlike the Ninja, it doesn’t provide “utility” in the form of group-wide buffs. It’s more similar to the Samurai, which focuses on selfishly hitting hard. But the Monk finds a sort of happy medium between those two classes — focusing on consistent attack speed, while relying on the tank to position bosses properly, rather than a couple of bonkers damage windows.

Less directly, the Monk suffers from just how common DPS players are in FF14. Monks rarely benefit from the “Hero in Need” XP and gil bonuses by participating in daily roulettes — except sometimes in Alliance Raids. This makes the Monk (and any other DPS class for that matter) somewhat harder to level up than healer Jobs and even tanks in Final Fantasy 14. On the upside, they are a bit simpler to play than the other FF14 Jobs. Although… That’s not entirely true with the Monk. They are one of the more complicated DPS classes in the game.

Monk Rework – FF14 Shadowbringers Guide

The Monk is far and away the most “positional” melee DPS in FF14. Nearly all of their combos require you to dance around the sides and rear of enemies for maximum effectiveness. This is even more true in Shadowbringers, since many Monk positionals got damage buffs.

Besides placing yourself behind and to the side of a boss, playing the Monk is also all about swapping between three stances: Opo-Opo, Raptor, and Coeurl. That got just a bit easier in Shadowbringers. The time you spend in each stance has been buffed across the board. They now last 15 second instead of just 10 — giving you more time to choose your next move that will switch you to the next stance. From there, it’s still about choosing the right moves to keep your never-ending supply of selfish buffs active.

Should you end Coeurl Form and reenter Opo-Opo with a damaging Snap Punch, or is it time to reapply your damage-over-time with Demolish? The effect of Dragon Kick has changed completely, too, meaning you need to think differently about where it fits in your rotations. It used to reduce Blunt Resistance (a concept that no longer exists in FF14). Now it applies an effect called Leaden Fist. And once you get going, you no longer want to use the Monk’s most basic attack without Leaden Fist active. The buff doubles the potency of Bootshine (the aforementioned basic strike), and stacks with its guaranteed critical hit (if you attack from the rear).

Like a lot of changes in patch 5.0, this rework makes the Monk easier and smoother to play than ever. Although a few things still stand out. Tornado Kick, for instance, removes all stacks of Greased Lightning: your most sought-after Monk buff. Yet it still only deals 430 damage — even after some post-Shadowbringers updates. That… hardly seems worth it.

The Monk does heavily benefit from a heavily reworked True North, however. This role-wide skill had its recast time cut in half and gained a second “charge” that can build up independently. It only lasts 10 seconds now, reducing the overall time you can ignore position requirements, but the accompanying buffs more than make up for it.

You can check out a full account of every Monk ability in Shadowbringers right here.

FF14 Monk Guide Shadowbringers

Monk Tips – FF14 Shadowbringers Guide

  • Never lose Greased Lightning. The upside to this buff is that it can stack up to three times (four if you’re in Fists of Wind mode). Each stack increases your overall damage and reduces your cooldowns. With all four stacks, the speed boost is marginally better than the Ninja Huton, and comes with that damage increase to boot. The downside to Greased Lightning is that you lose every stack if the timer runs out. Now that Greased Lightning lasts longer than ever, there’s no excuse to let this buff disappear.
  • Always apply Leaden Fist. This buff changes Bootshine from a so-so opening attack to a regular powerhouse — especially when you attack from the rear. The combined skills cause you to deal 300 potency and a guaranteed critical hit. But that’s not all! At level 74, every Monk crit also has a 70 percent chance of opening one free Chakra. This unique resource isn’t super special, but does let you use The Forbidden Chakra or Enlightenment whenever you generate five of them. That’s free single-target or frontal AOE damage. And free damage is never a bad thing — especially when you deal even more damage to unlock it. Damage!
  • Tornado Kick is basically useless. There’s a tiny bit of debate about this, but… Yeah. This skill just doesn’t make much sense. You can pretty safely ignore it until Square Enix almost inevitably buffs it to do something other than just 430 potency. That might take some time, though. The FF14 team doesn’t make balance changes on a whim.
  • Fists of Fire are better than Fists of Wind. This is a little bit more debatable than the last one, but just look at the math. Fists of Fire provides a permanent 10 percent damage buff as long as it’s active. Fists of Wind grants an extra maximum stack of Greased LightningThis gives Monks 10 percent more damage, while and reducing “weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by five percent.” The trade-off is that you actually need to build up four stacks of Greased Lightning. So technically the Fists of Fire mode is better when you know you’ll be in short battles. Against bosses and mobs that actually matter, though? Go with Fists of Wind. Just bear in mind that this only applies at level 76 and above.

How to Unlock the Monk Job – FF14 Shadowbringers Guide

Like most Jobs in FF14, the Monk is accessible at the outset of the game. Sorta. You just need to choose to play as a Pugilist at the start. This is the early version of the Monk, and will transform into the advanced Job once you reach level 30. You just need to progress through the campaign and the Pugilist class quests until you reach level 30. Then the Monk Job quest will become available — granting you access to its unique abilities.


That’s all for now, folks! Thanks for taking the time to read our guide to the Monk in FF14: Shadowbringers. We hope it helps you master this versatile DPS Job to the best of your ability. Until then, good luck learning the new reworks, abilities, and intricacies of the Monk going forward.

Sours: https://www.fanbyte.com/guides/ff14-monk-job-guide-shadowbringers-changes-rework-skills/

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