A good Monk and why you should invite them.

Anderithe: Thanks for doing nothing more than following the stereotype. I'm going to assume you're a THF, since the only ones that bring up this argument are the same ones crying about how they can't do 30 extra damage with Distortion over Scission.

Not all thfs hate mnks, I'm actually very fond of them and one day when I'm done with thf as in getting it to 75, I wish to buy the bset gear possible and level mnk on a galka. When properly equipped a mnk's damage over time more than makes up for what a drk or sam could offer. I'd go as far as saying a mnk can keep pace with a ranger even on non bone mobs/non flying mobs after 60 when they get another H2h upgrade, and can keep close before then.

Although...Distortion was quite nice 30-50ish. It never got resisted until the robber crabs in which is was only hitting for 150 instead of 300 alot.

You admitted this yourself and this is really the big problem as shown by the replies to your post, the job has a noob magnet to as does drg. They're both absolutely fantasic jobs for damage over time, but 75% of the people playing them just suck. Assuming my best damage and SC partner isn't available(thf+rng), the first jobs I'd prefer instead are drg and mnk since they have good damge over time, drks and sams really dissapoint me there even though they have slightly more powerful WSs.


But there is a good soluation to getting into thf parties and keeping distorion.

Ninja tank, mnk,thf,sam,blm,rdm. sam-mnk SC, sam-thf SC, ninja=no need for whm allowing the 3 melee DDs, blm so you can pop 2 major bursts, and rdm to do the healing when needed which shouldn't be alot as well as enfeeble and refresh/dispel. You can also use other DDs instead of the sam such as a well equipped drk which I did once in the tree, chain 4-5 party easily. There is no reason drg and rng wouldn't work just fine either for the other pure DD slot.

So in conclusion, monks are a great job. And most successful parties consist of a burst melee DD(drk,thf, war/thf), and a damage over time job(drg,rng,mnk). Normally I find the results are the best when one mixes a burst melee DD and a compatable skillchain DoT melee DD. I didn't list sam in there because I consider them their own type of melee DD.
 
As for level 2 SC options... (assuming H2H is our weapon)

Distortion: None. Sorry.

Fusion: Can open with Spinning Attack (150). Can close with Combo (10), Shoulder Tackle (40), Raging Fists (125) or Spinning Attack (150.)

Fragmentation: Cannot open. Can close with Shoulder Tackle (40).

Gravitation: Can open with Backhand Blow (100). Can close with One Inch Punch (75.)
 
I'm going to standup for quality monks here. Level 2 skillchains including lightning(from frag) or ice( from distortion) are the ideal SCs until 66. However if you think about it, it's not that importent as long as the blm is bursting for good damage. The difference between a level 1 and 2 SC is at the most 150 and that's with an ideal thief closer for 33-60. Alot of other jobs pre 60 will get 100-500(500 being extermely rare) so the difference in SCs is far less than one thinks.

Excluding level 3 SCs, the big thing about SCs is the MB, not the SC itself so the 100ish points of damage is not the end of the world assuming there is still an effective skillchain and big closer. They can close Fusion with one of the better WSs at that point in the game assuming they're equipped very well, raging fists.

Even if alot of main xp mobs such as crabs and pugs aren't very weak to fire and light, they sure as hell aren't resistent to them either unlike gimp reverberation,tran, and compression, making the fire/light MB very likely to land for full effect. And for what is lost in SC, that 50-150 damage is easily made up in damage over time no other job can fill minus a ranger, and even a very well equipped dragoon+wyvren. Not to mention they can close impaction with a quality WS, leaving room for a very effective lightning spell burst.

Even with distorion and frag being the best all around level 2 SCs this doesn't mean fusion never applies to other mobs weaknesses of whom are often xped on. For example: bats, beetles, goblins, and skeleton. Now I relieze more mobs are weak to light and or fire, but you'll actually maybe find yourself xping these mobs midgame. I'd definitely take note of beetles and goblins since they can be xped off at many points in the midgame. And as for the common crawlers,pugs, and crabs, they're not resistent to fire for sure either.
 
I agree with all Mnk comments, so I wont comment on that.

I wanna know, why does Sam get included in the discussion? Sam may be the most misused job in the game.
 
Because a lot of the SAMs I've talked to consider themselves pure DD, not SC enablers. Since they want to be DD, they can be lumped in with the others.
 
Do you really consider Shoulder Tackle a viable choice for closing a skillchain? I mean sure you get Frag, but that WS is so fricking weak, it's not doing to amount to any skillchain or MB bonus. Afterall it's just a stun WS.
 
No, I don't. I really don't consider OIP a good WS either, but they are possibilites if you have no other option and/or the pt is so dead-set on one kind of SC.
 
Few comments on all this, reverse order.

----

Shoulder Tackle and One Inch Punch are in the same category as Burning Blade, only used when you really don't have any other SC opener/closer options for your overly insistant BLM or oddball party setup. And if you've got a THF sub, they're halfway decent damage.

----

I put SAM in the same category as THF. They've got a specific purpose, to open any SC, and close some good ones. If they don't realize that, then there's a problem.

----

The source of the DRK vs MNK debate is, unsuprisingly, the Brady Games guide.

The FFXI Official Strategy Guide said:
Although Dark Knights and Rangers can inflict more pain in a fight, Monks are quite common for lower-level parties.
Dontcha just love these guys and their all-knowing guide of perfection and unquestionability, a gift to unworthy humanity?

----

And saving the best for last, the Distortion debate, otherwise known as zOMGDISTORTIONL33TDMGPWNZJOO!!1

Distortion is great damage with a THF, and lets the BLM burst Freeze. So at level 50, it's the obvious choice, but that's just a few levels. And before 50, there are no such constraints, and certainly none after 60.

(Just working from memory as a level 56 MNK)
Distortion: Pugil, Mandragora, Fly, Crawler, Crab, Beetle.
Fragmentation: Mandragora (x2), Pugil, Crawler, Crab.
Fusion: Skeleton (x2), Mandragora, Beetle, Goblin, Funguar.

And as you can see, Fusion and Fragmentation cover almost all the exp mobs weak to Distortion, which leads me to wonder why everyone thinks it the end-all be-all chain. When there's a THF in the party, they obviously need Distortion with their SATA Viper Bite/Dancing Edge, but it's the THF-less parties that use Distortion in exclusion of all else that really confuses me. And when they use Distortion -instead- of a SC that could be doing more damage (Like against Mandragoras), there's something seriously wrong.

----

Well that's my take on it anyway.
 
This is in reply to Jagster's comment about monks being Almost able to keep pace with rangers, and somewhat about the weird mnk vs drk debate.

in point of fact, before lvl55, mnks in fact outpace rangers, by a fair margin. take a well equipped monk, and a well equipped rng, the rng will be doing 100-120 per arrow at ~540 delay. Great numbers. the mnk will be doing 50-70 per fist to these mobs, at ~430 delay. better numbers. mnks outshine there in dot, and pre 55 both jobs will be about on par in terms of accuracy. now consider weapon skills. my personal favorite, as a mithra, is backhand blow. this is a crit ws, mithra dex being what it is, my BHB's start at low 200's minimum and have gone as high as 487. Raging fists, the perrenial favorite, is somewhat unreliable, even with a large amount of accy gear ie snipers etc, but overall will start at again low 200's and has climbed as high as 650 on several occasions, but usually balances around 350-450 range. compare this with piercing arrow, which (ask a ranger) at best manages 200 or so. ive seen as low as 150 and as high as 250, but the high end is much rarer than a 500 raging fists. mnks outshine in the ws department therefore as well. now for the equaliser, barrage. barrage at lvl 30-40 fires 4 arrows, at ~lvl 60ish it goes to 5, and somewhere in the 70s upgrades to 6. 4 arrowsx 120 = 480 damage or so, if all connect, once every 4 mobs or so. now provided an SC is occurring every fight, with raging fists at a conservative 300 and piercing at a conservative 150, by the time rng gets barrage back, he has fallen 600 damage behind the mnk from ws numbers (4 sc's, (300-150)x4), so this brings the rng within 100 or so dmg of the mnks total output. but still not past it. So as far as mnks keeping pace with rngs pre 55, flip it around, rngs Almost keep pace with mnks before 55. Now all of this is not readily apparent to those who arent mnks themselves, i never even considered this until i WAS a mnk myself, so i dont expect everyone to take my numbers for granted, these are just My numbers in My pts, and i will admit i am a bit more than just Well equipped.

As far as the mnk vs drk debate, i snicker at that one, no debate at all, mnks compete with rngs, not drks. drks compete with warr's and drgs. Dont yell at me, i didnt program it, just the way the numbers fall.

Now at lvl 55, when rangers achieve the dreaded Sidewinder/slugshot, mnks /bow courteously and humbly take a backseat, as does every other dd. However, mnks do still remain very much competitive for their spot as 2nd in line for the throne. Our weapons get stronger, our delay keeps falling, and our ws's do nothing but improve. SATA howling fist or SATA dragon kick are staggering sights, and when used in conjunction with a nice Arching arrow, do wonderful burny/spikey things to critters of all shapes and sizes. also, if the mnk chooses to sub warr, they gain the wonderful double attack, which, when coupled with so many chances for it to go off, allows for some truly impressive displays of ferocity. One of the main discussions in the mnk community is about how to manage all that hate. with drks or other jobs, the answer is "dont use souleater when etc" or "learn to manage your JA's" and so on. The telling point about mnks is that we gain this hate Without our ja's. Its just from hitting. alot. and hard. It bears consideration, imo, that the most common advice from the older more experienced mnks is to just toggle lock and turn your back till the tank gets hate back, provided you cant sub thf for ta yet. The only other community that gives advice similar to this, is the rng community:
"if you get too much hate, stop shooting for a few seconds."

Oh, and to answer firestreaks point about secondary weapons, i have staff skill capped. if you dont think thats of much use, you havent seen my hundredfists macro. it triggers HF, then swaps on my stick. punch for 70 at 0 delay, or staff for 100-120 at 0 delay........ especially with some of the later staves, especially thunder..... i would however like to see some better staff ws's forthcoming, yes, full swing hurts like a mother, but thats what, the 200 skill? not sure.

anyway, thats my 2 cents, and i agree with cubs entirely. cubs, lets go pt, raging fists >> backhand blow, i'll take bhb lol.
 
:shock:


/clap Grieve
/cheer Grieve
/hurray Grieve

the record is set strait though i must say, a Well equipped monk gains TP like nobodies business and from what i've seen can get about a 4:3 SC ration on with ranger, true they're still not quite as heavy damage as rangers (though it REALLY depends on the mob type, eg monks own rangers in a damage race vs skele's) it is nice to get those SC's flowing, a good monk, like a good sam seems to support 2 skillchains when properly outfitted.
 
I want to bring up two other points.

Chi Blast was mentioned, however the kind of damage it can do IF done properly wasn't really touched on. A good MNK come level 54 when you have the AF gloves should have somwhere between +18 and +20 MND (I had +18, HQ 36 MND rings for +3 each, Promise Badge for +5, Devotee's Mitts for +5, and a Twinthread Obi for +2) This considerably changes the damage done by Chi Blast, and I would average 300 a fight (aprox. 6-8 boosts, got that many in because of SATA setups, I didnt want to pull hate mid setup), less if the pulls were coming in faster.

Also, a very taboo area of the Monk, Counter Tanking.

Here is my take on Counter Tanking, it's an art form, and a very difficult way to tank, however highly effective in it's own way.

1. Not every race can counter tank (thus why Cubswoo does not mention it) It's pretty much limited to Galka, possibly Elvaan and Mithra (due to their natural AGI) Hume would have an extremely hard time, and I don't see a Tarutaru lasting long at all (though I don't doubt it being able to be done)


How can a Monk hold hate?

2. We do have nice abilities to hold hate, and I hold hate very well without any Enmity gear at level 57/58 (currently where I am at and am experimenting) Boost is an excellent hate grabber, Chakra at 58 with Temple Cyclas heals 225 HP for me (lots of VT ^^) my Chi is usually around 300 to start the fight, after a SATA as well (I could hold hate without the SATA, and have before due to a timer wearoff mishap and mpt gettomg that on me lol)

If you use Counterstance you have no defense waaaaah and you'll get hii for too much damage

3. My defense = major suckage as is. The damage difference between having Counterstance up or not isn't much with my regular defense (about a 40-60 difference with a max of 200-250 on crits with it up) and I would rather get hit just a bit harder and have more chances to Counter then not.

4. My Damage increases as well, because not only do I have my regular hits, but I am countering back damage as well

This is something I have always wanted to play with, and finally got my chance with my static. We had a PLD tank one night in Gustav Tunnel vs. those damned Goblins. It seemed it was a bought account as well, because this guy had no idea how to play PLD, he couldn't hold hate to save our lives, used only Fast Blade each fight, it was awful. So I /tell the THF "Next one SATA on me, I'm tanking and showing this guy how it's done" and told my WHM my plan. The next fight, was our best yet, killed the mob quick, and I never lost hate. Shortly after we kicked the PLD and grabbed a DRK that happened to be LFG at the time. We hit chain 4 consistantly, chain 5 on occassion. At 63 I look forward to the Arhat's Gear, and look to get me a Jelly Ring as well. Also a Muscle Belt +1 to add to my +9/11 Counter I have.

I love Counter Tanking, finally making me feel like I am really adding to my PTs.
 
*attaches symbiotically to El Curago* We all love the hoobah master. ^_^
 
Hume can indeed do Counterstance tanking. I was pretty much doing it 2 weeks ago in Ranperre's. Only thing that really nailed me was a Hell Slash for 500 :cry:

On a side note, exp wise, MNKs will eventually begin to outdamage rangers on regular hits, but RNG still does the heavy weaponskill damage.
 
I dunno I tried counter tanking once and it didn't work too well. I had +9 counter and af2 boots at the time. Sometimes I would counter about 90% of hits and others times 40%, counter rate seems random sometimes.

but this combo works well with nin sub since you counter when your are casting ut....emusijsklajda<-- that ninja blink spell forgot name.
 
Xion!! where have you been ^^ I haven't seen you anywhere!!
 
Iggman is awesome ^^ it's a shame he quit for awhile like... 6 months back.. used to have a high level BLM too ^^ still awesome though... such a great player
 
I really wish more people would read this thread. I've spent hours upon hours lfg as a monk, just to get nothing. I've even tried searching for people lfg, only to lack a tank or a mage. During that time period, I've noticed drk's or sam's that would lfg for maybe 10 minutes and get party invites instantly. I'm proud to say that I've been able to steal hate from pld's just from normal melee attacks, something that few other DD can say, unless they have uber gear or are going all out in attacks.

I've got a 48 monk, and I'm concerned about once I hit 50, that I'll get even less parties than I'm getting now. I know we can fight mobs other than crabs, or we can do other skillchains, but most people either don't know about them or don't care about them. Although I know several monks who have made it through that level range, I just don't look foreward to 6+ hours of lfg.

I don't have the best gear for monk, but that's also because I'm leveling whm at the same time, and i've got over half a million in equip for that job, not to mention the spells (dear god, Raise 3). So although I'm not an uber monk, i'm still able to keep up with drk's and sam's without many problems (using sole sushi helps a lot). Plus, since I'm a mithra, I tend to hit a little more often too. I am, however, planning on getting the remainder of that gear, but getting a ToD on molbolger is a pain.

Although one time in a party, I was partnered up with a drk for the skillchain. We were doing {Shadow of Death} >> {Shoulder Tackle} for {Fragmentation}, doing maybe 70-100 for shoulder tackle and about 50 for the skillchain. I convinced the party to let me try {Red Lotus Blade} >> {Raging Fists} for {Fusion} for one round. After I popped a raging fists for 300 damage, and the skillchain itself did 150, we stuck with that.

So yeah, monk is an awesome DD, and unfortunately it seems that their DD potential is only fully appreciated post-60. Not that we suck before then, but because since parties don't HAVE to do distortion anymore, we can show them just what they missed out on.
 
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