MNK in teh PT

Wiegraf

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I recently started playing as a MNK.
I had played WAR to Lv10 and RDM to Lv15...
But, I didn't really like either of them.

Anyway. I love MNK. And I plan on taking it to at least 30 in order to finish the SMN Quest. Most likely, I will be taking MNK all the way to 75.

Seeing as how I'll be playing MNK for a long while...
What will be my primary functions in a PT???
 
Your a MNK. you ARE damage. I suggest you always remind your partys that high defense monsters such as crabs are no bueno, and if possible, that low defense monsters like crawlers are much better targets.
 
pres butan + hit mob

sometimes hit too hard, tank

Learn your skillchains, befriend some Blue Mages because Bludgeon -> Raging Fists will be a bread and butter SC for you after level 40.

Be prepared to farm. All that level 30-40 gear costs an arm and a leg but it's so so so worth it.

You deal damage.
 
MNKs job is to punch stuff.

Maybe kick stuff too.

Oh, and occasional laser beams.
 
Moriki said:
MNKs job is to punch stuff.

Maybe kick stuff too.

Oh, and occasional laser beams.

QFT

Oh shit, I'm spose to hit the Thanks key instead of QFT right? Bahahaha
 
CubsWoo said:
pres butan + hit mob

sometimes hit too hard, tank

Learn your skillchains, befriend some Blue Mages because Bludgeon -> Raging Fists will be a bread and butter SC for you after level 40.

Be prepared to farm. All that level 30-40 gear costs an arm and a leg but it's so so so worth it.

You deal damage.

Prettymuch what Cubswoo said. Learn your SC's, and sub WAR.
 
until you get high lvl, then nin sub is almost needed ;;, when us mnks sub war at high lvls we pull hate over any DD, i'll go up on anyone with my mnk :) /war is so deadly, yet so deadly to one self :(
 
OWN. EVERYTHING. Try not to die all the time when you pull hate all the time. That's pretty much it.
 
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I like MNK, they have lasers. :)

punch punchy punch punch kick WTFpew! *Death*


But in all seriousness, I know very little about MNK, I do enjoy PTing with them as they are a beautiful flow of dmg.
 
Eormanric said:
until you get high lvl, then nin sub is almost needed(

Isn't level 30 required for the NIN Quest?
Meaning...I'll already be a semi-higher level...
=|
 
Wiegraf said:
Isn't level 30 required for the NIN Quest?
Meaning...I'll already be a semi-higher level...
=|

When he said higher level he meant 70+ (Or so I'm assuming).

Like the others said, your job is very straightforward: You kick ass, hardcore. That's about it.

Occasionally you will find yourself being SATA partner for a THF, which just means you throw out a provoke (which you gain from your WAR sub) at the beginning of the battle, and make sure you are directly across from the main tank. The tank and THF should do the rest.
 
OMG, Lecan!
I are teh love teh hardcore kicking assZZZ!
XD

&& While I appreciate the recommendation of a SubJob...
I don't really like the WAR class.

Would it be a major setback to use /WHM?
 
Halifirien said:
MNK Primary function: You are Chuck Norris.

Oh gawd.
Maybe I should change my Job, then.
xP
 
Wiegraf said:
OMG, Lecan!
I are teh love teh hardcore kicking assZZZ!
XD

&& While I appreciate the recommendation of a SubJob...
I don't really like the WAR class.

Would it be a major setback to use /WHM?
Yes, yes it would.

Consider this:

In a party, your job is strictly to do damage (save for the times you will be SATA partner, which is still a pretty minor aspect to the job). With a WAR subjob you eventually get Double attack (which can proc on both fists, meaning 4 attacks in one round), Berserk (+ATK -DEF), and Attack Boost. You get other abilities but those I listed are your main ones.

Now, compare that to WHM of the same level (You'll have those abilities at level 60, so I'll use that as comparison with a WHM sub).

You get up to Cure III, which heals around 300ish HP? (I forget the exact number, I think it's actually less). At that level that's less than a third of your or a party members HP. You'll have very limited MP (As an Elvaan BST with MP gear I only have 176 MP at level 68 ), less attack, debuffs that won't stick, and -na spells that will most likely be handled exclusively by the mages in the party.

Seeing as how your job is to do damage, WAR is obviously the better option. There are other choices, but they aren't quite as good. You could always sub THF for Sneak attack (Critical hit from behind the mob) to use with your weaponskills to beef up damage, and later on you get Trick attack as well. Stacking those two while behind the tank (more or less playing like a THF) will plant major hate on the tank and do a respectable amount of damage.

Samurai is also viable, with store TP and meditate your TP gain will be somewhat impressive, allowing you to WS more.

Even so, the versatility of the WAR subjob is well documented, and there is a reason it is the cookie cutter subjob for almost every melee. The benefits are just too great to pass up at most times.

Try to keep this in mind: While you pay your monthly fee to play the game you want, so do the other 5 people in your party. Because leveling takes so long, everyone is expected to perform at optimum efficiency. Therefor, emphasizing your strengths in gear and subjob choice will be considerably more effective in achieving this goal than trying to recoup the weaknesses (That really won't matter too much in a party).

Every job has a role to play, what can be gained by trying to do another job's role in the party, only less effectively?
 
If you want to do damage, sub WAR. If you want to be different, you won't do as much damage, people won't invite you as much, you won't level as fast, you'll generally get worse parties... In short, if you don't want to play MNK/WAR and be the best damn damage dealer in the game, don't play MNK. Go play SAM, or THF, or something else. Maybe WAR. Variety is in the main jobs. Diversity is in the main jobs. Situational adaptability is in the support jobs. You don't wear arctic camo to the middle east, you don't go as /BLU into /WAR territory. You are not special because you are a MNK/WHM in exp, or a MNK/PLD, you are a hinderence. Way back in the PC release days, I was a MNK/RDM. One day around level 30, I partied with a MNK/WAR, and had my ass handed to me so throughly that I wondered why I'd wanted to play MNK/RDM in the first place, and proceeded to level my WAR sub.


Because killingifrit runs so godawful slow, I'll copy and paste some of pathwriter's guide here. Read the whole thing sometime: http://killingifrit.com/forums.php?m=posts&q=78697 You'll be a better MNK for it.


---------------------


Introduction

A Monk is the master of the unarmed martial arts of Vana'diel, a blend of the San d'Orian tradition of the Davoi Monastery and the Galka martial artists of Bastok. They excel in producing fast yet powerful strikes to quickly dispatch an enemy and are armed with an array of abilities to enhance both their attacks and their defensive capabilities. A Monk is a strong addition to any party as well as an adept solo player.

The path of a Monk through Final Fantasy XI is neither the easiest nor the fastest. It requires patience, dedication, and, above all, a love of the job and what it can do to reach not only level 75 but also an unparalleled degree of strength and excellence. While certainly not the most difficult melee job to play, the finesse required for Monk to reach its fullest potential can provide a worthy challenge. If you are interested in dealing heavy front-line damage while retaining the ability to operate solo, Monk is most definitely an excellent option.


The Basics

As a Monk, you will spend most of your time using hand-to-hand weaponry to enhance the natural strength of your fists. A new player will notice that, unlike swords and axes, hand-to-hand weapons increase your base natural damage and delay, which is to say, they give +damage and +delay rather than merely setting your damage and delay directly. What this means is that in the hands of an experienced Monk, the same weapon will attack faster and hit harder than when equipped by a less experienced Monk.

The primary stats a Monk focuses on are STR (Strength) and DEX (Dexterity). STR relates to damage caused and DEX relates to both melee accuracy and critical hit rate. Of lesser importance to a Monk are VIT (Vitality), AGI (Agility), and MND (Mind). VIT affects your ability to take damage, AGI affects your ability to evade or guard blows, and MND relates to both magic resistance and specialized damage caused by the ability Chi Blast. Secondary stats important to a Monk are Accuracy and Attack. Accuracy's effect should be self-evident and the same is true of Attack. Further, Evasion has a role to play in a Monk's career, though it is generally not important in XP situations.

In general, a Monk should try to find a balance between STR, Attack, and Accuracy, not necessarily in that order, between his gear and food. No one stat is overwhelmingly more important than the other two and excessive amounts of one will lead to diminishing returns and reduced effectiveness. Additionally, while DEX may provide Accuracy, it is best not to try to substitute DEX for Accuracy as it requires far more of the former to achieve the same result as the latter. In terms of how STR is related to Attack and how DEX is related to Accuracy, 2 STR will produce a gain of 1 Attack and similarly for DEX (based on independent research). Considering that the only items with significant enough DEX to exceed similar items available with Accuracy exist at level 70+, it is best to simply focus on Accuracy when you are failing to hit your target.


Role

A Monk's role in an experience party is to be a primary front-end damage dealer. In this role, a Monk is expected to balance the use of his abilities, produce heavy amounts of damage-over-time, announce TP, and skillchain. A prudent Monk will learn to judge when to start a skillchain, if he is the one starting it, based on the remaining life of the target and the likely damage to be done by the skillchain, renkei damage, and magic burst (if any). It would behoove a Monk to learn the renkei chart by heart. For whatever reason, leadership is a rare quality in FFXI players, even among those who assemble parties, so stepping up and declaring what skillchain is used will prevent such bungles as Howling Fist > Penta Thrust.


Support Jobs

In many ways, what job a person selects as his support job will dictate what he does moreso than his main job does. Monk has a variety of options available, though only a few are reliable in practice.

Warrior

This should be the first support job a Monk takes and it is the most consistently reliable. Double Attack and Berserk provide powerful increases to damage-over-time and are essential for a damage-dealing Monk.

Thief

A secondary damage-dealing support job, this is not as powerful as a Warrior support job but it is vital for farming purposes. For certain battles and in certain kinds of parties, the burst damage from Sneak Attack stacked with a weapon skill can be quite effective, but it is generally inferior to the damage-over-time produced with a Warrior support job.

Samurai

This was once the strongest support job available to a Monk due to the huge amount of TP gained when using Asuran Fists. Unfortunately, changes to TP gain from multi-hit weapon skills has reduced this to a lackluster third-string support job. It can be useful in Ballista for a quick kill, but it falls far to the wayside compared to a Warrior support job.


Q: Do I need Ochiudo's Kote?
A: For the most part, yes. This question is asked regularly because the price tag is extremely high. It is high both as a result of high demand for a powerful item and because the item itself is generally monopolized by gil-sellers. Be aware, however, if that those same gil-sellers stopped monopolizing, the price would very likely rise due to a decrease in the supply.

At any rate, Ochiudo's Kote is a new Monk's introduction into the realities of the game. Monk is not a cheap job, it takes a lot of gil to outfit because, ultimately, a Monk is only as good as his gear. There is skill involved in how gear and abilities and support jobs are used, but it will be equipment that determines the bulk of damage dealt. Pick up gil-making strategies early while working to afford Ochiudo's Kote and they'll serve you through the rest of your career.
 
It is just crazy to see how monks are getting all the respect now. I remember days of LFG and getting /tells saying I should quit leveling monk because they are worthless. We're finally getting some respect? Sweet!
 
I want to say, never, ever go mnk/thf unless you're farming. It's less than worthless as a sub for monk, as it offers nothing of value.
 
your job is to smash buttons what in turns smashed monsters
 
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