Monk Counter Gear

Kalefury

Unstoppable Verb
Adventurer
Joined
Feb 17, 2006
Messages
124
Age
43
Location
AZ
Main Job
Paladin-Male
Secondary Job
Monk-Male
Third Job
Paladin-Male
so my mind is just going crazy after watching Fight Club and Saw for the First Time back to back, i decided to look up some gear and see what would be considered the best Counter Gear.

this is what i came up with:
http://ffxi.allakhazam.com/profile.xml?170082

now what i'm curious about is if anyone knows of any better gear that i may have skipped over. I know most of this gear is way beyond most players but it gives a cool goal for people that might be able to get there. plus seeing a mnk go untouched in a fight countering every attack would be cool to see.
 
i really wouldnt wear a whole lot of counter gear for any real purpose.

i maxed out counter merits, and have af2 feet which enhance counterstance... that alone is pretty crazy ;)
 
i really wouldnt wear a whole lot of counter gear for any real purpose.

i maxed out counter merits, and have af2 feet which enhance counterstance... that alone is pretty crazy ;)

yeah... I heard counterstance alone triples the counter effect you have...

And I also heard that raising your acc will also increase the chance to counter, so thats another thing to look into
 
yeah... I heard counterstance alone triples the counter effect you have...

And I also heard that raising your acc will also increase the chance to counter, so thats another thing to look into
That's only with the relic boots, without them your counter rate isn't likely to break around 40%.

Never heard the accuracy thing, and it doesn't even make a lot of sense. If anything besides gear that explicitly boosted your counter rate, I would have to say +agi, since that effects all of the boxing skills.
 
Accuracy doesn't boost your counter rate, but it does effect it. Counters are normal hits. Normal hits can miss. If you miss a counter, you get hit. So you don't get any real message, you just get hit as if counter never proc'd.

This is why Counterstance + THF mob = crying WHM.
 
Ah, I thought they were guaranteed to hit, I could have sworn I'd countered a thf that had perfect dodge going.
 
* A character with this trait will occasionally cancel an opponent's attack with one of his/her own.
* Opponent's attack must bypass character's evasion, shadows (Blink/Utsusemi), and parry for this trait to trigger.
* This trait will activate more often if the user has high Accuracy
* This trait has no effect on enemy TP attacks.
* This trait has no effect on magic-based or ranged attacks.
* For dual weapon users (such as hand-to-hand) you counter with only your main weapon (or one fist).
* Special damage types do not apply to counters. For example, Vampiric Claws normally deliver slashing damage, but during counters the damage type is blunt.
* Counters do not earn the user any TP. However the opponent will gain TP as if it was hit with a normal attack.


I just said it wrong, the bold is how I meant it to be worded, sorry x.x


* Since the ability's recast time and duration are the same, this ability may technically be active at all times unless it is dispelled.
* Keeping this ability active will greatly increase a character's counter rate, by a factor of approximately 3.
* While this ability is active, the user's defense rating is calculated only using the character's VIT and any bonuses from Minne. Defense bonuses and penalties from any other source (Armor, Job Traits, Protect) will be ignored (however, "Defense down" effects from enemies will still apply).
* Adds an amount of enmity to user approximately equal to two thirds of a Provoke.
* The effect of "Enhanced Counterstance" on Melee Gaiters is not well understood.
 
FFXIclopedia should not be taken as completely accurate. A lot of people believed INT affected Steal, I'm sure it would be on there today if Square-Enix didn't dismiss it.

Personally, I don't see how you can link the players accuracy to countering. It makes more sense that Counter would be more successful the lower the targets Accuracy is. If you want to counter someones attacks in real life, you want them to lack the dexterity to notice last second movements.
 
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FFXIclopedia should not be taken as completely accurate. A lot of people believed INT affected Steal, I'm sure it would be on there today if Square-Enix didn't dismiss it.

Personally, I don't see how you can link the players accuracy to countering. It makes more sense that Counter would be more successful the lower the targets Accuracy is. If you want to counter someones attacks in real life, you want them to lack the dexterity to notice last second movements.

I dont fully trust cyclopedia myself, but it is a fairly honest source of information. I can also see how accuracy might enhance chance to counter, but yeah. None of it may be confirmed information.
 
Yeah, someone told me that counterstance+af2 feet gives about 80% counter rate...not saying that's true though, can anyone confirm the estimated rate with AF2 feet?
 
Yeah, someone told me that counterstance+af2 feet gives about 80% counter rate...not saying that's true though, can anyone confirm the estimated rate with AF2 feet?

I wouldn't say its 80%, because theres been long stretches of Counterstance just not mattering.

If it's true that Counterstance causes your total chance to counter to increase three-fold. I'd say Melee Gaiters increases it to four-fold, while equipped.
 
I actually believe in the acc increasing counter because recently i've been counter more then what i normally did and the only thing that has changed is that i'm wear a lot more acc gear.
I also have the Melee Gaiters but i really don't seem them increasing my countering rate more then ~30-40%. i usually don't wear them or activate counterstance unless i'm feeling like messing around.
 
Funny thing about Melee Gaiters is that in every real test, they don't seem to do anything that can be pinned down. They make it better, nobody doubts that, but they can't really figure out -how- they make it better. My personal thought is that they boost counter accuracy.


And as for Counter being linked with Accuracy... Go fight a T+ THF mob with no accuracy gear/food and counterstance (no other counter gear). Try again with a T+ WHM/BLM/RNG/SMN mob with full accuracy and maybe sushi, and unless SE has changed it since I did it, you'll notice a major difference.

It makes sense reality-wise that player accuracy is unrelated. But this is FFXI, I can dodge 5 goblins attacking me at once while sitting on the ground.
 
when i used AF2 feet i noticed my counter did a LOT more damage. for example, w/o af2 feet counter would hit lesser colibri for around 80 then when i used feet i would counter for 200+ crits for 300+. maybe im mistaken, and im gonna get some screenshots to show.definatly an iteresting topic to consider. MNK was the old-school tank. a mnk with capped counter could be pretty formidable.
 
when i used AF2 feet i noticed my counter did a LOT more damage. for example, w/o af2 feet counter would hit lesser colibri for around 80 then when i used feet i would counter for 200+ crits for 300+. maybe im mistaken, and im gonna get some screenshots to show.definatly an iteresting topic to consider. MNK was the old-school tank. a mnk with capped counter could be pretty formidable.
Monk tanks won't work, and two words is why. Weapon Skills. You can counter a large portion of the monster's melee hits, but when it pops off a weapon skill, it'll floor you.

I never noticed a damage increase, I noticed an increase in the number of counters though.
 
Monk tanks won't work, and two words is why. Weapon Skills. You can counter a large portion of the monster's melee hits, but when it pops off a weapon skill, it'll floor you.

I never noticed a damage increase, I noticed an increase in the number of counters though.

1 word.

Coeurl.

Theres actually a lot of mobs that would work. Crawlers, Erucas. Breath attacks ignore defense anyway. Poroggos.. The list goes on.
 
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Ok, so they can tank for 3 levels without worrying about enemy weapon skills, what do you do for the other 72 to keep your ass off the floor?
 
Mobs without Defense-affected abilities:
Coeurl
Crawlers/Erucas
Poroggo
Hecteyes
Qiqirn(Rangers are still a problem)
Puks
DRG Wyverns
Traps
Wamoura
Chigoe
Flies(Excluding ones in CoP and ToAU zones)
Bombs(Excluding Snolls and Clusters)

Those are just ones I know of. Slimes might be one, but I'm not sure if their attacks are purely elemental. I know Digest is, but not sure about Fluid Spread/Toss.
 
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