Monk's Useless Two Hour

Valoran

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I used to love hundred fists. I used to call it my "free ass-saving" every two hours.

I'm starting to wonder. Against anything IT and above, this is a great way, even with subtle blow, of giving the mob a load tp. This has worked against me on ZM BC fights, an Eba fight in Dynamis-Phomiuna (subligar hunting), and in exp parties where the party was too low for the zone.

It's great for mission 5-1 and promy runs when the mob is hystero'd and can't use its tp anyhow, but when is the damage output worth the mob getting tp?

Perhaps only when the mob is low on hp to begin with, but in that case, it doesn't seem like you would need this ability.

Thoughts?
 
Gotta take the good with the bad with some 2hrs.

WHM- Benediction=save your party but you bite the dust

RDM-Chainspell= Pointless if you got no MP and no convert

SMN-Astral Flow- Not enough MP or the mob moves its a waste.

PLD- Invincible- Won't save you ass from Nukes.

WAR- Mighty Strikes- Sucks if you can't hit the mob.

Cant think of anymore right now >.< going to bed.
 
Blood weapon...you get like what 3 hits in and if you miss :(
 
giving a mob TP is never all that bad. for the majority of mobs, the only thing it will do is either do a big damage move (good if you have a strong tank) or a defence move (good when you have dispel or something like that). and, if your fighting goblins, even better! half the time, the goblin just kills itself. however, your talking about HNMs and the such, when a tail flail will wipe out your entire back lined mages. so, perhaps your 2hr is situational? Its the same way with RDMs, where the 2hr is mostly... bad pre-convert, and there are many other jobs that dont have perfect 2hrs.
 
There is a downside to most 2 hours... However hundred fists has to be one of the better 2 hours IMO... The dmg AND they get craploads of TP.
 
Blaine said:
giving a mob TP is never all that bad. for the majority of mobs, the only thing it will do is either do a big damage move (good if you have a strong tank) or a defence move (good when you have dispel or something like that). and, if your fighting goblins, even better! half the time, the goblin just kills itself. however, your talking about HNMs and the such, when a tail flail will wipe out your entire back lined mages. so, perhaps your 2hr is situational? Its the same way with RDMs, where the 2hr is mostly... bad pre-convert, and there are many other jobs that dont have perfect 2hrs.

Spike Flail isn't a TP attack.
 
Blaine said:
then its just an ability? ...i did not know that...

Can only use spike flail if certain conditions are met. Or how to put it.



About the whole subject... yeah, 100fists is crap, you should probably level another job.
Like Drg... Or Drk. Yeah, that's party saver material right there.

Seriously...
 
Reko said:
Can only use spike flail if certain conditions are met. Or how to put it.



About the whole subject... yeah, 100fists is crap, you should probably level another job.
Like Drg... Or Drk. Yeah, that's party saver material right there.

Seriously...

QFT. lol
 
Torque said:
Gotta take the good with the bad with some 2hrs.

WHM- Benediction=save your party but you bite the dust

RDM-Chainspell= Pointless if you got no MP and no convert

SMN-Astral Flow- Not enough MP or the mob moves its a waste.

PLD- Invincible- Won't save you ass from Nukes.

WAR- Mighty Strikes- Sucks if you can't hit the mob.

Cant think of anymore right now >.< going to bed.

Continue from Torque :P

THF -Perfect Dodge- Same like Invincible

NIN - Suicide Bomber -You do very little damage on IT mob, and you don't get exp if you die, but good side, no need to spend CP or warp club to warp yourself

DRK - GS or Scythe make delay sucks, if you miss, you get no drain and no mob taken damage + delayed on the weapon, BUT! if you have kclub, is really fun.

DRG - What was DRG 2 hour again? lol

SAM - I say no downside from this 2 hour other then getting hate from the mob

BRD -Soul Voice- >.> only good for Balled I II or Regen song on BRD 2hours, i don't see any big different boosting your status >.> got VIT +80 before, mob still do 50-70 to me as was my VIT was 30 >.>

RNG - EYS - Your WS can do better damage then 2hour

BLM - Manafont - You'll get pwn from hate.

BST - Forgot what was it... but is ok to use if you getting your @$$ beating by other mob by increase your charmed mob status
 
DRG 2 hour is Spirit link I think(or is it spirit surge? I dont know for sure but I know spirit is in there).

Anyway the DRG 2 hour you lose your wyvern and et its HP and TP(I think) along with a few boosts in your stats. Basically you absorb your wyvern O.o
 
its hardly useless... especially as you get higher level ... (you get more subtle blow ability traits and af2 that adds subtle blow.. and rajas ring that has additional subtle blow at 30+)
 
perfect dodge is the best two hour.
 
SomeMithra said:
DRG 2 hour is Spirit link I think(or is it spirit surge? I dont know for sure but I know spirit is in there).

Anyway the DRG 2 hour you lose your wyvern and et its HP and TP(I think) along with a few boosts in your stats. Basically you absorb your wyvern O.o
Spirit Surge. We lose our wyvern and gain our Wyverns TP, HP, and it's stats. I get like an extra boost of like 15 STR at 75. And we also get added effects to our jumps. There was only one time that I really noticed a big difference in damage after using Spirit Surge, and that was when we did Ouryu. I busted out like a 350-400 Double Thrust, which seemed pretty nuts for a capped mission on Ouryu lol
 
ForteTeppo said:
EES 4tw!!


miss.jpg
 
Spike Flail is a Tp-attack.
Wyrm moves are situational. If the person with hate is infront of the wyrm,
it will use a frontal ws-attack. If it's in the air, it will use an airborn tp-attack.
And if the person with hate is behind the wyrm when he decides to tp, it
will flail.
 
Caerloc said:
Spike Flail is a Tp-attack.
Wyrm moves are situational. If the person with hate is infront of the wyrm,
it will use a frontal ws-attack. If it's in the air, it will use an airborn tp-attack.
And if the person with hate is behind the wyrm when he decides to tp, it
will flail.

I'm not so sure about it being a TP move. I've seen it flail just simply because hate was turned to its backside. If it was TP, it would probably have used it more often just because it can even if hate wasn't turned.
 
Lanien said:
I'm not so sure about it being a TP move. I've seen it flail just simply because hate was turned to its backside. If it was TP, it would probably have used it more often just because it can even if hate wasn't turned.


Keleios said:
Hey Torch, well I have a few facts about how this works.

You may have noticed that xp mobs always turn when they attack a player in an xp party. They have one method of attack, their main one, and that is all.

HNMs such as Behemoth, Nidhogg, and the Wyrms have more then one way they can attack. If you are behind Behemoth and pull aggro, you will see an animation where he sorta kicks out his rear leg to hit you. Behemoth won't turn around. For the dragons/wyrms, their head is their main form of attack and it moves around to attack people in front. If you are behind the dragon and pull aggro, he will do an animation involving his/her tail and attack that way. The dragon itself won't move to attack people about 45 degrees to the left and right of the front, it will just move its head. Same goes for the tail for the back.

As you already know HNMs have weapon skill moves just like every other mob, what you might not know is some of these weaponskills are bound to a particular attack mode. If you are behind a dragon, you cannot be hit with absolute terror or the dragons breath attack, those are bound to the frontal attack mode. Tail Flail is one of these weaponskills and is bound to the tail attack mode of dragon type HNMs. If you are behind the dragon while the dragon has TP and decides to do a weaponskill and have hate, you will cause a flail. King Behemoth is supposed to have a tail flail like ability called "Kick Out" but I have never seen it personally. "Spike Flail" is a terrible ability. Does roughly 2000 damage to everyone anywhere near the mob. The only way to survive is to have 3 ninja blinks up at the time of the flail or evade it. The way you prevent a flail is to have no one behind the mob.

We risk Sneak Attacks's in Tiamat fights only due to the amount of hate our tank party holds and despite that, we have had people attacked with the tail and on a few times caused a flail. It is a risk we chose to take. We've reduced this risk recently by having our drks do their spinning slash at the start of skillchains or from the front. The sams don't do quite enough damage to cause hate to shift usually.

When you hear us all screaming "Off the Tail! OFF THE TAIL!", we are trying to get everyone who *might* have hate or pull hate soon to get away. A common scenario is: A blm or whm pulls hate. The dragon turns towards the whm or blm and walks over to him. The tanks provoke the dragon and it turns back towards the tanks, the mage casts "cure III" for the hit they just took but are now behind the dragon. *FLAIL*
_________________
Keleios
"Drinkin' his Hate-Juice™ since 2003, Black Mage represent!"
75blm(@1,154,000)/75rdm/47nin/37whm/31smn/25war/15thf/12brd/8mnk/7drk

http://ffxi.ironmog.com/viewtopic.php?t=3753&highlight=spike+flail

47 Tiamats, 8 Jormungands, 4 Ouryu, 2 Vrtra and countless Fafnir/Nidhoggs.
Pretty sure its an accurate explanation.
 
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