I've been raiding on Monk since the start of this expansion, and I've been having a blast. With the information you present, this video will be able to guide people into playing the job correctly, and I *always* want to see more people enjoying Monk like I do. Only minor gripe is that, since there are no more buff/debuff timers, you get more out of doing double lunar (3 Opo GCDs), as you eek out more critical hits in opener, this however is situational
That is an important detail that it is situational, as there is still the detail that doing double lunar also postpones phantom rush which can make it less optimal on certain kill times and such, and I try to show an opener that works decently well regardless of the team, and then those that go further beyond can always seek out the greater complexities of openers and rotations! 😊 I'm glad to hear you are enjoying monk! 😄
@@CaetsuChaijiCh Double Lunar is considered the "standard" opener these days as it maximizes the amount of Phantom Rushes under buffs (should you have Brotherhood, or are playing at a level you do have access to it, otherwise Tornado Kick), which may or may not be better depending on content, monk is just opti hell, even with the removal of buff/debuff timers, haha I just think it would've been nice to mention, since it's what The Balance typically recommends you do these days
@raineaeternal that's a fair point 😊 I could have sworn when I looked that it was more general, so I decided to go with a "safer" pick. But Indeed, that is true, double lunar will put the maximum number of phantom rushes under buffs, but I think by the time you move into focusing on something like that, you might already be looking beyond my guide to go further, and I would imagine that solar lunar would be superior if you are mainly relying on your own buffs 🤔😊
@@CaetsuChaijiCh It's a minor optimization thing either way - regardless of external buffs, whichever option is best for your personal DPS comes down to kill time. Solar Lunar gets you the maximum # of Phantom Rushes but they're not under Brotherhood. Double Lunar generally does more damage unless you lose a Phantom Rush cast due to pushing your first PR back. There's even a Triple Lunar Option that you can use if you expect to kill the boss right after a 2 minute burst. General advice is that Double Lunar is best to use knowing nothing about killtime since it has the highest % of killtimes that it's good - It's only really worse than Solar Lunar if you're killing right after an odd minute burst. Either way you're not gaining too much damage by doing one over another so it mostly comes down to preference. I personally prefer Double Lunar since I like not having positionals to worry about in my 2 minutes and I think just alternating between Dragon Kick and Leaping Opo is less taxing on the brain than setting up a Rising Phoenix before buffs come out. This is a great video ! I don't think you're wrong for recommending Solar Lunar. Having watched some of your videos in the past I know you like learning about these little optimization things so I thought I'd chime in
I just found you yesterday through your ninja guide and was a bit sad that you didn't have a guide for monk. So perfect timing on this :D. I currently have mnk at 50 and was so confused about PB leaving you without any form, that I thought I was doing something wrong. So thanks for clearing that up. Really good guide.
Ha that is convenient timing indeed! And yeah PB at 50 is just really weird! I even tried to experiment to see if there was something else that could be done, but nope, it is just weird! 😂
@@CaetsuChaijiCh It's more of a nostalgia thing than any mechanical impressions, your guide will be helpful when I get around to levelling Monk myself. I have another comment on your "hollow feeling" video from a few days ago with some of my thoughts on it.
adding this to my dawntrail monk study guide ❤ i have .....skill issue but i hope with enough perspectives from different guides and a LOT of practice I'll be able to join my friends in raids my goal is to clear an ultimate😅 i need all the help i can get so thanks!!!
Your guides are the best!!! Even for Jobs I do not play, the guides make me want to play them. Could you do Red Mage next? I have not seen much Dawntrail coverage for that Job.
Right as I was levelling my monk andd planning to bring in End Game Content (but having no idea what to do with Perfect Balance in content below level 60) Love your in-depth guides and videos, cheers from Brazil ^^
12:15 I honestly wish they put formless fist (or whatever the move is called) at level 50 so you can do a decent opener. If you do roulettes you're doing level 50 content VERY regularly, it'd be nice if they threw monks just the small bone.
@Scerttle both form shift, and also something so perfect balance don't feel so weird at 50 would be nice too! 😅 Maybe make the formless fist given by masterful blitz instead be given by doing three perfect balance actions instead 🤔😂
I think one change that would make DT monk feel better is if your AoE combo interacted with the fury gauge. It feels weird to be switching forms but not building or spending balls.
On my hot bars? Yes 😊 I do use an mmo mouse though that I have set up to cover the right half of my hot bars much more easily, so that might be worth keeping in mind! 😅 (123 on the thumb grid on the mouse is 0-+ on the hotbar. 456 on the grid is 789 on the hotbar)
Caetsu Sensei taught me to PGL back when I was a seed, taught me how to MNK when I was a sprout, and now taught me the new way of the MNK 😌🙏🏿 My question now is... what is that keybind setup? Is that ALT and Shift?? I use numpad for row 1 and ctrl + numpad for row 2, but is it possible to use Shift + numpad??
I tried setting it up months ago, but I must have done something wrong because I couldn't figure it out 😭 May be time to revisit it and maybe look up a guide and not wing it lol
I'm a little confused about how the numbers on this job seemingly work out. If someone could help me understand this part of Perfect Balance: 460 x 2 + 320 = *1,240* potency (two Bootshines and one Dragon Kick) vs. 520 x 2 + 420 = *1,460* potency (two Pouncing Coeruls and one Demolish) Does Bootshine's damage buff from its guaranteed Opo-opo's Fury crit exceed the lost 220 potency that could have been had by doing two Pouncing Coeruls and one Demolish instead? The tooltip doesn't give any idea of how much of a difference it is, so I'm unsure what to think.
Critical hits do at minimum 40% more damage than a regular hit. If you have a lot of critical hit (the stat) this can be a lot more. In fact, you could be doing 60% more damage with crits for example. Furthermore, the guaranteed crit also comes with one Chakra, which at level 100 is worth 80 potency, which is likely attributed to the bootshine itself! I hope this helps!
Well, I did give some general pointers when double weaving started to become a thing to inspire with, the Important part is weaving in order of priority, so you get things like brotherhood and riddle of fire up before the big attacks happen, and so perfect balance doesn't get blocked off by it as well! 😅 But I will try to keep it in mind!
I’ve been getting back into Monk and have been doing double elixir burst opener to align Phantom Rush with the next brotherhood. Is there a reason to not do this or is it just situational?
In a fight that ends in the time frame after the odd minute burst, but before the even minute burst, double lunar means you lose out on a whole phantom rush. Openers that include both lunar and solar places phantom rushes earlier in the rotation which increases the chance you will see the maximum number of phantom rushes! 🤔😊 I hope that clears things up!
The problem I had with Monk in Endwalker was the Nadis. It got so confusing for me I didn't really want to play Monk at all. Dawntrail made Nadi use somewhat clearer, and here I learned a very good way to handle Elixir Burst. I now feel I can start playing Monk again.👍
I've been using Monk a lot lately for ARR Min IL stuff and I still don't understand how Perfect Balance isn't a damage loss. You basically lose 200 potency from dropping your stance and having to do a Dragon Kick that doesn't give you Opo-Opo's Fury but I don't see 200 gain in doing 6 DK/Bootshines back to back. What's worse, DK/Bootshine aren't even the strongest abilities to use unless your crit is very low % according to my math, it's actually Demolish/Snap Punch, mostly because Steel Peak is very weak at 50. But even at 30% crit (what my monk has when synced to 50 at max IL) those only amount to about 20 more potency on average. Meaning Perfect Balance is a gain of (20*6)-200. A gain of negative 60. Back before the changes this ability had a purpose, because a lot of the other weaponskills had reduced potencies due to their other benefits (buffs and dots). Now, all 3 sets are just slightly different potency variations of DK/Bootshine so without a Blitz followup or having your stance returned to you then the ability doesn't make much sense.
Hmm, I went through the numbers myself just now, and you might just be right about whether Perfect Balance is worth using. I knew already that Perfect Balance was very questionable in power at level 50, but this is quite something else haha. What you can do with Perfect Balance which is guaranteed to bring value is to use it as a fight is ending. If the fight is over as the final stack of Perfect Balance is spent, then you don't have to deal with the aftermath of no form. It does look like you are right about the general weaponskills situation too that at this level range Demo/Snap is the strongest on average, then True strike and Twin Snakes, and dead last is Bootshine and Dragon Kick, with the difference increasing with more crit. If you are trying to optimize at exactly level 50, this is all of course significant to consider, I personally didn't spend TOO much time on mathing these things out because the power difference was small enough that focusing on emphasizing muscle memory for higher level was nice to consider as well I suppose But yes based on what you're saying I'd say it might actually be worth it to use Perfect Balance to finish off attacking, so if youre unable to attack for long enough that form would run out by time naturally, then the downside of Perfect Balance leaving you with no form is gone, and if the fight is over, then it is also entirely beneficial. And if you are going to use it, Demolish into double Snap Punch might be the stronger option, at least on average!
@@CaetsuChaijiCh Thanks for checking into it, I thought I was going crazy or overlooking something. My current theory as to why it's like this is that the balance checks for lower level stuff were done prior to 7.0 release and that the 7.01 change that required stance to gain Opo-Opo's Fury was never tested or considered at 50-59.
Man, the level 86 upgrade to flint strike is still one of the most pathetic upgrades in the game to me. Sure, rising phoenix LOOKS way better than flint strike, but effectively you gain 100 potency every 90ish seconds. That's about 1 auto attack worth of damage every 90 seconds for your big masterful blitz upgrade. Insane.
It is quite funny because a lot of animation upgrades feel like that these days! 😂 Like, the upgraded animation for the 123 also comes with just 40 potency, and two levels later, the other 123 gets the same upgrade, just without the animation upgrade! Admittedly that's way more impactful than 100 on rising Phoenix though 😊
Patch Notes since release of this guide:
7.1 Patch Notes:
Nothing for Monks!
If I had a dollar for every time I use the wrong weaponskill for each form, I’d be a very rich man
FINALLY! THE GUIDE FOR THE JOB IM LEARNING!
I hope you found it helpful! :D
Good thing we have a guide on Monk from Cae because it's a Jungle Out There
Like ihuykatumu! 🤔😄
It's clear you have very good taste in TV shows. 🔥
@@DreamTransfer I was getting worried no one would get the reference ^^' So you too!
I've been waiting on this one, I appreciate all your hard work bruh 🙏🏾
I'm glad to hear that! Thank you and I hope you find it helpful! 😄
I've been raiding on Monk since the start of this expansion, and I've been having a blast. With the information you present, this video will be able to guide people into playing the job correctly, and I *always* want to see more people enjoying Monk like I do. Only minor gripe is that, since there are no more buff/debuff timers, you get more out of doing double lunar (3 Opo GCDs), as you eek out more critical hits in opener, this however is situational
That is an important detail that it is situational, as there is still the detail that doing double lunar also postpones phantom rush which can make it less optimal on certain kill times and such, and I try to show an opener that works decently well regardless of the team, and then those that go further beyond can always seek out the greater complexities of openers and rotations! 😊
I'm glad to hear you are enjoying monk! 😄
@@CaetsuChaijiCh Double Lunar is considered the "standard" opener these days as it maximizes the amount of Phantom Rushes under buffs (should you have Brotherhood, or are playing at a level you do have access to it, otherwise Tornado Kick), which may or may not be better depending on content, monk is just opti hell, even with the removal of buff/debuff timers, haha
I just think it would've been nice to mention, since it's what The Balance typically recommends you do these days
@raineaeternal that's a fair point 😊 I could have sworn when I looked that it was more general, so I decided to go with a "safer" pick. But Indeed, that is true, double lunar will put the maximum number of phantom rushes under buffs, but I think by the time you move into focusing on something like that, you might already be looking beyond my guide to go further, and I would imagine that solar lunar would be superior if you are mainly relying on your own buffs 🤔😊
@@CaetsuChaijiCh It's a minor optimization thing either way - regardless of external buffs, whichever option is best for your personal DPS comes down to kill time.
Solar Lunar gets you the maximum # of Phantom Rushes but they're not under Brotherhood. Double Lunar generally does more damage unless you lose a Phantom Rush cast due to pushing your first PR back. There's even a Triple Lunar Option that you can use if you expect to kill the boss right after a 2 minute burst.
General advice is that Double Lunar is best to use knowing nothing about killtime since it has the highest % of killtimes that it's good - It's only really worse than Solar Lunar if you're killing right after an odd minute burst. Either way you're not gaining too much damage by doing one over another so it mostly comes down to preference. I personally prefer Double Lunar since I like not having positionals to worry about in my 2 minutes and I think just alternating between Dragon Kick and Leaping Opo is less taxing on the brain than setting up a Rising Phoenix before buffs come out.
This is a great video ! I don't think you're wrong for recommending Solar Lunar. Having watched some of your videos in the past I know you like learning about these little optimization things so I thought I'd chime in
@Kommodoak1 thank you! And definitely I do like to know these things!
I just found you yesterday through your ninja guide and was a bit sad that you didn't have a guide for monk. So perfect timing on this :D. I currently have mnk at 50 and was so confused about PB leaving you without any form, that I thought I was doing something wrong. So thanks for clearing that up. Really good guide.
Ha that is convenient timing indeed!
And yeah PB at 50 is just really weird! I even tried to experiment to see if there was something else that could be done, but nope, it is just weird! 😂
More and more do I miss Stormblood when I look at monk. Thank you for this guide, Cae.
That is definitely a different era of monk yes! I hope my guide helped at least! 😊
@@CaetsuChaijiCh It's more of a nostalgia thing than any mechanical impressions, your guide will be helpful when I get around to levelling Monk myself. I have another comment on your "hollow feeling" video from a few days ago with some of my thoughts on it.
adding this to my dawntrail monk study guide ❤
i have .....skill issue but i hope with enough perspectives from different guides and a LOT of practice I'll be able to join my friends in raids
my goal is to clear an ultimate😅 i need all the help i can get so thanks!!!
That's an impressive goal! I hope you will get there! 😁
Your guides are the best!!! Even for Jobs I do not play, the guides make me want to play them.
Could you do Red Mage next? I have not seen much Dawntrail coverage for that Job.
Thank you so much! 😁
I'm working through the jobs and will eventually have covered them all! 😅
Obey the balls.
Great guide, Caetsu! :3
Thank you very much! 😁
Right as I was levelling my monk andd planning to bring in End Game Content (but having no idea what to do with Perfect Balance in content below level 60)
Love your in-depth guides and videos, cheers from Brazil ^^
Haha! I'm glad my guide could help! 😄 Thank you so much! 😊
Thank you for the guide, sir.
I hope you enjoyed it! :D
6:00 I think it's also worth noting that you can move in and around the enemy's hitbox to change positions too.
Very true! 😊
9:20 honestly, now there's no buff attached to four point fury they should really swap it and rockbreaker for the level you acquire them.
12:15 I honestly wish they put formless fist (or whatever the move is called) at level 50 so you can do a decent opener. If you do roulettes you're doing level 50 content VERY regularly, it'd be nice if they threw monks just the small bone.
@Scerttle both form shift, and also something so perfect balance don't feel so weird at 50 would be nice too! 😅
Maybe make the formless fist given by masterful blitz instead be given by doing three perfect balance actions instead 🤔😂
@@CaetsuChaijiCh oh, that would actually do it yeah. As it is right now there are so many jobs that just feel gross at 50 lol
great guide thank you
Thank you! 😊
Waiting... Very patiently for samurai.
It has not been forgotten, but still, there are so many jobs! 😰😅
Best job for lalafell. Getting beating up by a child sized Character has to be frightened 🤣
😂😂😂
Finally you can do the shin kicking all the lalafell warn about!
And I was just starting to get back into MNK. Have you made a visit in my ear?
Some say I am actually an astrologian in real life! 😉😁
❤❤
I think one change that would make DT monk feel better is if your AoE combo interacted with the fury gauge. It feels weird to be switching forms but not building or spending balls.
I very much agree, the aoe combo being... Just damage is very bland by comparison! 😅
I assume bottom row is just the numbers, second row is shift + numbers, and the top row is alt plus numbers?
On my hot bars? Yes 😊
I do use an mmo mouse though that I have set up to cover the right half of my hot bars much more easily, so that might be worth keeping in mind! 😅
(123 on the thumb grid on the mouse is 0-+ on the hotbar. 456 on the grid is 789 on the hotbar)
Caetsu Sensei taught me to PGL back when I was a seed, taught me how to MNK when I was a sprout, and now taught me the new way of the MNK 😌🙏🏿 My question now is... what is that keybind setup? Is that ALT and Shift?? I use numpad for row 1 and ctrl + numpad for row 2, but is it possible to use Shift + numpad??
Yes I use alt and shift 😊 I don't see why it wouldn't be possible, you could try it out! 🤔😊
I tried setting it up months ago, but I must have done something wrong because I couldn't figure it out 😭 May be time to revisit it and maybe look up a guide and not wing it lol
I'm a little confused about how the numbers on this job seemingly work out. If someone could help me understand this part of Perfect Balance:
460 x 2 + 320 = *1,240* potency (two Bootshines and one Dragon Kick)
vs.
520 x 2 + 420 = *1,460* potency (two Pouncing Coeruls and one Demolish)
Does Bootshine's damage buff from its guaranteed Opo-opo's Fury crit exceed the lost 220 potency that could have been had by doing two Pouncing Coeruls and one Demolish instead? The tooltip doesn't give any idea of how much of a difference it is, so I'm unsure what to think.
Critical hits do at minimum 40% more damage than a regular hit. If you have a lot of critical hit (the stat) this can be a lot more. In fact, you could be doing 60% more damage with crits for example.
Furthermore, the guaranteed crit also comes with one Chakra, which at level 100 is worth 80 potency, which is likely attributed to the bootshine itself!
I hope this helps!
@@CaetsuChaijiCh It does, thanks!
If you do an update to this, please consider including a version of the max-level opener without double-weaves.
Well, I did give some general pointers when double weaving started to become a thing to inspire with, the Important part is weaving in order of priority, so you get things like brotherhood and riddle of fire up before the big attacks happen, and so perfect balance doesn't get blocked off by it as well! 😅
But I will try to keep it in mind!
I’ve been getting back into Monk and have been doing double elixir burst opener to align Phantom Rush with the next brotherhood. Is there a reason to not do this or is it just situational?
In a fight that ends in the time frame after the odd minute burst, but before the even minute burst, double lunar means you lose out on a whole phantom rush. Openers that include both lunar and solar places phantom rushes earlier in the rotation which increases the chance you will see the maximum number of phantom rushes! 🤔😊 I hope that clears things up!
Got it thank you! Started Savage for the first time this Expansion and wanted to learn some of the fights as monk. Thanks for the advice and content!
The problem I had with Monk in Endwalker was the Nadis. It got so confusing for me I didn't really want to play Monk at all. Dawntrail made Nadi use somewhat clearer, and here I learned a very good way to handle Elixir Burst. I now feel I can start playing Monk again.👍
I'm glad to hear it! I do hope you enjoy monk in that case! 😊
I've been using Monk a lot lately for ARR Min IL stuff and I still don't understand how Perfect Balance isn't a damage loss. You basically lose 200 potency from dropping your stance and having to do a Dragon Kick that doesn't give you Opo-Opo's Fury but I don't see 200 gain in doing 6 DK/Bootshines back to back. What's worse, DK/Bootshine aren't even the strongest abilities to use unless your crit is very low % according to my math, it's actually Demolish/Snap Punch, mostly because Steel Peak is very weak at 50. But even at 30% crit (what my monk has when synced to 50 at max IL) those only amount to about 20 more potency on average. Meaning Perfect Balance is a gain of (20*6)-200. A gain of negative 60.
Back before the changes this ability had a purpose, because a lot of the other weaponskills had reduced potencies due to their other benefits (buffs and dots). Now, all 3 sets are just slightly different potency variations of DK/Bootshine so without a Blitz followup or having your stance returned to you then the ability doesn't make much sense.
Hmm, I went through the numbers myself just now, and you might just be right about whether Perfect Balance is worth using. I knew already that Perfect Balance was very questionable in power at level 50, but this is quite something else haha.
What you can do with Perfect Balance which is guaranteed to bring value is to use it as a fight is ending. If the fight is over as the final stack of Perfect Balance is spent, then you don't have to deal with the aftermath of no form.
It does look like you are right about the general weaponskills situation too that at this level range Demo/Snap is the strongest on average, then True strike and Twin Snakes, and dead last is Bootshine and Dragon Kick, with the difference increasing with more crit.
If you are trying to optimize at exactly level 50, this is all of course significant to consider, I personally didn't spend TOO much time on mathing these things out because the power difference was small enough that focusing on emphasizing muscle memory for higher level was nice to consider as well I suppose
But yes based on what you're saying I'd say it might actually be worth it to use Perfect Balance to finish off attacking, so if youre unable to attack for long enough that form would run out by time naturally, then the downside of Perfect Balance leaving you with no form is gone, and if the fight is over, then it is also entirely beneficial. And if you are going to use it, Demolish into double Snap Punch might be the stronger option, at least on average!
@@CaetsuChaijiCh Thanks for checking into it, I thought I was going crazy or overlooking something. My current theory as to why it's like this is that the balance checks for lower level stuff were done prior to 7.0 release and that the 7.01 change that required stance to gain Opo-Opo's Fury was never tested or considered at 50-59.
Dont mind me just commenting for engagement. Nothing clever this time around
After DT i have been addicted to Big Hits with Brotherhood + Six-sided Star, since hitting over 50k even in lvl 80 content is fun as hell
Oh that does sound pretty funny! 😂
Man, the level 86 upgrade to flint strike is still one of the most pathetic upgrades in the game to me. Sure, rising phoenix LOOKS way better than flint strike, but effectively you gain 100 potency every 90ish seconds. That's about 1 auto attack worth of damage every 90 seconds for your big masterful blitz upgrade. Insane.
It is quite funny because a lot of animation upgrades feel like that these days! 😂
Like, the upgraded animation for the 123 also comes with just 40 potency, and two levels later, the other 123 gets the same upgrade, just without the animation upgrade!
Admittedly that's way more impactful than 100 on rising Phoenix though 😊