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MNK [2]
Well, I did say I talk a lot. Anyways, moving on to more important information! IV. Weapons, Weaponskills ► Along with Hand-to-Hand, Monk is proficient in Club and Staff skills. However, it is ill-advised to use those outside of weakness targeting in Abyssea and Voidwatch. If you're really dedicated, consider a kraken club and mercurial pole for maximum efficiency! With the recent additions to Adoulin gear, especially with concern to Delve, all of Monk's old weapon choices were heavily outclassed. Weapons ► ►Damage potential: Glanzfaust > Spharai > Verethragna > Tinhaspa > Oatixur Spharai From the word meaning "spheres", this consisted of leather strips or rings wrapped around the hands, with cutting blades or spikes protruding from between them, in order to cause bloody cuts from even a glancing blow. ►Pros of Spharai: ★Highest base damage of any H2H weapons. ★14 Counter, making your Counter rate decent even without Counterstance. ★40 attack makes it even easier to cap attack even without outside buffs. ★Doesn't rely on Aftermath for damage ★Similarly, 13% rate of triple damage on the first main-hand swing ►Cons of Spharai: ▪High delay. ▪Triple damage can't activate on multi-attacks. ►So when should I be using this? There are many things to consider when selecting Spharai over other options. Are you actually benefiting from the attack? If you aren't, you're already failing to take advantage of one factor that will help push Spharai ahead of Verethragna. Another thing to consider is whether or not you will be benefiting from the fSTR on Verethragna if you were to use that instead. One of Spharai's weaknesses is its high delay; if you're able to bring a Bard along, this gap lessens slightly. That said, these are most important things to consider: ★If you're unable to effectively take advantage of aftermath from Verethragna - either because of moving around a lot, or consistent amnesia, terror, stun, TP reset, and the like, you will most likely want to use Spharai. But if you can start with 300 TP, and the fight is short, do not use Spharai. ★Are you tanking something? Spharai has a really nice boost to your Counter rate that can be helpful, especially considering Monk is almost always used as a tank. Verethragna Manifestation of the Persian god of victory and the personification of aggressive triumph. God of Vrahran Fire, the most sacred of all fires. It is a combination of 16 fires, most of which belong to those in the metal-working trades. He punishes the evil done by man and demon. ►Pros of Verethragna: ★Very low delay. ★20STR. ★Significantly improved by Aftermath . ►Cons of Verethragna: ▪No defensive benefits. ▪Low base damage ▪Damage drops significantly in situations where aftermath is impractical to full-time. ▪Unlike other Empyreans, ODD can't activate on multi-attacks. ►So when should I be using this? Abyssea is the obvious first answer, though many rarely partake in that content anymore (well, it has been 3 years!). Most Voidwatch fights, excepting Morta and Bismarck (and a few other higher tier fights if aren't receiving accuracy buffs) will favor Verethragna. Aside from that, Verethragna thrives in lower content where you probably aren't receiving many outside haste buffs, or making pertinent use of Spharai's extra attack potential. If you're able to constantly maintain aftermath, Verethragna gains a pretty noticeable advantage. These are most important things to consider: ★If you are able to effectively take advantage of aftermath and only care about damage potential (but don't have Glanzfaust), you'll probably want to use Verethragna. Glanzfaust Glanzfaust roughly translates from German to "Shining Fist". ►Pros of Glanzfaust: ★Highest DPS potential. ★Best looking weapon. ★AM3 is fantastic. ★Huge bonus to Focus (30 Accuracy and 3% Critical Hit Rate) ★Similarly, highest accuracy potential of any Hand-to-Hand weapon ★Nice bonus to Dodge as well (30 Evasion and 5% Guard) ★Ascetics Fury is a decent Weaponskill ►Cons of Glanzfaust: ▪Monk has no decent way to maintain aftermath. ▪High delay. ►So when should I be using this? If you own it, you probably have no desire to switch to the slightly better options in the situations that they exist, but if you're moving around more than you're fighting, or don't have Marches, Glanzfaust is less practical than Spharai or Verethragna (or the others). Tinhaspa Able to consistently beat Oatixur and Relic with the following augments Rank 15 Path A : Attack +15, STR +12, DMG +5 Rank 15 Path B : Accuracy +15, DEX +12, DMG +5 Oatixur It's doing at least 70% better than your pre-Adoulin options in the worst of situations. Still a respectable option even with the RME upgrades, and look at that PDT! Weaponskills ► Note that Hand-to-Hand weaponskills' listed hits do include the offhand hit. However, if a weaponskill does not list multiple hits, it still has an additional offhand hit. ►Shijin Spiral : 5 Hits, 85% Dex Modifier w/ 5/5 merited, Inflicts plague. ★Incredibly consistent weaponskill. ★DEX mod is workable (but it should have been STR, whinewhinewhine). ★Due to the DEX mod and low fTP, this is heavily dependent on having good gear. ★Plague actually lands. It's a nice bonus, though nothing great. ★I choose you, Ho-Oh Due to the changes allowing free access to Empyrean weaponskills, you only really need this for skillchain potential. If you aren't super-into MNK, you can probably look past it. ►Victory Smite : 4 Hits, 80% Str Modifier, Critical hit rate varies with TP (+10% 1000 TP, +25% 2000 TP, +45% 3000TP) ★Greatly affected by Impetus ★STR Modifier is really nice ★Not that consistent due to critical hit modifier. ★Excels in Abyssea due to atma. ★Provides ODD Aftermath when using Verethragna (Lv.1: 30% 30 seconds, Lv.2 40%, 60 seconds, Lv.3 50% 90 seconds). ►Ascetic's Fury : 1 Hit, 50% STR / 50% VIT Modifier, Critical hit rate varies with TP (+10% 1000 TP, +20% 2000 TP, +40% 3000TP) ★>2x Attack modifier makes it nice against very high defense targets. ★Decent modifiers. ★Not particularly consistent due to critical hit modifier. ★+30% Damage and Provides Aftermath when using Glanzfaust. ►Raging Fists : 5 Hit, 30% STR / 30% DEX Modifier, Damage varies with TP (1.0 fTP 1000 TP, 4.6 fTP 2000 TP, 9.0 fTP 3000TP) ★High fTP scaling makes it the best WS to use above 1500 TP when capped accuracy. ★Consistent damage with decent spikes from being able to multi-attack unlike Asuran Fists. ★Decent modifiers. ►Howling Fist : 1 Hit, 20% STR / 50% DEX Modifier, Damage varies with TP (2.5 fTP 1000 TP, 4.75 fTP 2000 TP, 8.0 fTP 3000TP) ★High fTP scaling makes it the best WS to use above 1500 TP when uncapped accuracy. ★1.5x Attack modifier makes it attractive for high defense monsters. The other weaponskills aren't worth mentioning specifically. |
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