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iiPunch - Monk Guide
Lakshmi.Byrth
VIP
Server: Lakshmi
Game: FFXI
Posts: 6,348
By Lakshmi.Byrth 2025-05-21 23:53:26
If it has an attack bonus like howling fist... Looks like it doesn't have an attack bonus. RIP! Still a pretty good mule H2H!
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Fenrir.Jinxs
Server: Fenrir
Game: FFXI
Posts: 645
By Fenrir.Jinxs 2025-05-25 17:13:53
Has anyone run the ws numbers accounting for the bhikku hands and bhikku earring +1/2
looks like using it with the earring gives a nice even 2 base damage lol
Just curious what this would do vs the other earring options.
How much of an impact could 2 dmg have for mnk the hands also add 2
By Slowforever 2025-05-26 07:48:33
anyone weapon swapping in solo content to get more chakra useage? Fist seems sick!
By SimonSes 2025-05-26 08:19:06
Last two posts seems like from 2005 :)
2 base damage on WS is almost nothing now. Base damage on something like Victory Smite is around 680, so +2 would be 0.03%
While MNK has the most comfort with how many good WSs don't require specific weapons, you still wouldn't want to use Premium Heart (even assuming you will get it for free and wouldn't need to sacrifice much better options to get them) to reduce Chakra, because it's just silly. Just use WHM trust.
Fenrir.Jinxs
Server: Fenrir
Game: FFXI
Posts: 645
By Fenrir.Jinxs 2025-05-26 09:08:05
Simon what is weapon rank vs weapon damage?
Vs not victory smite lol
Fenrir.Jinxs
Server: Fenrir
Game: FFXI
Posts: 645
By Fenrir.Jinxs 2025-05-26 11:55:51
The -50% dt tp set on the https://www.bg-wiki.com/ffxi/All_Jobs_Gear_Sets/Monk
looks pretty interesting but then I noticed its mnk/sam at 30ml
While the store tp is interesting I am not seeing much other benefits. Zanshin does not work on h2h apparently
What subjobs with master levels change the game for mnk?
brd buffs and cor buffs gonna be enough to drop /WAR when doing ML?
regular content?
And cape on this set says stp which I am open to trying but was curious about opinions on this especially if its not /sam
By Nariont 2025-05-26 12:15:17
mnk/drg is the general go-to for most jobs from a DPS perspective, wsd bonus, some okay acc/atk boost traits, and high/super jump to reduce enmity. WARs still an okay sub for the DA zerk, but if atks already capped zerks not doing much for you and even if its not the ws dmg bonus from /drg can typically compete.
not sure on /sam personally, 20 STP isnt going to be a huge impact on TP gain considering how much mnk already has to swing natively, think it only drops you 1 hit when a mnk h2h round is still 8~10 hits with sam roll.
stp vs da on cape iirc was a wash with DA being slightly ahead, with stp leaning heavier if you're heavy on TA
Shiva.Paulu
Server: Shiva
Game: FFXI
Posts: 779
By Shiva.Paulu 2025-05-26 16:59:47
Vere or Godhands when R15? I already have Godhands, and 90 Vere.
I'm gearing MNK to help with Odessey. My group is rank0 with our gear if that matters but am well geared aside from that. No primes yet. With that in consideration which weapon would be ideal for that content?
I saw some comments while trying to search that point to switching weapons based on Impetus up or down, is that true?
Another comment suggested Vere wins when Smite skill chains will be happening regularly?
By Taint 2025-05-26 17:02:29
GH r15 first. Make Vere after.
By K123 2025-05-26 17:19:34
I doubt there's any ody V25 that cannot technically be beaten without a monk. Not that that probably would require your group to gear other jobs anyway so is probably a moot point.
Shiva.Paulu
Server: Shiva
Game: FFXI
Posts: 779
By Shiva.Paulu 2025-05-26 18:18:14
There were a couple of mobs that favored blunt/h2h (https://www.bg-wiki.com/ffxi/Ngai). Only having SAM and SMN geared to this level made closing that gap necessary. MNK made sense since I already had Godhands from random Aeonic farms past. Will take the advice and go with GH for now. TY.
By SimonSes 2025-05-26 19:15:20
Simon what is weapon rank vs weapon damage?
Vs not victory smite lol
weapon rank is for calculating max possible fSTR
weapon damage is damage of the weapon :D
+1 damage from h2h skill was kinda impactful at 75cap, when you had like 50-60 damage per hand during TP, so +1 damage was around +2% damage and your WS was mainly Asuran which had like 10% STR/VIT modifiers, so again +1 damage was more than +1% still. Now MNK has like 300 damage per hand, so +1 damage from skill is not something worth sacrificing any other useful stat.
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By Slore 2025-06-04 06:22:39
Good morning all. Quick question. I see the godhands tp set in the all jobs sets what would differ for verathranga in that set? I dont have godhands as of yet and probably wont for a hot minute but I do have ag vera.
Please assist
By K123 2025-06-04 06:25:22
Nothing would change in TP. H2H skill and martial arts are irrelevant in reality.
Pretty sure the guides are all massively out of date though. You can TP in 5/5 emp+3, ambu vale cape and dring just fine. Add coiste, here, etc.
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By Slore 2025-06-06 08:46:16
Wondering if I can get a hand with my tp set. It works but it seems it is really slow at getting tp up there. Having a hard time self sc'ing even with haste 2.
Please assist.
ItemSet 399655
By K123 2025-06-06 09:15:21
Having a hard time self sc'ing even with haste 2. Not surprising, it's not easy. Why not call Ulmia?
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By Nariont 2025-06-06 09:23:22
mnk is one of the slowest TP jobs DD wise, h2h tp/hit is low and its MA is in the middle, high kick rate but that is also a low TP return unlike say nin and daken hits being higher than a katana swing
That said with max haste you should be able to hit a 3 step without too much issue, you dont need any additional martial arts to delay cap(in fact vere puts you over the needed amount, gogomnk ma traits) so just make sure you're getting haste II/marches, depending on trusts you could be getting haste 1 by mistake cause trust AI is crap
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Server: Cerberus
Game: FFXI
Posts: 1,936
By Cerberus.Shadowmeld 2025-06-06 10:05:58
For head I have found I prefer Malignance Chapeau or Kendatsuba Jinpachi +1 generally for TP. Malignance almost always honestly. Everything else looks just fine. Adhemar Wristbands +1 imo are one of the best items for light DD jobs. You can get away with at least one squishy piece. If you're in a position for 2, Tatenashi Sune-ate +1 would be a good substitute in feet slot as well as Anchorite's Gaiters +3 (Soon to be +4)
And if you aren't using Vere and are instead using Godhands you can't really get away from using a Mache Earring +1
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By CrAZYVIC 2025-06-06 10:29:06
Vere or Godhands when R15? I already have Godhands, and 90 Vere.
I'm gearing MNK to help with Odessey. My group is rank0 with our gear if that matters but am well geared aside from that. No primes yet. With that in consideration which weapon would be ideal for that content?
I saw some comments while trying to search that point to switching weapons based on Impetus up or down, is that true?
Another comment suggested Vere wins when Smite skill chains will be happening regularly?
Now, look... I ain't no expert, not by a long shot but if you’re askin’ for a little barstool wisdom, I got a few ideas that might just help you out. Casual talk, man to man... like a couple of drunk *** shootin’ the breeze."
1. Godhands R15.
This baby? This is your go-to for mowing down minions. I’m talkin’ fast, relentless fights — Odyssey runs, Dynamis Divergence waves, EXP parties. One enemy after another? Boom boom boom — Godhands all day.
2. Verethragna R15.
Now this one… you take your time with it. Pop a set a day, no rush, no stress. This is the weapon you bring out when the big boys show up, mini-bosses or anything that doesn’t fall over in 30 seconds. You want that juicy aftermath kicking in and doing work. Boss killers only.
Now, about Monk... yeah, it's a slow TP gainer. People are right about that. But let’s be honest — you’re pretty much always gonna have a Corsair nearby, giving you that tasty Samurai's Roll and Store TP. And let me tell you, that changes everything.
Me? I roll with Monk Ala-THF triple attack gear, Store TP stacked up, and that sweet Sam roll. Ain’t the math-perfect build, but it damn well works. Just don’t forget to check the FFXI calculator, you wanna make sure your TP gear is actually shaving off hits to get to that 1100 TP mark. Remember: Mpaca’s Cap gives +200, Godhands +500, Moonshade Earring +250... that’s 950 bonus TP right there.
Use Tornado Kick when Footwork’s up, Howling Fist when it’s not. The goal? Every WS hits like you’ve got 2000 TP effective tp and ready to explode.
With Vereth? Totally different vibe. I lean into multi-attack rounds and skip the Store TP altogether. Just keep swingin’, let the aftermath handle the rest.
Now, here’s the tricky part, swapping weapons mid-run. That’s an advanced move. Start by practicing on Apex mobs. Then, when you’re in a real event? Trash mobs get the Godhands. Bosses? You bring out Vereth. But pace yourself — that constant swapping can wear you down if you’re not used to it.
Check the spreadsheets, follow the advice the other folks already laid out above. I’m just tossin’ in a casual, outside-the-box take. Take it or leave it.
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Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-06-06 10:56:18
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Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-06-06 11:59:48
I had to, because this is exactly how i read your post
Chatgpt:
Quote: Rewrite this using Dolemite's dialect
Quote: Now look here, baby... I ain’t no professor, and I damn sure ain’t sittin’ on no council o’ geniuses—but if you askin’ ol’ Dolemite for some real-deal street knowledge, I got a lil’ somethin’ for ya. We just two funky fools at the bar, knockin’ back drinks and talkin’ shop. Real smooth, real cool.
1. Godhands R15
This bad mamma jamma right here? That’s your minion melter, baby! You got waves o’ punks comin’ at you—Odyssey trash, Divergence riffraff, EXP chumps? You bring out the Godhands and go bam! bam! BAM! like you slap-boxin’ fate itself. Fast, furious, no mercy. You see an enemy? He’s already dead, jive-*** fool just don’t know it yet.
2. Verethragna R15
Now hold up, baby—this one? This ain’t for no back-alley brawlin’. Nah, this here is your boss-beatin’, aftermath-slingin’, skull-crackin’ final word. You take your sweet time buildin’ it up—no rush, just smooth stridin’. When that big bad pops out the shadows, that’s when you whip out Vereth like, “Surprise, sucka!” It’s built for the long haul, not some drive-by skirmish.
Now as for Monk? Yeah, yeah, it’s a slow-rollin’ TP train... but guess what, baby? You got that Corsair nearby throwin’ out that Samurai’s Roll and tossin’ Store TP like candy. And lemme tell you, when that synergy hit? It’s like gasoline on a groove—whooo-wee! You be flyin’, baby.
Me? I roll like a damn hurricane—Monk with some o’ that THF flair, triple attack gear tight like a tailored zoot suit, Store TP stacked high like a Sunday plate. Sam Roll on top? That’s the gravy, baby. It ain’t lab-tested, white-coat approved math—but I promise you, it smacks.
Now don’t forget—check yo’ TP thresholds! Moonshade Earring givin’ you +250, Godhands throwin’ down +500, Mpaca’s Cap slidin’ you +200... that’s 950 juicy TP before you even blink. Just make sure that gear you rockin’ actually cuts down them hits to cap at 1100. Don’t be out here wastin’ time, baby.
Tornado Kick when Footwork’s live, Howling Fist when it’s takin’ a smoke break. Every WS? You wanna hit like your fists been baptized in brimstone and blessed by James Brown himself.
Now with Vereth? That’s a whole different mood. You let go of the Store TP. Forget it. Focus on them multi-attacks. Pop, pop, pop—just keep swingin’, let that sexy aftermath melt fools like butter on a hot Cadillac hood.
Now dig this, daddy—the real jive is in switchin’ weapons mid-run. That’s the fly stuff, the deep groove. You don’t go into that cold—nah, practice on Apex mobs first. When you step into the big leagues? Trash mobs get the Godhands. Bosses get the Vereth. But pace yourself, sugar—too much hot-swappin’ and your brain’ll start doin’ the mashed potato in your skull.
So hey, listen—check the spreadsheets, follow the smart cats who already broke down the charts. I’m just slingin’ that off-the-wall funk, straight from the dojo to your ears. Take it or leave it, baby—but don’t say Dolemite didn’t warn ya.
Now go forth, you jive-fightin’ king of fists—and lay the smackdown so hard they’ll feel it in the next expansion.
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By Weeew 2025-06-06 12:01:31
I like CrAZYVIC... I think the forums would be a lot more entertaining if everyone wrote like him.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-06-06 12:05:00
Bro I am CRYING, we really got a FFXI-version of Dolemite on here
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By Dodik 2025-06-06 12:05:39
Wtf. Posting AI novellas as your own work should be a bannable offense.
Server: Sylph
Game: FFXI
Posts: 15,066
By Sylph.Tigerwoods 2025-06-06 12:58:05
Is monk still in the game? it's been a while
By K123 2025-06-06 13:01:29
Bit of a red headed step child. Used less than BLU and DNC now.
By Kaffy 2025-06-06 13:06:11
still a top DD but weapon versatility is the name of the game for things like Odyssey and monk only having blunt makes them get picked less frequently.
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By Nariont 2025-06-06 13:10:11
Is monk still in the game? it's been a while
Still alive and kicking, current content makes it limited but outside of ody/sortie its still a solid choice
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-06-06 13:33:42
If we're talking lowman, MNK still has a nice fit. Any time you want the most DPS possible in a low-TP/TP denial strategy, that isn't better beaten with a straight zerg (SAM destroys MNK here, just overload the AI and Yaegasimu through everything), and you aren't concerned with taking slightly longer to clear it, MNK is superior. If you buff MNK, the damage difference is minor between other DDs, but the massive advantage of MNK over every other job is it's ability to tank (very high HP)/dd/feed limited TP, making it the safest job to DD anything you'd prefer didn't obliterate you with a TP move.
The truth is, its more of a shift in the mindset of what people value at this point in the game. Obviously weapon resistances aside and the relevant content available, because MNK suffers there. But since most events are timed and zergs in nature (Sortie, Odyssey, Dynamis), you normally don't value taking slightly longer to kill something for the benefit of safety, because that's "less" than optimal for the goal of the content, which is clearing it quickly as possible. If you had to lowman something like Reisenjima HELMS, there is no question that MNK is the best job to kill all of those bosses. But since the shift in the game is towards damage+speed and not damage+consistency, true zerg DDs beat MNK. BLU + NIN suffers from a similar stigma but for slightly different reasons.
Like, most Sortie PUGs look for DRK DRG WAR as their main DD, but MNK would be perfectly fine in that spot with the advantage of less TP moves going off for the safety of everyone. It's just not what people value for that limited-time event (which is kind of weird, because a LOT of PUGs struggle handling the TP moves from the typical 8-boss rotation).
Last thought: Imagine if Mboze did not have a Blunt Immunity at V25. Is there any question that MNK would be the single-best job for that strategy? You lose if he gets a TP move (Tiiimbeeer!) off, so your damage is not the priority in this fight. This is how we used to clear Bumba at V15 before the meta shifted to Naegling Savage everything; we had a MNK as the main DD and the BRD/COR would spam Savage. After fetters came out, MNK would Chi Blast, and then do a multi-step, GEO would burst, and if it wasn't those two, it was SC window timing proc where the BRD+COR would then join for it. Doing it this way I remember we never failed once, because it was a slower and controlled clear where you didn't want to risk the run to Denounce. Now, the gear creep is so high, you can zergsmash it's face faster than he can enter Aura on V15, and you can proc fast/lucky on V20 and kill him before second or third aura. Kills any practical need for MNK.
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By SimonSes 2025-06-06 14:14:59
I think it's a little more complex. Imo the sefest DD is probably BLU, because you can reset TP, stunlock, boost def/mdb, has tons of blinks, cap magic haste on its own etc.
MNK is the easiest to be safe for sure.
MNK is also stronger in zerg than many people think, but it requires a WAR giving MNK warcry. Together with high SP buffs/drbuffs it makes Tornado do 99k very frequently, while footwork and impetus pushes white damage very high too. Between solid multi attack and 100% kick rate, WS frequency is also very good. MNK advantage here is also WS selection. Beside Tornado, you can also use Dragon Kick, howling fist, Maru Kala, Raging fists etc. And avoid or create skillchain and still do cap or close to cap damage.
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