IiPunch - Monk Guide |
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iiPunch - Monk Guide
Quetzalcoatl.Peabody
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I'm returning to the game after a long absence. I'd like to put together a TP set and weapon skill set for my Monk so I can start doing content. Can anyone let me know what stats I should prioritize for both sets? I have a few +2 pieces but generally nothing close to BIS so the guides I find searching aren't really helpful. Thanks!
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TP and WS set for mnk is in a general sense pretty simple, beyond your basic haste/acc its all MA. If you just want a baseline start 500 jp kendatsuba set will do you well while you work towards better stuff, exceptions would be for impetus and footwork, for the former you want to TP in the empyrean body(soon to be +2) as well as WS in it if using critical WS like victory smite and for footwork you want to WS in the anchorite's feet due to the huge increase to kick base dmg
I would skip relic legs and get the emp +1 for now, they are already comparable to +3 relic legs and has upgrades in the near future. The magic evasion loss is a little annoying but shouldn't be an issue for getting early JP with and some ambuscades.
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Kaja knuckles are good enough for doing JP or Omen, until you get something better or earn enough heroism deeds to get a pulse weapon voucher.
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Thank you all for the help. One follow up question if you don't mind:
Quote: beyond your basic haste/acc its all MA haste in gear you want 26%, acc is going to depend on what you're fighting. MA is martial arts or multi attack, depending on the context.
Who's ready to build new tp sets!
ItemSet 364952 (kenda and mpaca head/hands maybe) Bhikku Hose +2 DEF:130 HP+67 STR+44 VIT+23 AGI+30 INT+32 MND+29 CHR+16 Accuracy+53 Attack+63 Magic Accuracy+53 Evasion+76 Magic Evasion+109 "Magic Def. Bonus"+7 Haste+7% "Kick Attacks"+25 "Store TP"+9 Damage taken -13% Set: Augments "Kick Attacks" Bhikku Gaiters +2 DEF:88 HP+33 STR+25 DEX+25 VIT+25 AGI+44 MND+25 CHR+34 Accuracy+50 Attack+50 Magic Accuracy+50 Evasion+112 Magic Evasion+109 "Magic Def. Bonus"+6 "Kick Attacks" attack +60 Haste+4% "Footwork"+13% Damage taken -9% Set: Augments "Kick Attacks" Not sure if this is the TP set that everyone should use, but this will make a Tornado Kick damage sooo nice.
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Bahamut.Galakar said: » Not sure if this is the TP set that everyone should use, but this will make a Tornado Kick damage sooo nice. This is the tp set and has nothing to do with Tornado Kick :) SimonSes said: » Bahamut.Galakar said: » Not sure if this is the TP set that everyone should use, but this will make a Tornado Kick damage sooo nice. This is the tp set and has nothing to do with Tornado Kick :) Maybe I'm a little confused, but I think that there was previously a different set in the post mentioning empy+2 feet in TP build. It was emp feet, but they're crap
Nice dt and footwork macro of course. The earring matched with Spharai could be really nice for counter tanking. Not changing the fact, that there is very limited use for counter tanking as MNK.
It's a super neat earring, just not the +5 KA I was rootin for (or +9 based on other earrings) got hoed.
Heard that they are augmentable, so it probably could be even better.
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Bahamut.Galakar said: » The earring matched with Spharai could be really nice for counter tanking. Not changing the fact, that there is very limited use for counter tanking as MNK. We could already counter tank at the cap with capped dt though... I guess it opens up some options, and is great for counter stuff not on spharai. As a spharai owner I really hope they make spharai counter II or something or make it change the priority of counter to be ahead of evasion and other things... not going to happen, but one can dream. I would even take it on the new weapons. Would be great to have an offensive defensive tanking option for niche things. Right now, even if I am countering I am sitting in verth in a mixed counter/dt/tp set then blasting it with WSs... Not sure anyone cares but with the new +2 empy earring and Spharai, you only need 5 pieces of gear to cap counter.
Spharai Bathy Choker +1 R15 Empy Earring +2 Mpaca Doublet Ambu Cape (Counter) The rest of your gear can be your normal TP gear so you really don’t lose much to be able to cap counter, outside of Vere and GH. Offline
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What's the max counter you can get with Vere or GH now?
You can get to 80 with Vere/GH but you have to use Rao pieces and the AF+3 legs. They're pretty ***for MEVA/DEF/DT and TP gain in general though.
Quetzalcoatl.Peabody
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Should I be wearing Anchorite's Gaiters +2 throughout Footwork or just for Dragon/Tornado kick?
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Herc boots better due to the increased TP gain
Quetzalcoatl.Peabody
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How about Ken. feet?
Quetzalcoatl.Peabody said: » Should I be wearing Anchorite's Gaiters +2 throughout Footwork or just for Dragon/Tornado kick? Offline
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Quetzalcoatl.Peabody said: » How about Ken. feet? Ken work but its really not too difficult to get a good pair of TA aug'd herc boots which at base are only 1 TA short Quetzalcoatl.Peabody
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I'm working on Herculean Boots like suggested above. I have a question about Oseem augments. The recommended gear list shows augments of Haste, Subtle Blow, TA, and Physical Damage Taken, but from what I can tell you can't get all of that on the same piece. Subtle Blow is only available through the Ranged path, and TA is only available through the Melee path.
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Your focus on herc is triple attack and accuracy, oseem rolls only roll
Base stat Acc/atk/racc/ratk etc which varies by path And 1 misc. ta, crit rate, crit dmg, counter and so on, also varies by path Quetzalcoatl.Peabody
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I see now that the Haste, Subtle Blow, TA, and Physical Damage Taken stats are always on the boots. I feel like an idiot.
Quote: Your focus on herc is triple attack and accuracy, oseem rolls only roll *edit* Thanks so much! Offline
Posts: 2541
Ideally ta+3 acc +20 is pretty solid baseline imo, can go higher but oseem rng can be cruel
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