This is intended as a small guide to Mnk for new players, so they have an idea what their role is in a PT.
Early level party setup for Monk:
The biggest problem a Mnk has is that he doesn't control hate like a War. This limits their options early on. At early lvls, a monk should make/join a PT that looks like this:
Main Provoker - The War with the best armor, taking the hits the majority of the time. Uses Provoke the moment it's available.
Backup Provoker - Another WAR-type. Uses provoke when the monster heads to casters. Also provokes when Main Tank HP is too low.
Monk (you!)- Attack and Auto-Follow =P Boost constantly. Know your Skill Chains. Shoulder Tackle Gob Bombs.
White Mage - Healer
Black Mage - Nuker
X Mage - Healing or Nuking or Enfeebling
A monk with no Provoke is basically pinned into this setup. Generally, other setups will not be as fast in terms of leveling.
Mid level party setup: (as a MNK/WAR only)
Once you get sub-job, you can sub WAR and gain more flexability role-wise. With Provoke, you can fill the role of Main Voker (til lil 30/15) or Backup Voker (always an option) Then your PT can look like this:
Main Provoker (could be you til 30/15)
Backup Provoker (should be you)
3rd Melee OR 4th Mage
White Mage
Black Mage
X Mage
In early/mid levels, parties need 2 vokers, so you will get into PTs easier if you can fill that role. Also note, the 3rd slot is can filled by anything really.
A Mnk/War should only be a Main Tank until 30 because a WAR in his Lvl30 armor does way better at taking hits than you.
If you didn't sub war, you are still pinned into the "3rd slot" like early-level PT setup.
Hi-level party setup for Mnk:
At this point, I am not speaking from direct experience. It's just my theories. In late game, the Mnk's Sub Job dictates what his role will be.
Mnk/War - "Backup Voker" or "3rd Melee Damage Dealer"
Mnk/Thf - At 60/30, they serve the role of "Trick Melee", using trick attack to help keep hate on the tank. "Trick Melee" can take the 2nd Slot - replacing the "Backup Voker". Not sure if it's better/worse, but it's definitely more challenging. Before lvl 60/30, Mnk/Thf can only fill the 3rd slot as "3rd Melee Damage Dealer"
Mnk/Sam - "3rd Melee Damage Dealer"
Mnk/Drk - "3rd Melee Damage Dealer"
Mnk/??? - "3rd Melee Damage Dealer"
There is also the role of "Puller" that selects enemy targets and safely brings the monster back to his well-rested camping party. A Mnk/War can use provoke to achieve this. A Mnk41 can use Fireball.
So in conclusion, a Mnk/War and Mnk60/Thf30 can assume more than one role, but in all other instances, they are 3rd Melee Damage Dealer. The Rock said it best: "Know your damn role."
Early level party setup for Monk:
The biggest problem a Mnk has is that he doesn't control hate like a War. This limits their options early on. At early lvls, a monk should make/join a PT that looks like this:
Main Provoker - The War with the best armor, taking the hits the majority of the time. Uses Provoke the moment it's available.
Backup Provoker - Another WAR-type. Uses provoke when the monster heads to casters. Also provokes when Main Tank HP is too low.
Monk (you!)- Attack and Auto-Follow =P Boost constantly. Know your Skill Chains. Shoulder Tackle Gob Bombs.
White Mage - Healer
Black Mage - Nuker
X Mage - Healing or Nuking or Enfeebling
A monk with no Provoke is basically pinned into this setup. Generally, other setups will not be as fast in terms of leveling.
Mid level party setup: (as a MNK/WAR only)
Once you get sub-job, you can sub WAR and gain more flexability role-wise. With Provoke, you can fill the role of Main Voker (til lil 30/15) or Backup Voker (always an option) Then your PT can look like this:
Main Provoker (could be you til 30/15)
Backup Provoker (should be you)
3rd Melee OR 4th Mage
White Mage
Black Mage
X Mage
In early/mid levels, parties need 2 vokers, so you will get into PTs easier if you can fill that role. Also note, the 3rd slot is can filled by anything really.
A Mnk/War should only be a Main Tank until 30 because a WAR in his Lvl30 armor does way better at taking hits than you.
If you didn't sub war, you are still pinned into the "3rd slot" like early-level PT setup.
Hi-level party setup for Mnk:
At this point, I am not speaking from direct experience. It's just my theories. In late game, the Mnk's Sub Job dictates what his role will be.
Mnk/War - "Backup Voker" or "3rd Melee Damage Dealer"
Mnk/Thf - At 60/30, they serve the role of "Trick Melee", using trick attack to help keep hate on the tank. "Trick Melee" can take the 2nd Slot - replacing the "Backup Voker". Not sure if it's better/worse, but it's definitely more challenging. Before lvl 60/30, Mnk/Thf can only fill the 3rd slot as "3rd Melee Damage Dealer"
Mnk/Sam - "3rd Melee Damage Dealer"
Mnk/Drk - "3rd Melee Damage Dealer"
Mnk/??? - "3rd Melee Damage Dealer"
There is also the role of "Puller" that selects enemy targets and safely brings the monster back to his well-rested camping party. A Mnk/War can use provoke to achieve this. A Mnk41 can use Fireball.
So in conclusion, a Mnk/War and Mnk60/Thf30 can assume more than one role, but in all other instances, they are 3rd Melee Damage Dealer. The Rock said it best: "Know your damn role."

