Effen’s mini FAQ for Monks. v1.06
This is a guide to help all monks up to LV75. All the information is gathered from personal experience, or a lot of debate from numerous forums. Many of the most common questions will be answered.
1) Perhaps the most popular question... What should my sub be?
There are many different views on this and even more variants. However, the most effective jobs for a monk is a Warrior. Before you tell me how well you are doing with your Monk/Blm, Monk/Whm, Monk/Whatever... Let me explain that I'm not going to argue that you can level you variants and solo easily in the early part. It's not that hard to solo a monk of anything to LV20+. So please don't tell me how good you are unless you are at least LV30+. I do not doubt the playability and fun factor of a monk/variant. It's definitely fun to have a Monk/Rdm soloing mobs with spells and melee in the early part. But it's the later part that you will suffer.
There are of course some exceptions... If you plan on killing mobs solo for your entire life for maybe 18xp a pop later on, then yes, a monk of anything is good, do whatever you want and always be the 2nd choice if it comes to trying to get a spot in a group. Another scenario is if you have a perma Group that is willing to except that you are a handicap Monk. Yes, cast CureII might be fun, but when you have 1000HP... A CureII will not save your life, not to mention that Chraka does the same thing and with the recent change making it 5mins per cast, it is actually very helpful.
Thief is probably the only other decent sub for monk. Their stats are good, and with sneak attacks and trick attack at LV60, you will certainly do some decent damage, but remember, sneak only give you a critical hit on your first punch. So if you are doing Raging Fist or Asuran Fist, you will only get the effect on the First punch. So, it's still nothing compared to Berserk. Gill finder and treasure hunter bonus is very nice for farming though. At later levels 60+ it will become more useful with Trick at your disposal. Hate control is one of the main concerns at higher levels, and having the ability to Trick a Dragon kick onto a tank would be very helpful. Your overall damage will still be less than a War sub, but you can help a Nin or War tank gain more agro. However, due to the small amount you do per fist, sneak trick on a normal hit is far better with a class that has a 2 handed weapon like Drk/thf, Drg/thf or Sam/thf…
Having said that, a Warrior sub is still the most efficient and demanded in the early part. Def bonus makes you a great tank in the early part. A LV20ish monk can easily tank just as well as a Paladin or a Warrior, given that the monk has top equipments for it's level. Provoke is a must if you want to tank. And even in mid levels, you can be a great 2nd option especially with the mass HP you have, you can stay alive for a while even if the WHM is out of mp. But don't let the HP fool you, at around LV30+, you cannot be as good as a tank as a Pal or War due to the fact that they have more def. It's simply just not mp efficient to heal a monk. At this point however, berserk is a good skill to have. If you are not tanking, why not go for more damage? A monk with boost, berserk and some decent equipments can easily do around 300+ damage with Raging fist at LV41+. And gaining TP is never a problem for us with decent haste and dex. (edit: for more info on Monk Tanking, please read the Tanking part of this FAQ.)
At LV 60+ you could consider Samurai, but only after LV60 due to meditate. But before LV60 the extra TP you gain from a Sam doesn't even come close to the ability that a war sub would give you. And even after LV60, War is still the best sub for you. TP gain is nice, but too many WS = lots of hate. Your tank will not appreciate you spamming Raging fist. Many times, you will have to wait till your TP is 150+ before you can use your WS anyways. While a War sub will give you attack bonus at LV30. Remember, monk is like a DoT (Damage over Time). And after the latest patch with TP taking a big hit, a Sam sub seems to be less and less useful. Another thing is, as a Mnk/Sam, you will often run into situations where you don’t know what to do with the extra TP. You certainly do not want to spam it right in the beginning as that will make a very unhappy tank. So you wait till your tank has gotten decent hate, then you wait for the rest of your PT, so the time comes you use your WS. The Blm MBs, and wala, the mob is dead. Now you use meditate… then ask yourself, what am I going to use this TP for?
If you are still not convinced, read one of the following links to some other Sub Job FAQs.
http://ffxi.allakhazam.com/db/jobs.h...9792427&num=31
by Stellus
or
http://ffxi.allakhazam.com/db/jobs.h...70988013&num=0
by Resistance
2) Is Boost worthwhile? And what are some of the other Monk abilites?
This is not the best skill that a monk has in his early days, but it's also not bad. You get it very early and it's always good to have the ability to stack up your attack before your first punch or later on Chi Blast. At LV50+ you get about 30 attack per boost, and 40+ with AF Gloves. You can easily boost it up to around 500 if not 600+ for a Chi Blast, which deals around 150 damage. Boost is also excellent for Tanking. For more info on that, please check the tanking section.
As for end game higher level Monks, boost is very important as a Monk take a role of a Nuker when fighting HNMs that has high def/evasion. With MND gear, bard songs and perhaps WHM sub,you could easily get around 100 ish MND, and after about 12 boost, you will deal anywhere from 500-1000+ damage. That's a lot of damage / 3 mins even if you compare it to a BLM on certain mobs.
Monk Abilites:
Job Traits:
Martial Arts - Lv. 1 (H2H delay decreases)
Subtle Blow - Lv. 5 (Reduces amount of TP enemy gains)
Counter - Lv. 10 (Replaces enemy atk. with your own)
Max HP Boost - Lv. 15 (HP increase)
Martial Arts - Lv. 16 (Enhances trait)
Martial Arts - Lv. 31 (Enhances trait)
Max HP Boost - Lv. 35 (HP increase)
Martial Arts - Lv. 46 (Enhances trait)
Kick Attacks - Lv. 51 (Random kicks in your attacks)
Max HP Boost - Lv. 55 (HP increase)
Martial Arts - Lv. 61 (Enhances trait)
Max HP Boost - Lv. 70 (HP increase)
Kick Attacks - Lv. 71 (Enhances trait)
Martial Arts - Lv. 75 (Enhances trait)
Job Abilities:
Hundred Fists - Lv. 1 (Greatly reduces H2H delay)
Boost - Lv. 5 (Increases power of next attack)
Dodge - Lv. 15 (Increases Evasion)
Focus - Lv. 25 (Increases Accuracy)
Chakra - Lv. 35 (Small amount of HP restored)
Chi Blast - Lv. 41 (Never-miss ranged attack)
Counterstance - Lv. 45 (Counterattack up, defense way down)
Weapon Skills:
Combo - Lv. 10 (3-fold attack)
Shoulder Tackle - Lv. 40 (Stuns target)
One Inch Punch - Lv. 75 (Ignores defense)
Backhand Blow - Lv. 100 (Critical hit)
Raging Fists - Lv. 125 (5-fold attack)
Spinning Attack - Lv. 150 (Area Attack)
Howling Fist - Lv. 200 (Devastating Punch)
Dragon Kick - Lv. 225 (2-fold atk followed by sweep kick)
Asuran Fists - Lv. 250 (8-fold attack)
This is a guide to help all monks up to LV75. All the information is gathered from personal experience, or a lot of debate from numerous forums. Many of the most common questions will be answered.
1) Perhaps the most popular question... What should my sub be?
There are many different views on this and even more variants. However, the most effective jobs for a monk is a Warrior. Before you tell me how well you are doing with your Monk/Blm, Monk/Whm, Monk/Whatever... Let me explain that I'm not going to argue that you can level you variants and solo easily in the early part. It's not that hard to solo a monk of anything to LV20+. So please don't tell me how good you are unless you are at least LV30+. I do not doubt the playability and fun factor of a monk/variant. It's definitely fun to have a Monk/Rdm soloing mobs with spells and melee in the early part. But it's the later part that you will suffer.
There are of course some exceptions... If you plan on killing mobs solo for your entire life for maybe 18xp a pop later on, then yes, a monk of anything is good, do whatever you want and always be the 2nd choice if it comes to trying to get a spot in a group. Another scenario is if you have a perma Group that is willing to except that you are a handicap Monk. Yes, cast CureII might be fun, but when you have 1000HP... A CureII will not save your life, not to mention that Chraka does the same thing and with the recent change making it 5mins per cast, it is actually very helpful.
Thief is probably the only other decent sub for monk. Their stats are good, and with sneak attacks and trick attack at LV60, you will certainly do some decent damage, but remember, sneak only give you a critical hit on your first punch. So if you are doing Raging Fist or Asuran Fist, you will only get the effect on the First punch. So, it's still nothing compared to Berserk. Gill finder and treasure hunter bonus is very nice for farming though. At later levels 60+ it will become more useful with Trick at your disposal. Hate control is one of the main concerns at higher levels, and having the ability to Trick a Dragon kick onto a tank would be very helpful. Your overall damage will still be less than a War sub, but you can help a Nin or War tank gain more agro. However, due to the small amount you do per fist, sneak trick on a normal hit is far better with a class that has a 2 handed weapon like Drk/thf, Drg/thf or Sam/thf…
Having said that, a Warrior sub is still the most efficient and demanded in the early part. Def bonus makes you a great tank in the early part. A LV20ish monk can easily tank just as well as a Paladin or a Warrior, given that the monk has top equipments for it's level. Provoke is a must if you want to tank. And even in mid levels, you can be a great 2nd option especially with the mass HP you have, you can stay alive for a while even if the WHM is out of mp. But don't let the HP fool you, at around LV30+, you cannot be as good as a tank as a Pal or War due to the fact that they have more def. It's simply just not mp efficient to heal a monk. At this point however, berserk is a good skill to have. If you are not tanking, why not go for more damage? A monk with boost, berserk and some decent equipments can easily do around 300+ damage with Raging fist at LV41+. And gaining TP is never a problem for us with decent haste and dex. (edit: for more info on Monk Tanking, please read the Tanking part of this FAQ.)
At LV 60+ you could consider Samurai, but only after LV60 due to meditate. But before LV60 the extra TP you gain from a Sam doesn't even come close to the ability that a war sub would give you. And even after LV60, War is still the best sub for you. TP gain is nice, but too many WS = lots of hate. Your tank will not appreciate you spamming Raging fist. Many times, you will have to wait till your TP is 150+ before you can use your WS anyways. While a War sub will give you attack bonus at LV30. Remember, monk is like a DoT (Damage over Time). And after the latest patch with TP taking a big hit, a Sam sub seems to be less and less useful. Another thing is, as a Mnk/Sam, you will often run into situations where you don’t know what to do with the extra TP. You certainly do not want to spam it right in the beginning as that will make a very unhappy tank. So you wait till your tank has gotten decent hate, then you wait for the rest of your PT, so the time comes you use your WS. The Blm MBs, and wala, the mob is dead. Now you use meditate… then ask yourself, what am I going to use this TP for?
If you are still not convinced, read one of the following links to some other Sub Job FAQs.
http://ffxi.allakhazam.com/db/jobs.h...9792427&num=31
by Stellus
or
http://ffxi.allakhazam.com/db/jobs.h...70988013&num=0
by Resistance
2) Is Boost worthwhile? And what are some of the other Monk abilites?
This is not the best skill that a monk has in his early days, but it's also not bad. You get it very early and it's always good to have the ability to stack up your attack before your first punch or later on Chi Blast. At LV50+ you get about 30 attack per boost, and 40+ with AF Gloves. You can easily boost it up to around 500 if not 600+ for a Chi Blast, which deals around 150 damage. Boost is also excellent for Tanking. For more info on that, please check the tanking section.
As for end game higher level Monks, boost is very important as a Monk take a role of a Nuker when fighting HNMs that has high def/evasion. With MND gear, bard songs and perhaps WHM sub,you could easily get around 100 ish MND, and after about 12 boost, you will deal anywhere from 500-1000+ damage. That's a lot of damage / 3 mins even if you compare it to a BLM on certain mobs.
Monk Abilites:
Job Traits:
Martial Arts - Lv. 1 (H2H delay decreases)
Subtle Blow - Lv. 5 (Reduces amount of TP enemy gains)
Counter - Lv. 10 (Replaces enemy atk. with your own)
Max HP Boost - Lv. 15 (HP increase)
Martial Arts - Lv. 16 (Enhances trait)
Martial Arts - Lv. 31 (Enhances trait)
Max HP Boost - Lv. 35 (HP increase)
Martial Arts - Lv. 46 (Enhances trait)
Kick Attacks - Lv. 51 (Random kicks in your attacks)
Max HP Boost - Lv. 55 (HP increase)
Martial Arts - Lv. 61 (Enhances trait)
Max HP Boost - Lv. 70 (HP increase)
Kick Attacks - Lv. 71 (Enhances trait)
Martial Arts - Lv. 75 (Enhances trait)
Job Abilities:
Hundred Fists - Lv. 1 (Greatly reduces H2H delay)
Boost - Lv. 5 (Increases power of next attack)
Dodge - Lv. 15 (Increases Evasion)
Focus - Lv. 25 (Increases Accuracy)
Chakra - Lv. 35 (Small amount of HP restored)
Chi Blast - Lv. 41 (Never-miss ranged attack)
Counterstance - Lv. 45 (Counterattack up, defense way down)
Weapon Skills:
Combo - Lv. 10 (3-fold attack)
Shoulder Tackle - Lv. 40 (Stuns target)
One Inch Punch - Lv. 75 (Ignores defense)
Backhand Blow - Lv. 100 (Critical hit)
Raging Fists - Lv. 125 (5-fold attack)
Spinning Attack - Lv. 150 (Area Attack)
Howling Fist - Lv. 200 (Devastating Punch)
Dragon Kick - Lv. 225 (2-fold atk followed by sweep kick)
Asuran Fists - Lv. 250 (8-fold attack)
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