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| Junior Member | MNK: Info From 1 to 75
At the time of writing this - I am nearing level 75 on my second foray into MNK. I originally had a level 75 MNK with AF2 and tons of gear on the Ragnarok server (name: Vargas), but I stopped playing for about a year and deleted the character. Now I have remade (name: Varg) and I am nearing 75 once again. I figure if I can level it to 75 twice then I may have some knowledge that can help others looking to take on this damage dealing job. I'm not suggesting that this guide is 100% the correct way to do everything - but just think of this as a guideline to get you started. In my experience, all of this has worked great for me (twice!). MNK is a damage dealing job - perhaps even the most powerful one. MNK put out a steady stream of constant damage over time, which is perfect for EXP parties. You also get much more powerful weapon skills than many other jobs. Using different equipment and setups, you can do many different things with a MNK. A high level MNK is an excellent soloer and farmer as well. --- Stat Boosting Basics --- MNK are fairly straightforward in the stat department. You want things that will increase your damage. This means STR, Attack, Accuracy, etc. The order of importance I rate them at is: STR/Attack, Accuracy, Haste, VIT, DEX STR/Attack is a MNK's bread and butter. STR increases your total damage overall, and Attack raises your damage range. Both are very important, but STR gets a bit more importance due to how H2H damage is calculated (especially when dealing with Weapon Skills). Accuracy is obviously very important as all of the STR in the world won't help you if you never hit anything. MNK do get access to a decent selecton of ACC gear, and food can help out with this as well. Haste is next up, and it is important because it will help keep your damage coming quickly, and basically the more attacks you do the more chances you have to hit. VIT is kind of secondary, but it directly relates to the Chakra ability in how much HP it raises. A lot of MNK weapon skills use VIT as a damage modifier so it can help in that regard. DEX is last on the list. It enhances ACC marginally, and also affects critical hit rate, but in the long run a MNK gets more benefits from any of the other stats above. DEX is by no means useless, but don't go out of your way to raise it. --- Equipment Basics --- First and foremost, with H2H weapons you should be focusing on ones that have high damage. These often have a much slower delay, but keep in mind that for a large portion of the game H2H hits will be signifigantly less than other weapons and you will need the higher damage to keep the pace (especially on enemies with high DEF). High damage and other stat bonuses (usually STR, Attack, or ACC) take priority over a low delay. Once you get to level 70+ this changes a bit as you now hit very hard even bare-handed, so there are a lot more options as far as DMG versus delay. As far as EXP parties are concerned, stick with the high damage. As a MNK you should always focus on equipment that gives stat boosts. Don't even look at an items DEF - it dosen't really matter to you. You are interested in anything that gives STR, Attack, Accuracy, or Haste. This may mean that in some cases you will be using the same pieces of equipment for a long time, but thats OK - as long as it is giving better bonuses than anything else available you are fine. MNK get an excellent Artifact Equipment set in the level 50-60 range, so make good use of it. A lot of good MNK gear can be quested or obtained cheaply, although there are a few items which you will pay dearly for if you want them. If MNK is your first job to get to a high level then don't worry about having all of the godly items - there are always inexpensive alternatives to each. No one is going to yell at you for not having a Scorpion Harness at 57, or not equipping Cross-Counters when you hit 50. These items are an extravagance - yes, they are powerful but these are aimed at players who have lots of gil or have other jobs at 75 who can afford them. Food comes into play here as well. MNK obviously benefit from Attack, STR, and ACC food. If you are looking for more damage then try out foods like Meat Jerky, Meat Mithkabobs, and Coeurl Subs. If ACC is what you are looking for, try some foods out of the Sushi line. You likely won't start to need sushi until level 60+, but you will have to see what you have trouble hitting and what you don't. Basically if you are happy with your accuracy, you are better off not eating the sushi as it will lower your damage. You will have to experiment as you level up to see what works best for each situation. Luckily, its easy enough to carry a stack of Attack food and a stack of ACC food at all times. --- MNK Ability Breakdown --- Boost (L5) Boost gives you a temporary enhancement to your Attack. It can stack with its self over a three minute period, but for most of your career the only time you will use Boost is right before a weapon skill. Attack plays a much bigger role in an the damage of a weapon skill than it does in a regular hit. Once you get Chi Blast at 41 then you can start stacking Boost a few times because it directly affects how much damage Chi Blast does. The usual method of damaging a lot of HNM is for MNK to boost for the full Boost duration (3 minutes) then use Chi Blast. Counter(L10) This is a passive ability that allows you to stop a physical attack against you and you get in a free hit. You can raise your chances to counter with several equips, but it isn't a priority until much later on. This is a great boon to soloing and emergency back-up tanking. Dodge (L15) Useful when solo or in an emergency, dodge directly raises your evasion for two minutes. This is pretty self explanitory. MNK actually have a fairly high evasion stat, so this can be fairly powerful if you keep it capped. Focus (L25) This is one of the best things available to a MNK. For two minutes you get a direct increase in accuracy. Use this as often as possible, and learn how to stack or stagger it with other abilties (like Berserk, for example). Use Focus for one fight, Berserk for the next, Focus for the next...you can keep doing that pretty much forever and always have a boost to your damage output in an EXP party. Chakra (L35) Another excellent MNK ability. This heals your HP and can cure some status effects. It heals VITx2 HP, so you can macro in equipment to help out with how much HP is healed. Pieces of AF and AF2 also help to raise how much HP is regained. Chakra can heal Poison, Blind, and Silence to start off with, and with Temple Cyclas and Melee Gloves you can heal a few more (like Virus for example). Chi Blast (L41) Perhaps MNK's most unique ability, Chi Blast is a single ranged attack that is not affected by an enemies DEF or resitances. Its damage is based off of your MND stat and how many times you have used Boost directly before using it. This is a powerful tool versus HNM, and it can be useful in an EXP party as well if you Boost a few times while the puller is getting an enemy and Chi Blasting whatever comes back. Don't go overboard though - you don't want too much hate. Three for four Boosts is usually enough for good damage with little hate. Counterstance (45) This ability raies your chance to counter, but drastically lowers your DEF. This is a hit-or-miss ability, but when used against Too Weak or Easy Prey enemies you will absolutely crush them. Use it against VT or IT enemies at your own risk - it can pay off, but when you get hit you will get hit HARD. Stack up on Counter+ gear if you want to try it. It "does" work, but only really at 70+.
__________________ Vargas 75 MNK - Ragnarok (Retired) Varg MNK - Ragnarok (Remade) Last edited by Redlimit; 02-13-2006 at 09:49 PM. |
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| | #2 |
| Junior Member |
--- Level Range Strategies --- 1 - 15 MNK have an easy time soloing. In fact, being in a party at this point only really slows you down. Use high damage H2H weapons, and practice using Boost before every weapon skill. Grab what stat boosting gear you can (there are a few good ones). 15 - 30 Now you will start to party for EXP. Stick with the high damage H2H and buy some food. Get to know the basics of how a party works ( camping, pulling, etc), but most importantly for you is to learn about skillchains and what ones a MNK can do. This will be your main function in an EXP party, so find a skillchain chart and understand how it works. Also learn how to stop powerful spells and attacks by using Shoulder Tackle. Bomb Toss from Goblins is the main offender here, but learning how to do this now will save your life many, many times in the future. 30 - 41 By now you should have a good idea of how to make the best of your abilities - when they should be stacked, when they should be staggered (this also means ones you have from your subjob). Try to focus on maximum efficiency. The more consistent you make your damage, the more EXP the party will earn. This often means having at least one damage boost active at all times (usually staggering Focus and Berserk). 41 - 60 This is the level range where you get access to a lot of good equipment. As such you will have to find a good balance between your accuracy and your other stat boosts. Remember, if you aren't constistently hitting an enemy then all of your damage boosts are not doing anything. Finding a good balance between the two is more important. You will also start learning how to pull hate when setting up a skillchain that involves a Theif who is closing behind the tank. Basically you are temporarily stealing hate so the full effect of Sneak Attack and Trick Attack can happen - with effective results. 60 - 71 Once you reach 65 you get Dragon Kick, and with it the ability to take part in level 3 skillchains. Learn how weaponskills work with each other to make level 2 and level 3 skillchains. This will be a major factor in just about every battle you do from this point on, from EXP to HNM. You also get access to a lot of equipment that is useful for some things but not others - learn how to macro in pieces that you need and make a few sets for different situaitons (full damage, tanking, weapon skill, etc). Of course, at 70 you will be confronted with the Maat battle if MNK is your first job to reach that level. The strategy for that is later in this guide. 71 - 75 Welcome to the endgame. MNK become an absolute powerhouse - able to deliver consistently high damage through melee, do ranged spike damage when the situation arises, and even provide some enhanced functionality with different subjobs. At 71 you will quest for the Asuran Fists weaponskill - be sure to get it as soon as you can once you reach the H2H skill cap at level 71. Keep in mind that it is not always the best weaponskill for every situation though. At 75, the game dynamics change a bit. Aside from NMs and HNMs, most things you fight will not be IT anymore. This means party setups and equipment choices that previously wouldn't have worked can now work out just fine - you will see this a lot in Merit Point parties. As a MNK it is up to you what to merit, but you probably get the biggest gains overall from H2H Skill Up and Critical Hit Rate Up for obvious reasons. --- Misc. Info --- Maat Battle ----------- The MNK Maat battle is pretty straightforward - it is over very quickly one way or the other. Basically, picture two MNKs using Hundred Fists on each other for about 30 seconds. Thats about how long the actual fight takes to decide a winner. What is important here is your preparation. A high damage H2H weapon is the first priority. Your delay will not mean much in this battle as you will have Hundred Fists on for 99% of it. Get as much damage going as you can since you will be attacking non-stop anyway. Make the most of the one and only free hit you get - Chi Blast. Grab as much MND gear as you can and equip it when you are in the battlefield. Maat will not attack you until you use something on him or damage him in some way, so get in close enough for Chi Blast to hit. Get a Blink Band and use it. Also, your choices of food can give you an advantage as well. Attack food, HP food, accuracy food - they can all be great benefits to this fight. You should also use an HP Regen drink - preferably a Perskios Au Lait. You may not have a lot of time to regen any HP during this fight, but every last bit you can regain counts. Boost yourself 10 to 11 times. Here is an important part: do not use Chi Blast right away at this point. Activate Hundred Fists, Dodge, and Focus, draw your weapon and THEN fire Chi Blast. The reason you do this is because Maat starts off with some TP built up. The Chi Blast can take him high enough to use a weaponskill. This normally isn't a problem, but it is if he chooses Shoulder Tackle - because you will loose about 10 seconds of your Hundred Fists, and this can make or break the battle. Once you fire off the Chi Blast, take all of your MND gear off and switch in your regular fighting setup (having a macro which changes from MND to damage equipment helps). So now you are beating away on him. Use Raging Fists every time you have 100 TP, and use Chakra as needed. It is possible to win this battle without using any healing medicine or Icarus Wings, but don't be afraid to bring them as well, if Maat decides to be particularly nasty you may need them. Maat will of course use Hundred Fists himself, but don't let him scare you. You are doing just as much damage to him as he is doing to you. If he decides to use two or three huge weaponskills, not much can save you - but take heart. You do not lose EXP for dying in this battle, you only need to go and get another Monk Testimony item to try again. Subjobs ------- WAR - This is the sub you will use for most of your MNK career. It offers the best range of stats, abilities, and traits to compliment MNK in the job it does best: doing damage. Double Attack is probably the biggest benefit here as it can kick in a lot when you attack twice all of the time. Berserk, Warcry, and even Provoke all have their uses. This is definately the highest damage output subjob, and the one you will be using for most EXP parties. THF - Once you get past level 60, MNK can sub THF mainly for the extra damage on weaponskills, but also for more hate control in a party. Although the WAR sub is more robust, if your party lacks anyone else to fill in this role, MNK/THF can get the job done. It is also helpful when farming for items due to Treasure Hunter. WHM - This is the main subjob for when you are using Chi Blast to damage an NM or HNM. The extra MND boost makes it worth using. You also get a lot of utility spells to help keep yourself and others alive like Stoneskin, Cure III, Raise, Sneak, and Invisible. This also makes a good soloing/exploring subjob, especially if you skill up a Staff high enough to learn the Spirit Taker weaponskill. MNK have a high ranking in Staff and can do a lot of damage with them. Having the ability to recharge your MP with a weaponskill makes this even better for longer battles or solo work. NIN - Mainly used for survivability with Utsusemi. Useful for things like Dynamis or BCNM. You wouldn't use this for normal running around though, and definately not for EXP. Most other subjobs have some function when used, but you get the greatest benefits from the four above. Soloing ------- Monks are excellent farmers. With a high damage output, lots of HP, and a powerful self heal - you can farm for long periods of time without having to stop. You can sub THF easily as well. Find a good area where you can defeat a lot of enemies in a row before having to rest and work out a circuit you can do. As far as normal soloing (like questing, exploring, etc), you can stand up to a lot of punishment while dishing out your own. If you want some extra longevity, try subbing WHM and using a Staff (once you have 215 skill and Spirit Taker that is). Having a healer or soothing healer type Fellowship NPC is probably your best bet. You can use an attacker if you want, but you already do more than enough damage - what you need is the added debuffs and extra curing. Overall, MNK is a powerful job if you are dedicated enough to stick with it. For a long time around the release of the North American version people avoided MNK and didn't really see the potential it had in the endgame, but nowadays MNK are respected and sought after for both EXP and HNM. Have fun with it and do your best!
__________________ Vargas 75 MNK - Ragnarok (Retired) Varg MNK - Ragnarok (Remade) Last edited by Redlimit; 02-13-2006 at 09:52 PM. |
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| The following user says "Thank You" to Redlimit for above post: | Lucky and Elizabeth (12-15-2006) |
| | #3 |
| Junior Member |
Thank you for this post! ^^ Continues to get me pumped about the job =)
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| | #4 |
| Junior Member |
Should mention at 75 the God Armor set becomes available, which is much easier to obtain and far less expensive (if costly at all) than shura set~ Genbu's Kabuto (+50hp +15 vit +50 water resistance) is money in a chakra macro, or if you need to do minor tanking. Byakko's Haidate: In my opinion the most useful leg armor for monks in the game, shura might be just as good but haste bonus and +15 dex on leg armor is 'god like' (pun, i'm funny!) Lightning resistance +50 never hurt either. Suzaku's Sun-Ate: You're going to be HNM'ing hopefully, and +15 mnd helps those chi blasts do some mighty fine damage. Fire resistance for those pesky flame mobs +50 here too. The only one we dont need are Seiryu's kote, more ranged fighting based. +15 agi with rng accuracy bonus. anywho just an excerpt to a cool guide, bravo on hitting 75 soon
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| | #5 | |
| Junior Member | Quote:
I'm currently just saving up for the lvl 40 stuff (easy to do with a 61 WAR to farm with). Hopefully after I get all the gear, I can get back to xping and having some fun. =) How did you acquire these items (if you have them)? Your LS go by lotting or just assign who is worthy of the drops at any certain time or something. This is something that always baffled me. These being Rare/EX and all.
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| | #6 |
| Junior Member Join Date: Oct 2003 Location: London, England
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I was relieved more than anything, to be past 60 and to finally have full AF. I have started noticing a difference invite-wise now. I'm glad to hear about the bright future ahead. Nice guide!
__________________ *Characters* Zethy - Taru - 44THF Jene - Hume - 75MNK (Retired) |
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| | #7 |
| Junior Member |
For LS's or groups that hunt the Celestial Gods a lot, its not uncommon to end up with a lot of pieces of gear from them. Each piece has a job or two that are very good for them (RNG for pants, etc) so it may take a few before you may end up with some. I prefer the Shura Set myself, but there are some good pieces of Celestial Gear as well. The two Shura pieces of the most intrerest are the Head/Legs. Aspi and Byakko drop the Abjurations for these, and these pieces really only help MNK so it shouldn't be too hard to get lots on these Abjurations. I feel that the Head and Leg equipment for MNK for all levels is the weakest of the bunch. Shura Kabuto - STR+5, Accuracy+5 Shura Haidate - STR+5 Accuracy+7 I would have killed to have those around level 60ish. |
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| | #8 |
| Junior Member |
Finally a high level mnk that agrees AF > Ochi Kote. Ineedbigkuku and Dekker on my server also agree on this, its a pity how many high mnks there are on Bismarck that are all "Blah blah stfu OCHI KOTE ROCKS YOU" and it really is a complete pisstake to be frank. :p I am so glad I sold off the kote when I got my AF and bought spartans with the resulting cash, best investment ive ever made to do I think.
__________________ Rank 10 - Windurst - Bismarck /war /thf /whm /nin (Pending) |
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| | #9 | |
| Junior Member | Quote:
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| | #10 |
| Junior Member |
Great post. I need to start leveling again
__________________ 75mnk/37whm/37war/37nin/21thf/17blm/10sam/10brd/4drg/4bst/3drk/1everythingelse leatherwork98.4/clothcraft60/smithing55/goldsmithing46/fishing10/cooking5/ Rank 10 San d'Orian. |
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| | #11 |
| Junior Member |
I use my kote for looks^^ Dragon kick is also great when you get it at 65... nice damage and the ability to make Level 3 light skillchains.... oh the joy of bone mobs... :angel: :angel:
__________________ MNK75/WAR37 THF37 NIN37 WHM37 |
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| | #12 | |
| Senior Member Brass Ribbon of Service Join Date: Oct 2003 Location: Tokyo, Japan
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yes, i do use AF glove myself, but that's mainly because i focus more on STR than on ATK, NOT because i think 4 STR is better than 20 ATK. not to mention it might even be better way to use Ochiudo during normal attacks, and switch to AF when u go for SC.
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| | #13 |
| Member Bronze Ribbon of Service Join Date: Dec 2003 Location: Brooklyn, NY
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excellent post, this should be stickied.
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| | #14 |
| Junior Member |
Its not that Kote are "no good" past 54 - they are still a very solid equip and a good choice. Its just that once you start getting so much Attack (275+ range), you will get more damage out of the damage equation by having +4 STR than +20 Attack. This will usually happen between levels 60-65. |
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| | #15 |
| Junior Member Join Date: Oct 2003 Location: London, England
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The debate about AF Gloves and Kotes will never end anyway, it's all down to personal preference.
__________________ *Characters* Zethy - Taru - 44THF Jene - Hume - 75MNK (Retired) |
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