Community Monk Guide

==Latest Updates==
*Added Merits and updated JSE Prioritizing Equipment with Emp +2. Xagashi2 (talk) 11 August 2022 (EDT)
*Added JSE prioritizing of equipment with some most basic recommendation, starting to migrate to new template --Neviskio (talk) 14:57, 31 July 2022 (EDT)
*Added some alternative sets including Mpaca from various sources that are both more updated and less glass cannon for more difficult content--Neviskio (talk) 23:01, 16 January 2022 (EST)
*Updated the raging fists and tornado kick sets --Neviskio (talk) 23:30, 16 January 2022 (EST)
*Added new idle sets, especially one for when you're stunned/terrored/etc "incapacitated" to catch all --Neviskio (talk) 01:21, 25 January 2022 (EST)
==General Information==
===Roles===
Monk in current content plays as a heavy dd most of the time, that said there are plenty of opportunities to become a tank for lowman in the right circumstances. Having an easy way to cap subtle blow, monk is desirable for certain fights to limit TP generation of the enemy to prevent annoying or dangeorous tp moves from going off. As an example there's been multiple instances of omen bosses being tanked/soloed by monks and in more recent content such as Odyssey Gaol monk can be seen tanking in certain occasions. With the help of mantra monk is also a great addition to help the survivability of a party when high HP is needed.
==Abilities and Traits==
*Hundred Fists Speeds up Attacks.
**Hes. Hose Increases duration by 15 seconds.
*Boost Enhances the power of your next attack.
**Should be macro'd with Ask Sash to generate TP prior to fights. Monk's mini Meditate.
** Can see some really big numbers if you have Verethragna AM3 up. This is a DPS lost and only usefully for a 'ooh' big number moment.
*Dodge Enhances evasion and guard rate.
** Anch. Gaiters +3 Dodge grants 19 Evasion if worn for activation.
*Focus Enhances accuracy.
** Anch. Crown +3 Focus grants an additional 21 accuracy and ranged accuracy if worn for activation.
*Chakra Cures certain status effects and restores a small amount of HP to user.
** Anch. Cyclas +3 Increases M by 0.66 and allows Chakra to remove paralysis.
** Hes. Gloves +3 Increases M by 0.51 and allows Chakra to remove disease and plague.
*Chi Blast Releases chi to attack an enemy.
** Hes. Crown Augmented with Adds "Enhances 'Penance' effect". Enhances Penance by increasing Inhibit TP effect by 2% per merit level.
*Counterstance Increases chance to counter but lowers defense.
**Hes. Gaiters +3 Increases Counter rate during Counterstance by 21% if worn during activation.
*Footwork Increases Kick Attacks rate by 20% and boost kick damage by +20 DMG. Also effects Dragon Kick and Tornado Kick, which use kick base damage when Footwork is active. 
**Shukuyu Sune-Ate Increases Footwork's Attack modifier by 15% if worn during JA activation. 
**Bhikku Gaiters +3 Increases Footwork's Attack modifier by 16% if worn during JA activation. 
*Mantra Increases the max HP of party members within area of effect.
**Hes. Gaiters Increases HP by another 2% per merit level.
*Formless Strikes While in effect, melee attacks will not be considered physical damage. No effect on weapon skills.
**Hes. Cyclas Increases duration by 6 seconds per merit level.
*Perfect Counter Allows you to counter the next attack directed at you.
**Bhikku Crown +3 Increases the counter Base Damage by 35. 
*Inner Strength Increases your maximum HP.
**Doubles maximum HP for its duration
**Gives a 100% Counter rate, similar to Perfect Counter, for its duration.
**Appears to grant a 100% Guard rate as well.
===Martial Arts===
The amount of Martial Arts needed(Mastered) with magic haste capped and gear haste capped:
 
Weapon 	Martial Arts Needed
Spharai 	4.56
Glanzfaust 	8.16
Verethragna	-8.04
Godhands 	12.48
Sagitta 	6.36
Too much Martial Arts decreases your TP gain. Be aware when setting up your sets. For more info check Attack Speed.
==Merits==
==Support Jobs==
*/WAR will be your preferred sub often due to Berserk and the passive 12% Double Attack at Master Level 5.
*/DRG especially with Super Jump from Master Levels is the preferred Dynamis - Divergence subjob to avoid pulling hate and dying. Keep in mind your damage output will be lowered compared to /WAR but not dying is quite a perk if you don't have a THF stealing hate and Super Jumping themselves or your tank can't keep enmity for whatever reason.
*/DNC still has the usual utility but it's mainly for being cheap and using Spectral Jig. You'll likely only use it for that
==Prioritizing Equipment==
==Idle Sets==
==TP sets==
While these are examples of TP set the usual rule to follow is to keep in mind how hard the content is you are doing when deciding what set to use. If the content is not particularly challenging or new you can get away with more glass cannon TP sets. If the content is very recent and dangerous such as odyssey you need to adjust with more tanky sets. Having better supports/more organized groups will help but a dead DD does no damage, so rock those hybrid/dt sets instead of eating dust on the floor with your "theoretical" max best DPS set. Or have good reflexes to macro in your DT sets. Monk has high HP to usually get away with it but if you're new to content try to error on the side of tankiness.
==Post-Sortie Sets==
At this point of the game, you are more likely fighting some of the hardest mobs in the game. Remember: An alive DD does more damage than a dead one. Be tanky.
==Weaponskill Sets==
*Keep in mind for most H2H weaponskills Weapon Skill Damage is a quite poor stat as it only applies to the first hit of a weaponskill so you will prefer having Multi-Attack. The main exception being Final Heaven and maybe Spinning Attack.
**For weaponskills with additional effects it's often likely you will want Magic Accuracy to land it if it's important, such as Shell Crusher or Shijin Spiral effects.
===Staff Weaponskill Sets===
==Misc. Sets==
Category:Job Guides