Community Monk Guide

From FFXI Wiki

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

  • 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.
  • Focus Enhances accuracy.
    • Anchor. Crown +4 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 +4 Increases M by 0.66 and allows Chakra to remove paralysis.
    • Hesy. Gloves +4 Increases M by 0.51 and allows Chakra to remove disease and plague.
  • Chi Blast Releases chi to attack an enemy.
    • Hes. Crown +4 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.
    • Hesy. Gaiters +4 Increases Counter rate during Counterstance by 21% if worn during activation.
  • Mantra Increases the max HP of party members within area of effect.
  • Formless Strikes While in effect, melee attacks will not be considered physical damage. No effect on weapon skills.
  • Inner Strength Increases maximum HP and gives a 100% Counter and Guard rate.
    • Doubles maximum HP for its duration.

Martial Arts

The optimal amount of Martial Arts from equipment varies with your equipped weapon's dealay. For a mastered MNK (1200 JP is the last of the Martial Arts gift bonuses) with both Magic Haste and Gear Haste capped:

Weapon Martial Arts Needed
Spharai 4.56
Glanzfaust 8.16
Verethragna -8.04
Godhands 12.48
Sagitta 6.36
Varga Purnikawa 4.56

Additional Martial Arts will actually decrease your TP gain. For more information, see the Attack Speed page that was also linked above this table.

Merits

Merit Points
Name Description Level Notes
Group 1
Focus Recast Shorten recast time by 4 seconds. 0/5 Not worth it.
Dodge Recast Shorten recast time by 4 seconds. 0/5 Not worth it.
Chakra Recast Shorten recast time by 6 seconds. 0/5 Sadly no.
Counter Rate Increase counter attack rate by 1 percent. 5/5 Increases your counter rate when a mob is attacking you. This increases your survivability and damage output.
Kick Attacks Rate Increase kick attack rate by 1 percent. 5/5 More kick attacks = more damage.
Group 2
Mantra Increase the max. HP of party members within area of effect.
Recast: 10min
Increase effect by 4 percent.
4/5~5/5 Stacked with Hes. Gaiters which increases the amount by 2% per merit level, this can gain the party quite a bit of HP for 3 minutes. Very usefully when surviving burst damage.
Note: This does override a DRK's drain effect.
Formless Strikes While in effect, melee attacks will not be considered physical damage. No effect on weapon skills.
Recast: 10min.
Increase effect by 5 percent.
0/5~1/5 Has niche uses on things like Delve bosses and Caturae that gain resistance to specific damage types. Also hits through Invincible.
Invigorate Adds a Regen effect when using Chakra. Increase duration of effect by 24 seconds. 0/5 Used to be good, but with the addition of Trust and idle regen pieces, there is really no need for it.
Penance Adds an effect to Chi Blast that inhibits an enemy's TP accumulation. Increase duration of effect by 20 seconds. 5/5 This, plus the Plague from Shijin Spiral, can almost entirely prevent a mob from gaining TP for about 90 seconds. Use Hes. Crown +4 to increase the effect.

Support Jobs

Dragoon

Highest DMG output subjob due to Dragoon's unique WS Damage Boost trait - unlike normal +WS Damage from items, it works on all hits of all weaponskills. Also, Super Jump and High Jump are great enmity management tools for long fights.

Warrior

Next best after DRG. 12% DA and Berserk (and even Warcry) are decent boosts.

Dancer

More of a utility-focused subjob. Has Waltzes and Sambas for self sustain and light party buffing, plus Spectral Jig and Chocobo Jig for traveling around.

Rune Fencer

Useful for strange cases where you're solo and need extra elemental magic defense, like fighting Lilith in the Maiden of the Dusk HTMB.

Prioritizing Equipment

Job Specific Equipment
Item Upgrade? Notes

Anchor. Crown +4366px link=
Maybe Macro piece and high acc. Grants an addition +21 accuracy during the 30 second duration of Focus

Anch. Cyclas +4366px link=
Yes, +2 is fine Macro piece and high acc. Increase the potency of Chakra and allows the remove of paralysis. Paired with the Relic gloves +3, the +2 body should be enough to cap your HP.

Anch. Gloves +4366px link=
Maybe Consider only making these if you do not have access to Path B Nyame and are using Spharai/Varga Purnikawa.

Anch. Hose +4366px link=
Maybe Macro piece and high acc. Useful in a very niche counter build.

Anch. Gaiters +4366px link=
Yes Used when Footwork is up for both TP and WS. Also an option for glass-cannon TPing (when -DT% and Subtle Blow don't matter) even without Footwork - a geared MNK gets 94% Kick Attacks rate with these even without Footwork up.

Hes. Crown +4366px link=
Enhances "Penance" effect
No Macro piece. NQ is fine for the Penance effect, or go to +1 to be i119 if you worry about a momentary drop in your survivability. At +4, has WSD but no defensive stats, so only valuable for single-hit weaponskills. Only go that far if you're using Spharai.

Hesy. Cyclas +4366px link=
Enhances "Formless Strikes" effect
No Macro piece. NQ is fine for the Formless Strikes effect, or go to +1 to be i119 if you worry about a momentary drop in your survivability. With that said, typically only one point is put into Formless Strikes. It is up to you to decide if an extra 6 seconds of the effect is worth the inventory slot.

Hesy. Gloves +4366px link=
Enhances "Invigorate" effect
Yes Macro piece. Increase the potency of Chakra and makes it also remove Disease and Plague. Each reforge increases Chakra potency further.

Hesy. Hose +4366px link=
Enhances "Hundred Fists" effect
Maybe A good TP piece until Bhikku Hose +3. After that, just a macro piece for Hundred Fists that doesn't need reforging beyond that.

Hesy. Gaiters +4366px link=
Enhances "Mantra" effect
Maybe Macro piece for Mantra and Counterstance, increasing the counter rate with every reforge.

Bhikku Crown +3366px link=
Yes Macro piece for Perfect Counter and a solid DT piece with Subtle Blow. Useful in Hybrid TP sets.

Bhikku Cyclas +3366px link=
Must Best TP piece when Impetus is up.

Bhikku Gloves +3366px link=
Yes Solid PDL piece for when you are attack capped.

Bhikku Hose +3366px link=
Must Best TP piece, period. Kick Attacks +30, Store TP +10 and Damage Taken -14%.

Bhikku Gaiters +3366px link=
Yes Solid DT piece and a mandatory macro Footwork piece.

Idle Sets

Idle Regen/DT/Regain
Notes:
  • For when strictly out of combat. This is just maximizing idle Regen and Regain, and you want 50% DT before experimenting with these pieces.
  • See also Roller's Ring, if you're doing Aminon things in a full arty.


Idle incapacitated
Notes:
  • When you get stunned/slept/etc. in combat, go full tank!

TP sets

These are example sets. For older or less challenging content, you can get away with being more of a "glass cannon". For more recent content like Odyssey or Sortie, you likely want to hit 50% DT even while engaged, and also consider your Subtle Blow.

The first few sets are intended for relatively new players:

Once that's all done, you'll likely know where you want to go next. (This is when you start looking into RP farming for Mpaca's Attire Set / Duty Armor Set / Schere Earring and doing Subtle Blow math.)


New to 99 TP Set
Pre-1200 JP  
  (MA capped with Mache NQ.)
Notes:
  • You can upgrade to Karambit when you have a spare Pulse Weapon, but you'll hopefully move on to Godhands relatively soon afterwards.
  • This set is fragile. Consider RSE +1 if you're worried about the damage you're taking, and a good next step is to enter Limbus for Murky Ring and Alabaster Earring if you are still sweating it.
  • The combined Attack/Accuracy augments can be difficult to roll on Divainy-Gamainy (consider taking just 25 Accuracy or 25 Attack instead), and same with the STR/DEX augment (consider taking just DEX instead.)
  • At 1200 JP, you will be over cap on Martial Arts while wearing Mache Earring. Move on to Cessance Earring if this occurs.
  • As a Monk, if you sub White Mage it's very easy for you to The chance of seeing drop is increased after procing blue abilities on the monster. Rani for Epona's Ring.


Midrange Player TP Set
Martial Arts capped  
Notes:


Established Player TP Set
Weapon Selected Randomly  
  Subtle Blow capped (50+25)
Notes:


Augmented Duty Armor TP
Assumes R30  
  51 PDT, 41 MDT
Notes:

Weaponskill Sets

A few things to keep in mind for WS sets:

  • For most Hand-to-Hand weaponskills, Weapon Skill Damage is a lousy stat, since it only applies to the first hit of a weaponskill. Double Attack (also Triple and Quadruple Attack) are far better.
  • For weaponskills with additional effects, Magic Accuracy governs landing it. While the Stun from Shoulder Tackle is not used in modern strats, the Plague from Shijin Spiral and the Defense Down from Shell Crusher are both important enough to at least consider your MAcc stat.
  • There's the All_Jobs_Gear_Sets/Monk page with mathematically calculated top-tier sets (including the Duty Armor Set) for every single WS, so I won't be duplicating that redundant information here.
    • This means that the below sets are intended largely for new players.

The Taeon Attire Set is a brand-new player's best friend again - and with the same augments and everything since MNK doesn't care about WSD!


New Player Generic Set
If WS Stat isn't STR  
  Change Accessories Appropriately
Notes:


Shell Crusher
Relatively Early 99  
  (Not BiS)
Notes:
  • RSE +1 (Hume M version used, visit that page to learn more) has 40 Magic Accuracy per piece and is totally fine rather than bothering with anything dedicated.
  • Other good MAcc options specifically include Null Loop and Null Shawl and Stikini Ring +1, but if you're not playing mage jobs, don't go overboard.

Other Miscellaneous Sets

Capped Counter and DT
Notes: 53% Counter Rate and 50% DT. With mastered Job Points, Monk only needs 53% counter (58% without counter merits) to hit cap.


Counter Options
Notes: 73% Counter and 30%PDT/20%DT. With mastered Job Points, Monk only needs 53% counter (58% without counter merits) to hit cap.


Counterstance


DT


Chakra


Fast Cast