Community Archive
User:Kenki
| CAUTION! | ||
|
This article is a personal guide. Information expressed in this guide is one player's opinion and may be more opinion than fact. Strategies and information contained herein may not work for everyone. No non-minor changes should be made without consulting the author. Changes or questions should be discussed on the talk page. |
|
Introduction
This is a guide for Monk from lv1 to lv80. Within this guide, I will cover as much as possible about the life of Monks, their options and how to make the most out of the job. I will make use of other guides on wiki for this guide and I will sometimes take part of those guides in quotation. I'll treat the readers of the guide as the 1st time players trying to play Monk, so veterans are free to correct my mistakes (by striking or adding, don't delete everything).
Monk in FFXI, to put it simply, is a pure damage dealer job. Your single role in the party is dealing damage, and you will be very good at it. If there is a rank for damage dealers in a party then Monk will come out close to the top in most situations. They have the highest weapon damage to delay ratio in all jobs - making them the best Damage Over Time job amount the damage dealers. However, Monk is also a difficult job to be good at. It is very dependent on the equipments that you can obtain; many of which can very expensive or just very hard to get for a casual player.
All right, enough with the introductions. I'll begin with the basics about Jobs, Races and Abilities.
Races
While many people believe that race doesn't matter, I disagree. Race matters, not a lot, but it's enough to make you carefully select some of your equipments. If you are the min-max type, go for Elvaan since they probably the best suited. If you are the funny type, then Tarutaru 'back flip' Asuran Fists will make you smile all day long. If you like super large HP pool, then go Galka. There isn't anything special about Mithra and Hume with the exception that Mithra's Dragon Kick can be quite good to look at.
- Highest Str and Mnd among the races. This put these long-necks people are on top of the list for race selection of almost any damage dealer. The difference in Str compare to the lowest race (Tarutaru) can be over 11 Str. Mnd is also a strong stat for Elvaan and Mnd is very useful for Chi Blast. The low Dex of the race can be a problem sometimes but accuracy bonus from food and equipments can easily cover the weakness.
- Highest HP. Period. A Galka Monk can go all the way to 2,000HP with the right equipments. Galka also have a good rating for Str so it's the 2nd best choice for Monk. Galka has almost no weakness for the Monk job. Some would say, Galka is built to be Monk for life and I'll probably agree with them. Let those Dhalmel men (or women) be Wars and Sams; let the big sturdy guys punch stuff with their giant fists.
- The only thing special about these little shrimps is that their Asuran Fists look very very good. Low HP, Str and Mnd put Tarutaru at the lowest spot on for Monk. This doesn't mean that a Tarutaru Monk can't deal serious damage. If you ever meet those green little things called Mandragora, Tarutaru monks are just like those. They are squishy at low levels but once they turn black at high levels, they can seriously kill you if you are careless. Given all else equal, however, a Tarutaru Mnk will always be the weakess Mnk.
- Nothing really special about these cats. High Dex is a plus most for most of the Monk levels. At lv75, Mithra has +10 Dex over an Elvaan. This is a good bonus but it's not a significant amount. Agi is not an important stat for Monk at all. It might matter a bit when in comes to tanking but overall it's not special.
- Average. No weaknesses and no strength at all. The only advantage of this race over others is that it has a fairly high amount of Chr but for Mnk it's not that special.
Support job
- There are about 5 major support jobs a Monk should look into. Only two of them actually matter if you are only interested in the experience party aspect of Monk. I recommend you to get them all to lv40+ though. The minor ones are very situational, it's good to have them and give them a try but don't bet your Gil on them cause you'll be walking home with only a pair of socks. In general, Monk is quite strong on its own even without the bonuses from its support jobs. It's probably the only job that do serious damage even when it has nothing equipped, no ability to use or support job equipped. This is why Monks are so favored in Salvage where everyone are naked.
Major Support Jobs
|
|
|
|
Minor Support Jobs | |
|
|
|
|
|
|
|
|
|
|
|
|
|
Job Traits, Job Abilities and Weapon Skills
Monk has a fair bit of traits and abilities to throw around. Some are suitable for soloing while others are great in a PT. As I mentioned above, Monk is heavily balanced towards giving high normal melee damage compare to their Weapon Skill. Their traits reflect that point clearly.
Traits
- Traits are passive abilities that will always be active. You can give them in the job traits menu but they won't update as clearly as possible
Martial Arts
- This is what makes a Monk the most powerful Damage-over-time melee job. The Monk gets stronger and faster as he levels because of this trait. These are the levels you will get them.
- lv01 MA I - Delay = 400
- lv16 MA II - Delay = 380
- lv31 MA III - Delay = 360
- lv46 MA IV - Delay = 340
- lv61 MA V - Delay = 320
- lv75 MA VI - Delay = 300
- Note: The H2H weapon of the Monk will add to these delays. For example, a weapon with a +60 Delay will increase a lv16 Mnk delay from 380 to 440 delay.
- As you can see, with each reduction in delay, you will attack faster. This means you can deal more damage given the same amount of time. At first, it doesn't seem like a lot, but by the time you reach lv75, you would be attacking twice with only 300 delay (or 348-360 with weapons). If you read the Hand-to-Hand section of wiki you will notice this line:
- "The damage of a hand-to-hand weapon is added to a character's natural hand-to-hand damage. A character's natural hand-to-hand damage is calculated by multiplying hand-to-hand skill by 0.11 and then adding 3. When calculating the Weapon Rank, however, the number used as the weapon base damage is the number displayed on the weapon plus 3, with no contribution from hand-to-hand skill."
- This means by the time you reach lv75, your base weapon damage would be at 33 (or 35 with merit). Add in a +18DMG weapon (Destroyers, Wagh Baghnakhs, Hades Sainti...etc) and you will get a 53DMG base damage per punch. Since the Monk will attack twice per round, he would be like using 2 one-handed weapon each at 53DMG with only 174-180 delay. The Thf's famous relic weapon Mandau has 39DMG with 176 delay and the Bst's relic Guttler has 53DMG with 280 delay. So not counting the extra damage bonus from those awesome relic, a normal Monk beats both those weapon with his hands.
- As you can see, with each reduction in delay, you will attack faster. This means you can deal more damage given the same amount of time. At first, it doesn't seem like a lot, but by the time you reach lv75, you would be attacking twice with only 300 delay (or 348-360 with weapons). If you read the Hand-to-Hand section of wiki you will notice this line:
- Note #2: Remember I told you that you could still use /War on lv74? This is one of the reason why (the other being the Haste equip). Mnk74 is a lot weaker than Mnk75 so you can get away with Mnk/War lv74 if there are lv75 melee in the PT
Subtle Blow
- Think of this as a suppression to the TP gain rate of a Monster. I think this is around just so people won't talk like how Mnk is feeding TP too much to the monsters they are fighting. Monsters' TP gaining rate is faster than your average PC. For every physical hit it takes, it gains a TP proportion to the amount you gain plus a fixed amount (precise amount is your TP gain+3). A Mnk would naturally give more TP to a monster just because he's attacking faster than other people (esp compare to a 2-Hand weapon user with the same delay). Subtle Blow counters this effect by lowering the amount of TP the Mnk gives to the monster.
- lv05 SB II - 5% effect
- lv25 SB II - 10% effect
- lv45 SB III - 15% effect
- lv65 SB IV - 20% effect
- The effect does not stack. By the 4th trait bonus, a Mnk will only give the monster 80% of the normal TP. I personally think this is very useful while soloing. I currently have 44% SB bonus (+14 from equipment) so I only give the monster 56% of the normal TP which less than the rate of TP I gain from attacking. It's nice to be able to use your WS to finish off a monster without allowing it to use its nasty TP attack.
- Subtle Blow is especially useful under the effect of Footwork. A mnk will give significantly less TP to the monster compare to any other job given the same amount of Delay/Damage ratio. In a sense, a single kick is roughly equivalent to a Great Katana hit in terms of damage but will only give half or less the TP feed into the monster.
Counter
- You get this at lv10. When a monster is attacking you, you start by trying to evade the attack. If you fail to evade the attack, then one of your shadows from Utsusemi will take the damage and disappear. If you don't have those then you will take the damage or you will counter the attack. Counter ignores the attack and allows you to hit the monster in return. Amazing trait when you are soloing or tanking. You can enhance this with equipments and merit. You can also greatly increase the counter attack rate with the job ability Counterstance which will be discussed later.
- lv10 Counter - 10% activation rate
- You can bump this to 15% activation rate with merit. There are also other equipments that will enhance this trait.
Max HP Boost
- Extra HP. Simple but somewhat useful. If you are a tarutaru and always find yourself with a tiny tiny pool of HP, then you will be very happy to see your HP gets higher almost everyone else in the PT with this trait.
- lv15 HP Boost I - +30HP
- lv35 HP Boost II - +30HP
- lv55 HP Boost III - +60HP
- lv70 HP Boost IV - +60HP
- Total of +180HP added to the naturally high HP of the Mnk. Very useful from preventing the Mnk from getting one-shotted from nasty attacks. It should be noted that because of the naturally high HP of the Mnk, non-Whm healers will have trouble healing the Mnk if he gets damaged (a lot). A Rdm would need 2 cure IV just to get the my Mnk's HP from 50% to 100% since he has about 1,600 HP (average for a Hume)
Kick Attacks
- Ah, the extra power to your Mnk's already awesome DoT ability. It's not amazing but it's very good to have. With this trait, occasionally, during your attack, you will kick once per round. Since you can only kick once per round, the kick attack is only one-half the power of Double Attack. The damage isn't great either since it's base damage equal to your unarmed hand attack (33-35DMG) unless you have equipment that increases kick attacks damage. Footwork will take advantage of this trait and makes it similar to Double Attack.
- lv51 Kick Attack I - 5% activation rate
- lv71 Kick Attack II - 10% activation rate
- Effect doesn't stack but you can get another +5% (total 15%) with merit. I will discuss Kick Attacks later with Footwork usage.
Tactical Guard
- Gives a bit more of TP when you guard an attack. You'll obtain this at lv77. Depending on how much beating you are taking, it's a slightly useful ability to have. It makes skill up your Guard skill not as bad as before.
Job Abilities
- Monk has a fairly great selection of abilities. They are balanced before soloing, tanking, large fights and party. I'm not going to go too deep into duration or effects since you can just click on the link to get most of that info. I'll just put in stuff that should be used or not use.
Boost
Level 5
- You get this ability at lv5 and they stack together if you use them multiple times. It's an awesome ability that serves two main purposes and a minor one. One, it raises your attack by 15% for one hit. As cool as the attack bonus sounds, it affects little to a Mnk's performance at higher level and abusing it at lower level causes more problems than it should. So if you keep using Boost every 15sec, you will attack slower and slower. It's much better just to use it before you perform a WS. The other primary use of Boost is to increase Chi Blast damage. You can have up to 12 stacked Boost to deliver a massive Chi Blast though you have to keep in mind that the effect will wear off in 3m15s after the 1st use.
Dodge
Level 15
- Gives you +20 evasion, +30 with AF feet. Somewhat useful in PT since there is no point not to use this ability. Fairly useful when tanking and soloing. Personally, I just put this along with Focus cause they have the same timer to save a macro slot. The evasion bonus is nice but it's situational. Unless you tank slightly harder monsters often or soloing EM+
Focus
Level 25
- This is one of the best ability a Monk gets access to. It gives a +20 accuracy bonus for 2m (+25acc when activate with AF head). Accuracy is one of the most important stats a Monk should focus on at any level. This ability is so great that some Monks even put extra merits into it. The downside of this is that it only lasts for 2min out of 5min. Also, if you use sushi as your primary food source then this ability is not very useful.
Chakra
Level 35
- Another good ability to use both in PT and soloing. It heals you for about 100-150HP (2xVit) and removes Poison plus Blindness. With AF body, it will heal to about 200-300 HP (3xVit) and also removes Paralyze. With Relic hands it will heal for an extra 60% of your Vit and cures Plague. A Monk with proper equipments can pump the healing of this ability to 400HP healed and add another 400HP with 5/5 merit in Invigorate. Personally, I don't keep a set of Chakra equipments around, it has it uses when you are a soloist Mnk but the extra 250HP healed from a 5m ability isn't a lot considering you have like 1,600 HP.
Chi Blast
Level 41
- Not very useful exp PT as it does little damage without any Boost. The damage is based on your Mnd and the number of Boost you stack together (enhanced with AF hands). You can throw a Chi Blast every 3m for about 30-50 damage in an experience points PT, a bit more if you have time to Boost and carry your AF hands. For HNM and other NMs fighting, this ability is a lot more useful. With enough +Mnd and Boost, you can deal over 1,500 damage with a single Chi Blast. The merit Penance will further enhance this ability on NMs by suppressing the TP gain of the NMs.
- This ability used to be the staple ability of Mnk on tough NM. However, most of the recently introduced NMs are immune or highly resistance to the damage of Chi Blast. Now, most Mnks use this ability for delivering a 1st strong 1-hit before switching to melee range.
Counterstance
Level 45
- This is a double-edge sword ability and should be used very carefully. It greatly enhance your ability to Counter melee attacks directed at you (roughly 50%) while reduce your defense to 1/2 of your Vit (pretty much to 20-40 Def). This means you will take a lot more damage if you get hit, but you will manage to ignore 50% of the damage. This ability also ignores all equipments that reduces your Def (ex: Sniper's Ring). It will also make all effect that reduces your Def negligible (ex: Berserk). You can not counter a TP attack, however. This means if you get hit by a TP attack, you will take massive amount of damage (almost double the damage).
- A popular method of using counterstance is when you are Mnk/Nin and concentrates on keeping up the shadows. When you are casting Utsusemi without any shadow up, you can counter an attack - thus prevent interruptions. Since counterstance put your counter chance to over 45%-50%, you can pretty much prevents interruptions 50% of the time.
Footwork
Level 65
- The moment you obtain this ability it might be worth while to take a look at the Kick Attacks page for a list of boots that enhance kick attacks. Depending on where you are in the game the follow boots are worth taking a look into Kyoshu Kyahan, Wulong Shoes +1 and Poise Shoes. KK is hard to obtain at lv65 since the NM that drop it isn't a pushover. Wulong will be a bit expensive and hard to find while the NQ version isn't going to be very good. Poise Shoes are at a higher level and much more difficult to obtain. In general, you can always aim for the Kyoshu Kyahan if you have a high level job or just ignore this JA until you reach lv70+
Perfect Counter
Level 79
- This ability is fairly useful if you use it right. It not only makes you counter the next attack but might also activates on multiple attacks in a row. It will also cause all of them to deal critical damage. The major bonus of this JA is that it allows you to cast Utsusemi: Ichi while under attack (which normally will require a fair bit of luck). With this JA, your mnk will be a much more solid tank in small parties compare to others.
Weapon Skills
Combo
Skill level 5
- Your 1st WS for H2H and it's an awesome WS. This WS will remain useful for a large part of your leveling and you should always trust in this WS even though sometimes it might seem that it sucks. I have seen lots of highs and lows with this WS but on average this WS will generally out performs other WS in the early levels.
One Inch Punch
Skill level 75
- Perfectly useless WS. It's an extremely weak WS that might help in some situations but it's super weak. In fact, it's so weak that SE had to remove it from the Fomor Monk because people pretty much laughed at it when it used this.
Backhand Blow
Skill level 100
Raging Fists
Skill level 125
- This is the upgrade version of Combo and will pretty much replaces all the WS before it. It remains a strong candidate for almost all situations until you get the next upgrade version.
Spinning Attack
Skill level 150
- Area of Effect WS. Not useful in exp parties but might be useful in some situations where you need to deal AOE damage. It's fairly weak and will only deal about 1/3 to 1/4 of Raging Fists damage on a single target.
Howling Fist
Skill level 200
- A strong 2-hit punch WS. This is actually a fairly good WS when you feel that your damage isn't up-to-part with the other guys because you don't have enough attack. I'd consider it an upgrade of the old Backhand Blow and you can use it to replace Raging Fists in exp situations.
Dragon Kick
Skill level 225
- A kick WS in a sense. It's not stronger than Howling Fist under normal conditions. However, under the effect of Footwork with a strong attack boots it will deal some serious damage. It remains a useful WS until the next version upgrade.
Asuran Fists
Skill level 250
- This is the upgrade of Raging Fists and requires a quest call The Walls of Your Mind to obtain. It's pretty much the bread and butter WS of all mnks once you obtain it. It out-classes almost everything behind it with the exception of some situations for Dragon Kick and Howling Fist.
Ascetic's Fury
Skill level unknown
- This is also a quest WS that requires you to obtain Burning Fists and complete the Unlocking a Myth (Monk). It can be considered an upgrade of Howling Fist. It's also useful for certain Skill Chain.
Tornado Kick
Skill level 300
- The upgrade version of Dragon Kick and share similar properties. However, it can not do level 3 Skill Chain. This makes it somewhat less useful. It's a fairly strong WS when you have a good pair of boots and is using Footwork. Otherwise, it'll be less powerful than Asuran Fists.
Level Progression and General Guidelines
A Monk's primary role in a PT is to stand there and punch away. While the amount of HP a mnk gets can be very intimidating to some people, it's not really that safe for a Mnk to take over the tanking role. A Mnk loses HP very quickly if put into a tank role without proper tanking equipments... even with the proper equipments, he still loses HP faster than the nearest meat tank (Pld or Sam). This doesn't mean a Mnk can't tank, he's just not as good as other jobs. However, once you obtain lv75 and have a decent set of Haste equipments, then a Mnk can be a decent-good tank in several situations.
Monk can perform well as a support tank. Someone who can Provoke and hold the monster for the few seconds when needed. It's not the best support tank (compare to Sam and War) but Mnk is 'ok'. They pretty much loses Provoke once they start using Ninja or Dancer as a sub job but by this time a Monk no longer needs to support tank anymore.
Also, a Monk is not a very good puller. In fact, he can't pull unless he has Pebble which nobody really has in their pockets. Chi Blast has a 3min timer so it's not a good pulling tool either. Until SE could think of a way to allow pebbles to be found anywhere at anytime, you can put Mnk along with Drg as the non-pulling jobs.
General guidelines and advices
- Never underestimate the low weapon skill damage of a Monk. You'll be sorely mistaken if you see those 600-800 damage Asuran Fists and think Monk are just crappy. Most of the Monk's damage lies in his normal attacks. In fact, roughly 70%-80% of a Monk's damage comes from normal melee attack. So to get than 800-something WS, a Mnk has to deal around 2000-2400 damage in melee attack.
- This also means stuff that greatly enhance weapon skill won't be as beneficial to a Monk as other jobs. A Cor using Samurai's Rolls (increase frequency of WS by Store TP bonus) will increase a Warrior or Samurai's total damage more than a Monk's total damage as their average weapon skill damage are higher than a Monk.
- On the other hand, stuff that increases melee damage will benefit a Monk more. A Sch using her AOE enspell with a Monk in PT will increase the overall damage more than without a Monk. This is because a monk throw more attacks in a given amount of time at the monsters (thus getting more enspell damage).
- There is an exception, however. Once the Mnk have access to powerful boots and Footwork; they will be able to perform similar to a spike damage job that focuses more on WS damage.
- When you find yourself without a PT, it's better to just use /Dnc and head out to kill some easy prey and decent challenge monsters. Even without Exp bonus, a Monk can generally kill these pesky little monsters fast enough to generate about 3000-4000 exp an hour (with Signet or Sigil). Combine with Fields of Valor, you can net around 4000-5000exp an hour. Not a bad deal while seeking.
- Monk is highly dependent on the quality of his equipments. Most of the Monk's equipments are either highly expensive or are rare/ex (and just as expensive to buy from an end-game shell). This means, finding a source of decent income is almost a requirement for leveling the Monk's job to its fullest. The 'crunch' levels are lv40, lv50, lv65 and lv75+, these levels are the marks that you should take a break from leveling and consider some upgrades to your equipments. These level usually have some sort of upgrades that will either cost a lot of money or just plain hard to get.
- Contrary to popular belief that a Monk has 'paper' armor, Mnk is actually pretty well defended compare to others. From lv50 and up, a Monk can get access to some of the higher defense equipments. These are mostly for Ninja but since a Mnk can wear them, they can have a high rate of defense also. In fact, if you just focus on getting a high defense equipment set, you might be able to get to higher defense than a Warrior of the same level.
Level progression
From my own experience, a monk's level progression is divided into 4 major parts. The early levels 10-30, the early-mid levels 30-50, the mid-high levels 50-74 and the lv75+. Each of these part adds or removes some of the Monk's roles as well as adding others. Your experience will be slight different after each part depending on how you equip your monk.
I will try to break these major parts into smaller sections and I will advise you what should be done, which item you should save money for, which sub job should be leveled by that time...etc
1-15 or 20
- This is the solo levels range. Most jobs stop at lv10-12 but Monk can go all the way to lv20 without stopping. Primary sub job is Whm from 1 to lv10 and Dnc from lv10+. Whm gives you Cure, which will be very helpful in reducing downtime when you get the FOV refresh bonus. At lv10, you can play around with Dnc since you get Drain Samba. This combination is good for soloing at any levels.
- Your main targets are Even Match monsters and below. If you find it's too hard to beat them, move to Easy Prey. Killing speed is more important than exp per kill.
Food use
- Depending on your budget, you should get some form of food as it will increase the speed that you get exp. I do not advise you to get the food from FOV as it costs 50 tabs and only last for an hour (you can't get 50tabs in an hour at these levels). Rice Dumpling is the best food for rich and experienced people. If you have cash flying around and have a high level job, use this food. Also, Selbina Milk can be a very good addition if you have the santa outfit. Sausage and Sausage Rolls are the food for the middle-class people; both can be bought from NPC. You have a high level job but you are somewhat poor - this is the food for you. Grilled Hare is the food for newbies and very poor people. It generally costs little and you get the ingredients on the way. Buy Dried Marjoram from NPC then kill rabbits for the meat. Hare Meat isn't a very profitable item but it does sell for some gil. However, you can spare 1 or 2 meat to give you a 3 hour +15 bonus to attack.
Equipments and Weapons choice
- In general, upgrade your armor as soon as you can. Stat such as Str, Dex...etc won't matter a lot when you are soloing at these level so go for cheap but high defense armor. For weapons, the higher damage the weapon is, the better it will be. You are very slow at these levels so it's better to focus more on hitting hard.
11-30
It is time to move on to your first few parties in Valkurm Dunes, Qufim Island, Yuhtunga Jungle and Yhoator Jungle. In these areas as a party members you will notice that there are 3 major roles in a PT: tank, damage dealer and healer. A tank uses Provoke to hold the attention of the monsters, damage dealers hurt the monsters and the healers keep everyone alive. A monk can tank in Valkurm Dunes and can also be a damage dealer. You primary sub job should be Warrior in party for these levels, because you will either be the tank or back up tank. There is another role called the puller which is none of your concern.
If you are continuing on your solo route, then considers /Whm as your primary sub job and just wack away at weaker monsters. There is no specific locations for this but feel free to browse the Fields of Valor page for a suitable location. In general, anything at lower level than you are potential targets.
Sometimes you will get an invite as a Level Sync for a party in Korroloka Tunnel or Qufim Island. These party will allow you to shoot from lv10-ish to lv25+ in a matter of hours. However, your combat skill level will be severely under leveled and you'll need a lot of soloing after to keep up. It's not a bad option if you have difficulties leveling without a sub job.
- Food Use::
- Similar to the previous bracket, Rice Dumpling is still your top choice. Dhalmel Steak become a possible alternative for poorer people. These steaks can last for 3hours and cost around 1,000-1,500 gil each. If you are soloing, I highly recommend the Dhalmel Steak to speed up the kills for a small costs. Roast Mutton is also a good alternative once you are in Jeuno or have lv15+ cooking skill. They are roughly 200gil each and will be your best poor's man food.
- Equipments and Weapons::
- Slightly different than the previous levels, some equipments with Str, Atk, Dex and Acc emerge. If you are rich, focus on them with Acc and Atk on the 1st list then Str and Dex. If you are poor, just buy whatever suits your pocket. Food generally gives better bonus during these levels. Weapons should be similar to previous levels, high damage over low delay. Republic Knuckles should be on your top "to-buy" list.
32-45
These levels are slightly different than the previous ones as you are now more shaped up to be a damage dealer rather than a tank. You will start losing your ability to tank effectively in a party while getting more powerful in dealing damage. Party roles also become more and more defined with Pld, War and Nin as tanks, Whm, Sch...etc as healers and the rest are damage dealers. These change signifies that you'll need to start to look out for potential equipment upgrades so that you won't become the leech in the party. Most parties will be in Yhoator Jungle, Garlaige Citadel and East Ronfaure (S) depending on level. It's a good idea to obtain access into Wings of the Goddess Areas]] at this time.
Soloing becomes slightly more difficult but manageable most of the time. However, you will notice that you'll level significantly slower compare to being a party.
- Food Use::
- While your food choices will remain mostly the same as before, you might consider to buy or obtain cheaper alternatives once you go to East Ronfaure (S) for party. The Lesser Colibri here tends to eat your food so you might not want to use food here. However, you can always use the ultra cheap choice of Sausage or Sausage Roll if you feel you have enough gil.
- Equipments and Weapons::
- Some of the expensive pieces of equipment start to show up here. Namely Ochiudo's Kote (and its alternative), Fuma Kyahan, Sniper's Ring, Woodsman's Ring and Jujitsu Gi. As always, focus on more accuracy if you can afford it. Start saving up more gil to purchase these will also be a good idea. Fuma, Woodsman, Snipers and O.Kote can be used for a fair bit of time so don't be stingy on them.
45-60
60-74
74-80+
Equipments
- I will attempt to list many notable pieces of equipments that can be considered important to get at their level. While, I believe that the wiki has a list of weapons/armor...etc that are already very useful to look at, the comment provided by experienced player on a specific piece will be more helpful for players to make a decision.
- I avoid the relics weapons since they are mostly out of reach for most people and I did not have any personal experience with them. I have rarely seen any of them perform in a PT. I have seen Spharai once at lv75 in bones PT and that's about it.
- There will be a fair bit of missing pieces of equipments so if you are well informed about Mnk, please make any necessary edits.
H2H Weapon
The basic, bread n' butter choice for H2H weapon is high damage during the lower levels and a mix of high dmg low delay as you level pass lv70. This is mainly because the Mnk's delay gets lower and lower as he obtains new Martial Arts traits. At 420 delay base, a +86 delay on a weapon is a 20% increase in your delay while at 300 delay base (lv75) a +86 delay will be a 26% increase.
- 01 Cesti or the +1 version - There are few choices at these levels but this will do fine. The alternative will be the Cat Baghnakhs and its +1 version. My personal advice is to pick whichever the cheapest from your nearest NPC and ignore the +1 version if you are in Bastok. I went with my bare hands when I started out cause I was poor and clueless.
- 05 Bronze Knuckles - this is where you might want to pick a weapon if you went naked on the 1st one. Buy from NPC if you are in Bastok for roughly 200gil. Otherwise just stick to your Cesti.
- 09 Brass Knuckles +1 - this is the one you will want to buy if you are rich and it's available in AH. Otherwise get the one below.
- 10 Legionnaire's Knuckles - If you can't get the +1 version from above, get this one as it's cheap and usable. Tropical Punches pops up here as an alternative. It might be worth it if you want the +10 accuracy. However, when you are at low level like this the extra +Dmg on the H2H weapons are worth more.
- 14 Strike Baghnakhs - worth getting this instead if it's cheaper than the one below.
- 15 Republic Knuckles or Federation Baghnakhs - This will be your 1st big buy if you didn't have the one above. Save up your gil and buy either one of these as soon as you can. Republic Knuckles seems to be the one everybody went for so they will be more expensive. If these are out of your budget, buy the lv14 one or whatever high +Dmg weapon you can afford at this level.
- 20 Cougar Baghnakhs or Sonic Knuckles - both are nice choices to replace or upgrade the lv15 weapons.
- 24 Lynx Baghnakhs - a possible choice if you feel like changing your weapon. It's not as nice as others because the lack of accuracy bonus but I did actually use this weapon for a while as a gift because I was too poor to afford anything else.
- 30 Boreas Cesti - r/e drop from Kirata, this weapon is out of reach for 1st time players. For players with a high level job, it might be worth it to camp this. The additional effect adds a very nice bit to your damage.
- 32 Impact Knuckles - I'd upgrade my lv15 weapon with this one as this one is cheap and you might need some extra cash.
- 38 Mythril Knuckles +1 - If you can afford this, buy it. If you are cheap, skip this one.
- 40 Tourney Patas - upgrade to this weapon as soon as you can. It's cheap and deal very nice damage. This is essentially an important upgrade.
- 42 Beat Cesti - I wouldn't worry too much about this until lv50. You have to get it for AF quest but otherwise it's useless.
- 48 Patas - depending on servers, these are quite decent and cheap when crafters dump these on AH for other crafters. The +1 version might be cheaper as crafters can't sell them well. Stick with Tourney Patas if none is on AH though.
- 50 Cross-Counters or Retaliators Rare/Ex version - both are a pain to get but Cross-Counters are available in the AH. Buy it if you have the gil; otherwise, buy the one below. I wouldn't camp it though.
- 50 Tactician Magician's Hooks - best poor's man weapon for this level.
- 52 Tactician Magician's Hooks +1 and +2 - If you can afford it, buy the +2 version as it will last you for a very long time. Some might argue this is better than Cross-Counters and I might agree with them if I wasn't a soloist.
- 54 Birdbanes - if you have a high level job, camp this one. It's a nice piece of weapon for monks when you have blunt resistance mob or is fighting flying mobs. I wouldn't sweat much on this, however, if I could level up pass lv70 quickly.
- 66 Tigerfangs or the HQ version Feral Fangs - get these if you can't get the lv50-52 weapons.
- 67 Vishnu's Cesti - is a decent weapon to play around with. I actually did better with this weapon compare to Cross-Counters at lv70-ish.
- 69 Acantha Shavers - another decent choice if you can buy this one on AH. Otherwise, stick with the lv50-52 weapons.
- 70 Hades Sainti and the +1 version - Big waste of gil. Use it only if you can get it for free or at very cheap price. Cerberus (NPC) is actually solo-able as a Bst so you might be able to get this as a Bst.
- 71 Shenlong's Baghnakhs - drop from the ZNM Pandemonium Warden possibly the best weapon from 70-75 here. They are super hard to get as the ZNM isn't your common household NM. I'd just ignore it.
- 72 Wagh Baghnakhs- this weapon used to be fairly common but I can't seem to find it lately. This is the best AH weapon you can get for this level. I wouldn't buy anything else unless Hades Sainti is sold at less than this one.
- 73 Destroyers - used to be prized of Mnks but not anymore. Super easy to get if you can get people to do Royal Ramble. I'd ignore this due to the much better weapon at lv77 and much less time consuming. Save your seals for your Black Belt.
- 75 Mantis - fully upgraded this weapon is stronger than Destroyers. So it's debatable if you should get Destroyers and unlock it if you have clear access to this weapon. Imo, if I could get this weapon as soon as I reach lv75, I would ignore Destroyers.
- 75 Wargfangs - upgraded to OAT version, this weapon will be excellent with Footwork. Even the +0dmg is better than Destroyers under the effect of Footwork. This, however, is not a good weapon compare to the top-tier H2H weapons.
- 77 Afflictors - a drop from the over killed Carabosse NM. It's not hard to get as you can just park yourself at Carabosse pop area and ask people there for this for free. Yeah, I'm cheap and lazy. Sue me if you think I'm wrong for taking weapon donations instead of getting this on my own. It's not a good item for enthusiasts Mnk but it's decent enough for a new Mnk fresh out of the lv75.
- 77 Savate Fists - with +4~5Dmg augmented and maybe bonus to Backhand Blow or Critical Hit Rate. This one costs a little bit of Dominion Notes to get (2500) but you can sell it to NPC for cash. I could never get the +4Dmg one but you might have better luck. I wouldn't sweat too much on this if I can't get the +4~5dmg; stick to Afflictors as you will level up quick enough to get better weapons.
- 80 Ursine Claws - with OA2-3 upgrades will be your go-to weapon if you are a soloist (e.g. no other way of getting other weapons) outside of abyssea. It loses out compare to others at lv80+ due to Martial Arts but imo it's still an option outside of abyssea. This is also a good weapon for getting TP so you can proc blue in abyssea.
- 80 Taipan Fangs - with Str/Atk upgrades or -Def upgrades are both excellent choice if you don't want to spend days getting the Ursine Claws. However, I will remind you that fire weather is very rare in FFXI. I'm not mentioning the Cat's Claws because I personally think you're much better off just keep doing the magian trials to upgrade it before using it in actual combat.
- 80 Verethragna- a weapon that is called one of the Empyrean Weapons. I mention this weapon but not Spharai or Glanzfaust is because this weapon is much easier to obtain and can easily rivals the other 2. As cool as this one looks, it's not that great at lv80 compare to other higher level weapons. It's still better than most weapons at around its level, however. Nice to use but better use something else until you get upgrades for the lv85 weapon. BTW, if you are planning to get this weapon, you better be prepared for an exhausting marathon of gathering Two-leaf Chloris Bud as this is the hardest part of this weapon trial.
- 80 Revenant Fists - is actually a decent option here as you can easily upgrade this to Revenant Fists +2. By itself at lv80, however, it's pretty much equal to a good pair of Savate Fists. This weapon is not easy to get as you need to do Walk of Echoes and it's a PITA reported by others. It's still a good weapon to aim for if you are thinking of doing weapons for multiple jobs.
- 85 Heofon Knuckles - decent weapon for lv85 if you have none of the lv80s weapon mentioned above (this make it the last-pick I guess). Its main selling point is the high base damage compare to other weapons. By this level, Abyssea would be your playing field so you most likely going to cap your fStr. H2H weapon with base damage between 27~36 will put your weapon rank at 3 so you can take more power from your Str bonus in abyssea. Its weak point is the stupidly high delay so it's not that great of a weapon. I'd ditch this weapon as soon as I get something else above lv85.
- 85 Taipan Fangs +1 - with Str/Atk or -Def upgrade is the same as the previous ones. If you have time to get these then you should get them.
- 85 Ursine Claws +1 - with OA2-3 times is not a bad weapon outside of abyssea and is actually a viable weapon if you don't have Ascetic's Fury in abyssea. Of course you will need at least the AF3+2 feet to make this a useable weapon though. Even then, this weapon will be the dead-last guy on my list of recommended weapons.
- 85 Revenant Fists +1 - should be upgraded to lv90 as soon as you reach lv90 but at this level the new WS Victory Smite would make this weapon out-class everything short of the next guy below. At lv85, this weapon only loses slightly to the one below though.
- 85 Verethragna (85) - this where this weapon becomes good. Victory Smite is the WS that makes this weapon so great to have. The Aftermath effect is nice but the WS is what makes this weapon so terrifying. Getting the upgrade for this item here isn't really hard compare to the last one if you know what you are doing.
- 88 Metasoma Katars - SE recent addition to the H2H family. It's a good upgrade from the slowpoke Heofon Knuckles but this thing is still pretty slow. I actually had this weapon and I would say that it's only better than the Ursine Claws +1 inside Abyssea by a small margin without Ascetic's Fury. I'd still buy this if you can not obtain anything else better than the laughable Heofon Knuckles. However, if you actually care about Mnk then get the -Def Taipan Fangs +2. It's a better weapon and is not hard to get - it might even be easier than getting this weapon.
- 89 Taurine Cesti - this is what mnks without Revenant Fists +2 or empy/relic/mythic weapon should aim to get. The NM for this isn't cakewalk but it's not invincible. I highly recommend getting this weapon if you don't do the magian weapon trials and I'd use a brew on the NM if I don't really have any friends or LS to help out. This weapon is probably the best non-magian/relic/mythic weapon around for Mnk.
- 90 Furor Cesti - Hmm... this is not a weapon I'd recommend for usage as it only has +22 base dmg while Taipan Fangs +2 with -Def effect has +30. The selling point of this weapon is that it's really easy to get. You can simply park yourself at F-8 area in Abyssea - Altepa during the weekends and ask if people camping Ansherekh could give you the weapon for free. There are quite a bit of people camping this for the NM pop item during the weekends.
- 90 Taipan Fangs +2 - the Str/Atk one would be your best option for DD. If you are lazy on spending time for trial of the magians then try to get the -Def one. It's comparable to the Str/Atk one but much easier to get. The -10% physical Def is also a good alternative for pure soloist without friends or LS-mates. It's a good weapon for -physical damage taken built.
- 90 Ursine Claws +2 - the OA2-4 times is a slight upgrade from its previous counterpart. However, it's still fairly weak compare to Taurine Cesti but can probably be comparable to Furor Cesti with only Asuran Fists. You can get this if you like Footwork and have a lot of time. I'd just go with the Taipan Fangs +2, it's a better weapon overall.
- 90 Revenant Fists +2 - this weapon is only slightly better than its lv85 counterpart but it's really easy to upgrade so you can get this once you get lv90 with minimal effort.
- 90 Verethragna (90) - best weapon in abyssea for Mnk atm.
Staff Weapon
I'm not going to list everything as weapons other than H2H are more or less only useful certain situations.
- 51 Earth Staff or Terra's Staff - buy one of these and keep it around for skill up, proc stuff and use for Cataclysm.
- 51 Pluto's Staff - for use at lv90 with Cataclysm if you have all the right gear and atma. Since I'm cheap, lazy and totally lacking in the atma buff, I'll stick to the Earth Staff. If you want to use this weapon, I believe the optimum atma built would be Cosmos, Ultimate and Smiting Blow (according to Kinematics).
- 90 Fulcrum Pole - Nice item for Cataclysm but it's not easy to get so I'd just stick to the above weapons.
Club Weapon
- 1 Trainee Hammer and other low level free-for-all clubs - These are perfect for proc in abyssea. Cheap and even free in events.
- 36 Warp Cudgel - This is what I use because I always have a pair with me. Costs a bit of gil but I don't have to be stuck somewhere so out-of-nowhere have to have to D4 home.
- 68 Flan Smasher - Drop from assault. Sort of rare and hard to get.
- 71 Reserve Captain's Mace - Useful because of the +6 accuracy, needs a fair bit of CP to get though.
- 74 Deae Gratia - Expensive but worth the money if you really need the accuracy.
Blades and other stuff
WTF!? Mnk with a sword? Yes, that's right, Monks can use those. Not useful in anyway except to perform proc WS.
- 1 Trainee Knife - Dagger with cooking skill, use when you sub /Nin for Cyclone and Energy Drain.
- 1 Ibushi Shinai, its +1 version and Trainee Sword - For when you sub /War with Red Lotus Blade and Seraph Blade.
- 1 Pitchfork and its +1 version - That's right ladies, Mnk/War can use Raiden Thrust.
Ammunition
The questionable slot for most people. The selection here is slim
- 01 Happy Egg - Happy weapon, I'd use this until the 30s
- 01 Orphic Egg - Since I was a Mnk/Brd until lv10, I actually used this weapon. Yeah, I'm weird. I ditched this as soon as I could use Mnk/Dnc at lv10+
- 01 Pebble - Really hard to find and utterly useless for its level. Technically, you can use it as a pulling weapon but who would have these around to pull?
- 01 Attar of Roses - +8 HP is actually a lot a lv01 but not so much for a mnk at lv10. Still, there aren't a lot of stuff mnk can use in this slot.
- 30 Racial sachet - everything here is useful with the exception of Tarutaru.
- 50 Optical Needle - Not very useful, stick with your lv30 sachet.
- 54 Smart Grenade - This weapon has the hidden effect +4 attack. This is an excellent choice for the slot and you can get this from an easy quest. The down side is that you can actually lose this weapon by pressing the wrong button. Yeah, losing this would make you not-so-smart. I belong to the not-so-smart group btw.
- 58 Tiphia Sting - Use this if you belong to the not-so-smart group.
- 60 Bibiki Seashell - Use this if you belong to the not-so-smart group AND the alliance of "I'm too poor". It's a good item to keep around for tanking and soloing also.
- 69 Goblin Cracker - This is actually a decent item for DD and soloing. Nice if it's cheap on AH or if you can somehow get it from the NM. Replaces the Tiphia Sting.
- 70 Astrolabe - Nice item here. I'd recommend getting this instead of the above if you are planning to camp NM. It's a big waste of time imo as there are better stuff down the level.
- 70 Black Tathlum - decently nice piece but doesn't really worth its going price. If you already have it, use it; otherwise skip it.
- 70 White Tathlum - people get this for the +2 in Store TP but I don't think mnk would need this anymore. Perhaps at lv95 or 99 when there are some X-hit built for Footwork that actually matters.
- 76 Lucky Coin - if you are lucky and already have this then this is a good weapon until lv85+. This is mainly because you would be fighting lots of IT+ to lv90 in abyssea. The curor buffs and atma alone in abyssea wouldn't be able to make up for your lack of level. I'd skip this if I don't have this.
- 78 Thew Bomblet - buy or kill NM for this. This is actually a very good item for the ammo slot that you can keep using permanently.
- 90 Tantra Tathlum - It's a nice item for tanking and use outside Abyssea. I'd use Thew Bomblet over this in abyssea though.
- Special case lv70 Lamiabane, Trollbane or Mamoolbane - these are the only throwing weapon Mnk can use. I highly recommend getting 1 and keep in inventory for pulling.
Head
- 01~09 - Lots of rare/ex options for low level people, pick whichever you have.
- 09 Compound Eye Circlet - Use this if you have none of the cool rare/ex item above.
- 11 Monk's Headgear - If you can quest for this then use this or buy from AH if you can get it for cheap.
- 20 Mercenary's Hachimaki or Trump Crown - both are upgrades but I recommend the Mercenary's Hachimaki. The only useful thing about the Trump Crown is that all jobs can use it so it will save you some space.
- 24 Emperor Hairpin / Empress Hairpin - Good to have but not that important.
- 30 Mercenary Captain's Headgear - This is my personal pick for these low-levels items. I'd use this until lv40+
- 30 Dandy Spectacles - makes you look cool. I'd use this over the hairpins during the daytime. Skip this cause I think it's just for looks.
- 41 Voyager Sallet - This was hard before but it's easy now. Get it as soon as you can. Even if you only solo, you can still use this for WS.
- 50 Crow Beret - Very good solo item, the HQ is better but not really that important. You can also use this in a PT to avoid pulling too much hate.
- 56 Temple Crown - This will be your macro piece for your Focus. Swap it in every time you use Focus and change back to whatever head gear you were using
- 59 Zeal Cap - A nice upgrade from the Crow/Raven gear. I think this is probably the best head piece for a while.
- 63 Arhat's Jinpachi +1 - the NQ is ok but the HQ is what you should get. This piece is not important at lv63 but at lv90+ they will be a nice addition to your tanking gear. Still, don't sweat it if you don't have the money for this piece.
- 65 Wivre Mask or Wivre Mask +1 - This is probably a good upgrade from whatever that you had since lv40 or 50s if you didn't get the Zeal Cap; If it costs too much, just ignore this.
- 70 Optical Hat - Used to be a nice item but now it's not that useful compare to how hard to get it. Stick with your Cobra Cap.
- 71 Hissho Hachimaki - ZNM drop, a nice upgrade for both TP and WS options. However, since nobody is doing ZNM lately, you can safely ignore this if you have no way of getting it.
- 71 Shikkoku Hatsuburi and alternatives of Synergy - If you can use Synergy to come up with these items then you should give this a shot. Remember to equip the correct Evolith otherwise it would be just another normal upgrade.
- 72 Pahluwan Qalansuwa - If you have assault points free around then you can buy this. I do not recommend this piece, however, since you can save those points to do Salvage and get better gear at a later point.
- 73 Shura Zunari Kabuto - A nice little WS piece if you have the chance to get this. The difficulty of getting a Sky PT running can make this a pain to get though.
- 75 Genbu's Kabuto - Tornado Kick built piece and maybe Chakra piece.
- 75 Melee Crown - A collector piece for any complete Monk. Not very useful.
- 75 Walahra Turban - the amount of haste on this beats everything you have on the list up to now for TP. Get this and keep it around for TP.
- 75 Usukane Somen - In many situations, this is actually better than the Walahra Turban. If you have a Salvage shell, you should get this.
- 75 Denali Bonnet - Slightly lower stat but still a better looking piece than the Walahra Turban. I'd use this for solo compare to the turban.
- 75 Anwig Salade - Pick the Str/WS accuracy then either WS damage or Crit Dmg. I wouldn't recommend using this for Mnk exclusively though. I used this for Bst with the Pet Damage Taken.
- 78 Tokon Hachimaki - A WS piece, swap this in if you are using the Turban.
- 79 Brisk Mask - A potent upgrade here for both WS and TP. A bit difficult to get but you are bound to get this if you are in an Abyssea LS.
- 84 Aias Bonnet - Good WS piece.
- 85 Tantra Crown +1 - Excellent head piece for TP, get this as soon as you can.
- 85 Tantra Crown +2 - Final head piece upgrade for Mnk. Throw everything else out and use this for TP and WS. Ok, maybe not that dramatic but few other piece can beat this.
Neck
- 3 Pile Chain - Drop from the Treasure Casket, a pain to get so I'd ignore this.
- 7 Justice Badge - Virtually useless but there aren't that many thing better for the neck location anyway.
- 18 Focus Collar - Would be nice if you can get this but I couldn't find this on my server.
- 21 Spike Necklace - Long overdue upgrade. You should get this as soon as you can and keep it for a long time.
- 33 Peacock Charm / Peacock Amulet - Best neck piece for lv33 and probably all the way pass lv70. The Amulet drop from NM that is a PITA to get while the Charm is actually cheaper recently.
- 50 Storm Gorget - a poor man's upgrade from the Spike Necklace for TP; keep the necklace for WS anyways
- 60 Bull Necklace - very good Campaign piece if you are into campaign
- 60 Chivalrous Chain - A must get upgrade to Spiky here. Keep this all the way to lv90.
- 72 Elemental Gorget - WS piece, probably the only worth getting WS piece around. The Light Gorget is actually all you really need for Mnk. Most of the good Mnk WS has Fusion/Light property.
- 73 Faith Torque - Probably the best Mnk neck piece for TP.7
- 84 Agasaya's Collar - A slightly weaker alternative from the above.
- 87 Rancor Collar - Very good WS piece if you can buy this. Expensive and does require you to cap the Tonberry hate but worth the +crit dmg bonus.
Earrings
- 1 Cassie Earring - A bit expensive but it's a nice piece for lv1
- 1 Raising Earring - you never know when you might die in a strange spot. You can get this from the tutorial NPC quests after lv4.
- 9 Protect Earring - I found this little piece in a casket and I'm really happy for free protect at lv9
- 10 Optical Earring - While this earring might look cool, it's actually not that great and might just lower your overall damage. However, if you are soloing and spamming your food like I do then this might have a space in your inventory.
- 16 Bone Earring +1 - 1st pair of real earrings you can get.
- 21 Beetle Earring +1 - Upgrade from previous version. Replaces the Cassie Earring too.
- 29 Dodge Earring - For solo only.
- 30 Wyvern Earring - For people subbing Drg. It looks nice but if you lv30 it's just another piece of junk. You might get better results once you have more haste equipments at lv40. Not really great after Lv50 compare to /War.
- 45 Tortoise Earring +1 - I could never find these in AH, maybe you'll be better luck. Upgrade from the Beetle Earring +1.
- 50 Storm Loop - Nice for lv50 but you can buy similar earring at lv55.
- 55 Spike Earring - Must get, a bit pricy but still not very expensive.
- 63 Merman's Earring - A REALLY must get pair of earrings. I still have at least 1 of the earring around. Good for DD and magic defense built.
- 72 Hollow Earring, Ethereal Earring and Bushinomimi - they are all very similar with Ethereal Earring coming out on top when you are fighting IT+ outside of Abyssea. They aren't extremely good for mnk given the later earrings will out-class them; therefore, it's better to use them for other jobs other than Mnk.
- 75 Brutal Earring - You need sea access to get this; i.e. on COP 8-1. This is probably your final piece of earring that you don't take off for both TP and WS.
- 75 Aesir Ear Pendant - Probably your go-to WS and TP earring here. It is best to use this on either WS or TP depending on what you get for the Moonshade Earring.
- 84 Kemas Earring - This is actually a good piece to go with the Brutal Earring. I'd pretty much fulltime this piece outside of abyssea. There are better choices for later levels though.
- 90 Tantra Earring - I don't have this so I'm not too sure how good this is but this will be my pick if in abyssea if I capped on everything including attack. Otherwise, even the Merman's Earring will probably serve you better.
- 90 Moonshade Earring - With either ACC or ATK for 1st pick and Regain, Counter+3 or TP Bonus+25 for 2nd aug pick. Lots of personal debate over this piece. ACC+4 is useful for outside of abyssea while ATK+4 is more useful in abyssea. For 2nd pick, I personally think the Regain is 'better' (I use this very loosely here) because you actually gain TP by just being engaged but not actually have to be in combat so you can gain a bit of TP before fighting. Counter+3 is pretty useful for tanking as Mnk is probably the tank-guy nowadays. TP bonus+25 is kind of 'ehhh' for Mnk given that many of the commonly used WS for Mnks don't really get much benefit from +25 TP extra - the best you could get is a similar boost to WS as the Light Gorget.
Body
- 08 Kenpogi - Kenpo-Gi, Kenpo is 'martial arts' and Gi is the shirt. Yeah, your 1st real piece of armor. All the Ninjas and Samurai are pretenders as only Monk knows Martial Arts. The +1 version is some what nice so keep the +1 version if you have it until lv13
- 10 Legionnaire's Harness - If you couldn't get the cool Kenpogi then you will have settle for this bondage set.
- 13 Power Gi - Upgrade from kenpogi, use this for DD all the way to lv20ish
- 15 Republic Harness - Upgrade from bondage set, I'd recommend sticking with Power Gi.
- 16 Bone Harness +1 - A worthy upgrade if you can afford it and you are soloing/tanking.
- 21 Beetle Harness +1 - Upgrade from Bone Harness +1.
- 25 Federation Gi - Upgrade from Power Gi for soloing.
- 25 Shade Harness - Get this if you can't get the above.
- 30 Mercenary Captain's Doublet - Upgrade from Shade Harness
- 40 Jujitsu Gi - A MUST GET upgrade. The +4 Accuracy will be very valuable. Ju-jitsu means the arts of gentleness/softness in martial arts. I don't see anything gentle about Mnk here with Raging Fists just one level away.
- 50 Crow Jupon - This is a good upgrade for soloing purposes. Stick to Jujitsu Gi for DD.
- 55 Master's Gi - Upgrade from Jujitsu Gi if you can get it for cheap but no need since the next one is way better.
- 57 Scorpion Harness or its +1 version - upgrade for soloing and DD purposes. This item is dirt cheap now so grab the +1 if you can.
- 58 Temple Cyclas - Swap in for Chakra.
- 63 Arhat's Gi +1 - For blood tanking and -pdt built on later levels. Not really needed at this level.
- 67 Arakan Samue - Good piece for soloing and campaign. SH+1 is still better in party situations but this will be better when you fight anything rank less than Tough.
- 68 Cobra Unit Harness - with SH+1 being so cheap I can't recommend this. It's not bad but SH+1 is better.
- 71 Antares Harness - Upgrade from SH+1 if you can buy or hunt this. I wouldn't spend too much gil or time on this though.
- 71 Avalon Breastplate - Same deal as above.
- 71 Shikkoku Togi and similar - actually not a bad body piece if you have something nice to fill in those Evolith slots.
- 72 Enkidu's Harness - Mnk's version of a cooler Haubergeon. Get this if you can. Since nobody do ZNM lately, I'd ignore this and go for any of the side grade or even stick to the SH+1.
- 72 Pahluwan Khazagand - If you have it, use it, but don't buy this. It's not much better than SH+1
- 73 Shura Togi - Requires a fair of effort but items for this drop like rain in sky if you have a LS that does Kirin. Still, if you don't have it, don't sweat it.
- 75 Kirin's Osode - fairly cheap these days, grab this one if you are still sporting that redish-pink bondage body. I'd keep using this until a real upgrade comes along.
- 75 Usukane Haramaki - Best body piece until lv75 here.
- 75 Hachiryu Haramaki - Drop from top tier ZNM Pandemonium Warden. This is not your garden variety NM so don't expect to have this piece flying around. If I had this I'd just sell it for cash (unless I have full set).
- 75 Mirke Wardecors with +10atk, +10acc, +3crit or +2DA mix together upgrades - Accessible by normal people. This piece is similar to Shura Togi and might even beat it.
- 78 Aurore Doublet - Those pieces above too expensive to get or just too hard? You are still looking red-ish pink in that SH? Don't sweat it, you will be upgraded to totally pink with this cheap, accessible and good upgrade armor. This beats everything except Shura Togi and above.
- 79 Loki's Kaftan - Very nice piece for Mnk if you can get this. I never got a chance to get this before I managed to get something else I think is better though. This is still very nice for other jobs too.
- 80 Juogi - this looks impressive outside of abyssea but inside of abyssea it's just the +1 version of the Mirke Wardecors with +3crit/+2Da upgrade (Mirke has +5 Str/Dex too). Use if you have but don't buy it.
- 86 Velox Harness - The +2% haste actually has some uses in abyssea if you don't have capped haste yet.
- 87 Alcide's Harness +1 - Not a bad piece if you can't get the Loki's Kaftan but I wouldn't spend money on this as the next one will probably be your best body piece yet.
- 89 Tantra Cyclas +1 - Try your best to get this. This is probably the best body for normal people. It's debatable if Loki's Kaftan is better than this or not. At least I'm sure you can use Loki's Kaftan while you don't have Impetus up.
- 89 Tantra Cyclas +2 - This is what I use, I like this very much and I wouldn't trade this for Loki's Kaftan
Hands
- 10 Legionnaire's Mittens - your 1st real hand armor. Keep this until upgrade.
- 14 Battle Gloves - Excellent piece for such a low level. A must get upgrade.
- 25 Federation Tekko - Upgrade from Battle Gloves.
- 27 Custom F Gloves / Custom M Gloves / Wonder Mitts - I'd use Federation Tekko but these items are worth using for WS.
- 34 Horomusha Kote - I think this is fairly easy to get now so you can get this if the ones below are bit above your patience.
- 34 Ochiudo's Kote / Ochimusha Kote - The rare/ex one is a bit hard to camp, just buy from AH if you have enough gil. A must get upgrade.
- 40 Combat Caster's Mitts - for those too cheap to get the lv34 armor.
- 54 Temple Gloves - For people who failed to get the lv34 then you are free to fulltime this piece. Otherwise, this is a WS only piece. Swap in for Boost and WS.
- 70 Alkyoneus's Bracelets - for WS. This is actually worth getting for WS if you can get it for cheap.
- 71 Shikkoku Kote and similar - Good pieces if you can get enough cool evoliths to fill the spot. In fact, I'd say these are very nice pieces for abyssea.
- 73 Bandomusha Kote - Upgrade from the lv34 ones. Very common drop from an annoying NM that nobody bother to camp now.
- 73 Melee Gloves - A very nice TP piece that should be as good as the lv34 ones (slightly weaker though). Also good for Chakra
- 75 Denali Wristbands - If you can't get the above or any of the atk gloves then this is a nice piece. Also good for -pdt built.
- 75 Hachiryu Kote - used to be good for Mnk but now it's just 'ehhh~' Stick with Melee Gloves.
- 78 Aurore Gloves - +2% haste here is so nice I would upgrade to this from Melee Gloves.
- 80 Ocelot Gloves - +3% haste! An upgrade! Not too easy to get but not extremely hard either.
- 80 Heafoc Mitts - Excellent WS piece, probably the best for these levels. An upgrade from Alkyoneus's Bracelets.
- 87 Tantra Gloves +1 - Best TP gloves for Mnk here. Get this as soon as you can. I'd still use Heafoc Mitts for WS though
- 87 Tantra Gloves +2 - The better of the best.
Rings
- 01~13 - Bastok and Sandy rings are best for these low levels.
- 14 Courage Ring or Balance Ring or a combination - take your pick, I personally like the rings below.
- 14 Mighty Ring and Vision Ring - +5 atk and +1Str will beat the Courage Ring here while +2acc +1Dex will beat out Balance Ring. Careful that the effect will wear off if you Level Sync.
- 30 Rajas Ring - THE ONE RING TO RULE THEM ALL or it's pretty close in my book. Pretty much this deserves a permanent slot on your finger until you can get a better ring at much higher level. I highly doubt that there is a ring that can clearly beat this ring outside of abyssea though. From this point on, unless otherwise stated, all upgrades will be done to the other ring slot. If you don't have this ring then you can mix and match to the ring closest to your level.
- 34 Venerer Ring - If your other ring slot is taken by the ONE RING then your other slot should use this.
- 36 Jaeger Ring - Upgrade. Used to be hard but it's pretty easy now without the level cap.
- 36 Puissance Ring - use this for WS but stick to the acc ring for DD. This is also decent if you are fighting something less than Even Matches.
- 40 Sniper's Ring and/or Woodsman Ring - Merely tastes and preferences between these. I'd stick to the Str rings for soloing easy prey.
- 49 Ecphoria Ring - nice choice and a slight bit better than Jaeger Ring.
- 50 Ulthalam's Ring - Better than ones above. This deserves a nice little spot next to Rajas Ring.
- 54 Victory Ring - Nice for WS and soloing. Rajas Ring and Ulthalam's Ring will still beat this though.
- 55 Kusha's Ring and Lava's Ring - Must be used in a pair. If you don't have Rajas then use this pair. They are a PITA to get though.
- 57 Toreador's Ring - Expensive and only worth it if you are fighting IT+ and you don't have Ulthalam's Ring.
- 63 Jelly Ring - Tanking Ring for high levels only.
- 70 Blood Ring - +5acc. Upgrade from those +4 acc rings and no negative stat compare to those +5 acc rings.
- 70 Merman's Ring - Magic defense for tanking Mnk.
- 70 Defending Ring - I think this ring is harder to get than a relic weapon... just imo only.
- 72 Triumph Ring - Overpriced imo, don't buy this.
- 74 Flame Ring - Used to be expensive but it's a lot cheaper now. However, it's still overprice imo. Stick to your current accuracy ring.
- 75 Mars's Ring - Nice ring with excellent stat for the slot. A weee bit overpriced cause by this time Abyssea will be open to you and you will be able to select rings that are close to this but drastically cheaper.
- 75 Zilant Ring and Strigoi Ring - I perfer the Strigoi Ring as it will still be useful at higher levels. These are better than most of those rings before.
- 80 Vulcan's Ring - Not as good as the ones above but I put this here since I don't do Einherjar.
- 82 Heed Ring - This is actually a nice ring for Mnk. The Subtle Blow is very nice if you combine with Rajas and AF3+2 bonus to get a total of 42 SB.
- 83 Spiral Ring - Cheap and good ring for soloing, tanking and DD. Also nice for WS.
- 87 Keen Ring - Nice ring for TP but use Str rings for WS.
- 90 Epona's Ring - Ultimate DD ring. This with rajas will be your final selection.
Back
- 01 Pear Tank - I list this here cause I can make this and I use a lot of milk during low levels.
- 04 Rabbit Mantle - 1st mantle piece that is use full. Can be made on your own but I prefer the +1 version.
- 12 Traveler's Mantle - +3 evasion is nice for soloing, not that much better than the rabbit in PT though.
- 16 Besieger Mantle - +1 atk, not bad for low level DD mantle.
- 26 Exactitude Mantle - +1 acc. not bad but if you can't find it then stick to the +1 atk mantle. There is the HQ which gives +2 so get that if you can.
- 36 Wyvern Mantle - if you sub drg this is your mantle. Best piece for its level. At lv40 you can use this combine with the Wyvern Earring.
- 37 Cavalier's Mantle - if you don't care about evasion then this will be the best Def/Vit mantle for soloing.
- 47 Jaguar Mantle - Upgrade from the +1 atk mantle. I still think the +2acc mantle will do better in party situations though. For soloing on DC/EP this will do nicely.
- 51 Accura Cape - upgrade from the accuracy mantle. I'd go for the +1 version if you can get it for cheap.
- 55 Royal Army Mantle - Not bad for WS if you can get it.
- 61 Amemet Mantle +1 - Best DD piece you can get for a long time. I wouldn't use the NQ version unless money is a serious issue. This is an important upgrade, do not ignore this.
- 64 Smilodon Mantle +1 - Might be useful for WS.
- 70 Charger Mantle - you're trading +2Str for +5atk. Depending on the mob you fight, this might be a slight upgrade from Amemet Mantle +1 if you have another mantle for WS.
- 71 Forager's Mantle - +1 Str compare to Amemet Mantle +1, an upgrade but not an important one.
- 74 Cuchulain's Mantle - used to be a good choice, it's not too good nowadays though. If you can get it for cheap at lv74 then go for it.
- 76 Belenos' mantle - Ok, this is actually good for lv76 because most abyssea PT you join will fight something so high level you can't even hit them. The bonus to accuracy will be very helpful.
- 76 Ultion Mantle - A tanking piece for Mnk, somewhat useful until you can get the strongest mantle.
- 77 Vellaunus' Mantle - Not bad for soloing and tanking. I'd go with Ultion Mantle for tanking in abyssea and this for outside.
- 78 Sharpeye MantleRare - For use only in abyssea exp alliance. Nobody really cares how you perform and the accuracy will help you keeping your hits landed in front of IT+++ mobs people are fighting.
- 89 Atheling Mantle - Best piece for Mnk atm. Always aim for this piece.
Waist
Mnk belt selection is pretty slim so this is a mini-mini list.
- 1 White Belt - Only given if your 1st character is a Monk, you can also by from AH
- 18 Purple Belt - Upgrade~! Keep using this until you get the one below.
- 40 Brown Belt - Most mortals Monk wear this. Buy or quest is up to you but it will be what you wear most if not all the time.
- 48 Life Belt - While most of the time you will stick to the Monk belts, there are times when you realize you can't hit anything (ex. abyssea pt). In those times you have to put this on. It's not that much better in general but the times when you can't hit means you are better off landing some hits so you can skill up your H2H skill rather than doing damage.
- 70 Black Belt - Get this and you'll be in the VIP club of Monks. Best belt, keep it forever as the proof that the guy practicing alone in the corner of the park can never beat you.
- 87 Light Belt - This is actually a good WS belt for those without Black Belt. You're bound to fight the NM that drop this belt if you don't have magian/mythic/relic/empy weapon.
- 90 Twilight Belt - Upgrade for people without the Black Belt. Some people can argue that this is better than Black Belt in abyssea with full Mnk AF3+2 and I think they do have some merits. I still prefer the Black Belt for tanking and soloing.
Legs
Legs - yes a monk shows his or her legs most of the career
- 1 Bronze Subligar defense
- 8 Sitabaki defense
- 11 Brass Subligar defense, and better get used to that subligar look
- 16 Bone Subligar defense, and more subligar look... (if you are elvaan you start to regret playing monk about now ;-) )
- 18 Cotton Sitabaki defense, and no subligars - but do not rejoice to much ...
- 25 Republic Subligar +5 attack, +1 VIT - there is nothing better than these for a long long time - i hope you are already used to that subligar look, because...
- 53 Master's Sitabaki are the first other option, and only an option in the HQ version
- 60 Temple Hose is your artifact armor; good for defensive purposes like when suddenly tanking or when being solo.
- 60 Strike Subligar +3 on kick attacks - One of the best if you have kick boots, but prohibitively expensive. Don't sweat it if you can't/don't want to buy em. Drops from ISNM Tough Nut to Crack.
- 68 Cobra Subligar +5 Accuracy and -4 enmity. Excellent choice for MNK, obtained on the wings rank from the Allied notes NPC in the past for 50k (75k) AN in past Windurst. Still leaves you at wearing subligar though...
- 72 Melee Hose your dynamis artifact armor for the legs, and rejoice, this is the point where you are finally no longer needed to wear subligar - if you can get this piece, which is not that easy...
- 72 Pahluwan Seraweels rare/ex from Assault; decent but there are better, still better than nothing and better than the lower level stuff.
- 73 Shura Haidate is "Gods Gear" which comes from a Cursed Haidate and a Dryadic Abjuration: Legs, later one drops from Byakko
- 75 Bahamut's Hose umm... yes, well ... rare/ex - from Bahamut fight AFTER you finished the Chains of Promathia missions...about in the range of the Melee Hose.
- 75 Byakko's Haidate +15 DEX and +5% Haste is great, as the name says a rare/ex drop from Byakko. If your LS likes to give you some, you are lucky, since for example NINs have usually first bid on it. Very good choice if you can get it.
- 75 Barbarossa's Zerehs uncommon rare/ex drop from Targeting the Captain quest, has STR+4, VIT+4, Haste+3%. The quest can only be done if you are past Mission 18 of the Aht Urhgan Missions and some additional quests.
- 75 Usukane Hizayoroi A very strong piece both for TPing in and for WSing in. Obtained in Salvage. Good on its own but best with the set.
So you see, since the 70+ leg gear pieces are not exactly trivial to get, you are stuck with subligar for a real long time. Show your legs, monk, and i hope for you that you did not pick Elvaan as race. ;-)
Feet
There are heated discussions about the feet slot for monk. Basically there are 2 builds, one for haste, and one for kick attacks. Some people like the haste more, some the kick attacks. The build i will do here is the kick attacks build - if you want a haste build go for whatever you can use and has the most haste. Or if you know how that build goes add it here. Whatever, here we go.
- 1 Bronze Leggings some defense
- 8 Kyahan a bit more defense
- 11 Brass Leggings guess.... - right, some defense again
- 13 Light Soleas nice, +3 eva and some defense
- 20 Royal Footman's Clogs +1 Agi
- 21 Beetle Leggings yay, beetle gear - HQ has +1 eva, so try to get that
- 25 Federation Kyahan now here we go, our first good feet gear. Get it, do not waste your and your parties time with anything less
- 51 Kung Fu Shoes you'll think: "Why these, they do not have any bonus?" but here it goes: They have a hidden stat "Enhances Kick Attack damage by 25" (equivalent to weapon with DMG +25), they enhance your kick attacks, the passive ability you got at lvl 50. More / harder kicks - sounds good.
- 52 Temple Gaiters AF feet, macro them for Dodge but leave them aside otherwise
- 66 Wulong Shoes / Wulong Shoes +1 the upgraded version of the Kung Fu Shoes. NQ: Enhances Kick Attack damage by 27 (equivalent to weapon with DMG +27), HQ: Enhances Kick Attack damage by 30 (equivalent to weapon with DMG +30) Note:Wulong Shoes +1's Kick Attack damage bonus is the same as Dune Boots. - nice but not a must
- 70 Dune Boots rare/ex, Enhances Kick Attack damage by 30 (equivalent to weapon with DMG +30) Note: Wulong Shoes +1's Kick Attack damage bonus is the same as Dune Boots. The NM dropping it is a cactuar, spamming 1000 Needles, so you'll need some help, full party 75s or more if levels are lower. Once you got them they are all you'll ever need.
- 71 Melee Gaiters AF2 from dynamis - oh well... use it for solo? put it on your mannequin? Look sexy walking around town? :-P
- 72 Rasetsu Sune-Ate well, they are ok - if you do not go for the kick attack stuff endgame, these are a good choice - and if kick attack boots are the best is debatable endgame...
- 72 Pahluwan Crackows Assault gear; great for macroing into weaponskills.
- 72 Fuma Sune-Ate Haste gear - very questionable, but since the feet slot is not that great in choices for us, you might want to go for it.
- 73 Shura Sune-Ate the Dryadic Abjuration: Feet gear. Not worth the effort.
- 75 Denali Gamashes drop from Nyzul Isle Investigation floor 20.
- 75 Usukane Sune-Ate The best feet for MNK that come from Salvage. Even with the enmity+5 you can't ignore attack and accuracy+7 with Store TP+7 even including the added Haste+2%. As with all Usukane it is best with the entire set for TPing in.
Chi Blast Gear
The real power of Chi Blast unfolds in endgame situations, where you boost to full power and blast for more than 1000 points of damage. Therefore i will only list endgame gear for this. If you want to go to full power with this job ability before that, just go for whatever +mnd you can get. Use your items which strengthen your boost, then switch to mind gear and use Chi Blast. You can safely boost continuously for 10 times without the effect wearing.
- Weapon Kirin's Pole + 10
- Neck Promise Badge + 5 or Faith Torque +5
- Ear Communion Earring +2, get 2 of them for a total +4
- Body Kirin's Osode + 10
- Hands Devotee's Mitts for a +5, HQ has +6 Note: Do not forget to boost with the Temple Gloves on.
- Finger Aqua Ring +5, get 2 for a total +10 Note: other +5 rings exist, and usually are more expensive.
- Back Melee Cape +5
- Waist Deductive Brocade Obi enchantment with +10, otherwise Twinthread Obi HQ for +3 another waist option is Al Zahbi Sash +2 mnd or Moon Sash + 3 mnd
- Legs Temple Hose +1 +4
- Feet Suzaku's Sune-Ate for +15
- Head Temple Crown +1 +8
So, all in all, you can get something like +52 realistically, and more if you put real effort in it, ideally +79.
Merits
Merit points can be accumulated once you hit level 75 with a job, for more information on merits check the Merit page
HP/MP and Attributes
In the first of these 2 sections, you have the choice of getting more hp or more mp, in steps of 10 and up to 8 merits in the category all together. Well, obviously we monks do not need mp. Do we need even more hit points? Hmm, I'd say more is always better in this case, but really need would be said to much. It is for sure a low priority category, and if you plan on using a mage job as subjob a lot, or even level another job which needs mp, then you'll probably go for the mp-merits. Strictly monk speaking go for the hp.
In the attribute category you can distribute a maximum of +5 on your attributes. Strictly monk speaking, go for the strength for better punches. But if you ever tried with and without a +5 STR ring, you'll probably agree this to be a low priority category too.
Combat / Magic / Others
You can put up to 20 picks into combat skills. Obviously Hand-to-Hand should receive the maximum of 8 picks, leaving you with 12 free ones. 4 for each guarding and evasion, leaves you with 4 more free ones which you can use for... whatever. Nothing more monk specific left.
Magic skills are not really important for a monk, you can only improve your casts for subjob stuff, like ninjutsu for example. But nothing really needed here.
On the other category you should put 4 into critical hit rate. The other 4 are optional, reducing enemy critical hit rate being probably the best idea. Spell interruption rate down is also an option for reducing interrupts at Utsusemi recast.
Job Specific Merits
Group 1
Cost per upgrade: [1>2>3>4>5]
Max combo: 10
Max per item: 5
Although Focus, Dodge and Chakra are nice and its nicer to have them back faster, these merits are not really worth the effort. Counter and Kick attacks are a lot more attractive, so putting 5 points in both of these is probably your best bet.
- Focus Recast (-10 seconds per upgrade)
- Dodge Recast (-10 seconds per upgrade)
- Chakra Recast (-10 seconds per upgrade)
- Counter Rate (+1% per upgrade)
- Kick Attack Rate (+1% per upgrade)
Group 2
Cost per upgrade: [3>4>5]
Max combo: 6
Max per item: 3
So, 6 upgrades in this group with 3 max at one. Having the ability to use Formless Strikes is a good idea, but upgrading it is not worth it. So 1 point in there. Invigorate is a Regen effect on your Chakra of 10hp/tick. Means 80/120/180 additional HP gained by Chakra, which sums up fast, so that seems to be a good idea, but only put 2 in here. Mantra is pretty useless imho, so tp prohibition to mobs is a good plan, especially on endgame mobs like HNMs, put the remaining 3 into Penance.
- Mantra (+4% per upgrade)
- Formless Strikes (+5% effect per upgrade)
- Invigorate (+24 seconds duration per upgrade)
- Penance (+20 seconds duration per upgrade)
Food
During the solo levels and Qufim your hit rate is usually decent, but, whats more important, you need the boost to your attack. Targets are crabs more often than not, so you want something to get past their high defense. Do not let yourself be fooled by what /check gives you, crabs do defense up moves a lot, and they reduce your strength.
- 01-20 Meat Jerky you can get this at a vendor.
- 21-25 Meat Mithkabob upgrade from the above
From 25 on it starts to depend on your target mob. Evasive mobs need accuracy food, high defense ones attack food. Your choices sum up to the following, alternatives are possible depending on availability on your server.
Attack:
- Meat Mithkabob yes, this is still good up to at least 50, if not higher
- Coeurl Sub is the best stacking attack food you can use at 75, a lot more expensive than Mithkabobs though
Accuracy: Well, there is actually only one real choice for a monk all the way
- Sole Sushi boost all you need.
- Bream Sushi Much cheaper than Sole with one more % of accuracy. The only downside is the lack of the +5 STR Sole offers.
Source entry: User:Kenki. Cached on this server on 4 November 2026.
