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User:Kenki

CAUTION!
Junction 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.

Junction
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.

Elvaan

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.

Galka

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.

Tarutaru

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.

Mithra

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.

Hume

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

Warrior
This is your bread-and-butter support job for experience points party. If you are about to walk out of your Mog House to join a party without a clue about what support job to use: pick Warrior. Provoke is very useful if you are tanking at low levels. A Mnk/War can be a very good tank with adequate support from the back line. Berserk is the job ability that you sub warrior for. It gives a massive boost to attack, making Monk a very deadly weapon in the party. At later levels, Double Attack trait will further increase the Monk's ability to deal damage. A well-equipped Mnk/War is a force to be feared regardless of what kind of monster your party decided to fight. They are so strong that even some of the best tanks will have to be on their toes just to keep the Monk from getting themselves killed because they deal so much damage.
Ninja
This is your bread-and-butter support job once you reach lv75+ (at lv74 you can still play with /War). It offers nothing to Monk in terms of dealing damage, either in traits or job abilities. It's a pure survival support job. At lv75+, pure tanking is no longer possible, so everyone has to be able to defend themselves if they cause the monster to attack them. Utsusemi: Ichi and Utsusemi: Ni when used by a Monk with high haste will allow them to tank most of the lower level NM that requires a small party. Ninja support job is also your prime choice outside of experience point parties unless you are sure you can survive with Warrior sub. Mnk/Nin is the ideal tank/damage dealer (DD) in small parties. So, make some time to level this amazing support job after you reach lv50 on Monk.
Dancer
This is your solo support job. Monk attack fast and hard, Drain Samba and Drain Samba II will heal the Monk faster than Regen and Regen II. Monk's naturally high Vit also allows you to cure yourself better with Curing Waltz. If you find yourself without a party, you can just use Mnk/Dnc and punch away those pesky easy prey mobs. The Monk's killing speed on decent challenge and weaker monsters is unmatched. This is also a possible support job for experience party when using /War is not an option and using /Nin is too weak of an option. It gives Accuracy Bonus trait so it's better than /Nin in terms of dealing damage, yet it also provide some small protection. Personally, I'd still use /War over /Dnc in normal exp even though it can be difficult to use in some party.
Samurai
This sub job used to be pretty weak until the recent addition of Footwork. The Store TP bonus from this sub job allows Footwork Mnk to obtain 6-hit built (6 attacks until 100%+ TP) without any additional equipments and 5-hit built with some special equipments. It's mainly a lv75+ sub job that rivals or even replace /war in terms of pure damage output for Mnk. At level 80, Sekkanoki becomes available and will allow you to performs WS back-to-back.
Thief
Back in the olden days, this used to be an option in experience points party. Now, it's mostly for farming. I highly recommend getting this support job to at least lv15 or 25 just to make some money. Monk is an expensive job and without a way to make a decent income, you'll perform very poor in parties. You can level Thf/Mnk as soon as your Mnk reaches lv30. H2H is actually a good weapon for Thf from lv1-33.

Minor Support Jobs

White Mage
This is your Chi Blast combo. If you find yourself in a Linkshell that requires the Monk to do Chi Blast then this will be your best option. A Monk using Chi Blast is not going be able to stand in the main alliance that is fighting whatever NM they are fighting when there are more than 18 people. The Monk only need a window of roughly 15sec to stay in the alliance to deal damage with Chi Blast. This means most of the time, you will be standing alone and boosting. It's lonely but it's nice when you throw out a 1.5k+ Chi Blast. It is a good subjob for some HNM situations, where you can not melee to gain TP. It's also a viable solo sub job when you don't have /Dnc. The main drawback of this is that most of the later HNM are pretty much immune to Chi Blast damage; this makes this sub virtually useless. Oh yes, Teleports are very very good when you need to go somewhere and Haste can be a good addition. It's worth every exp to get to at least lv40.
Dark Knight
This is your support job for Zerking stuff. Dynamis Lord and Kirin are a few examples that you can use this combo when your LS is allowing you to melee them. Though a Mnk/War will probably do just fine. You will want to have this sub once you have maxed out all H2H merits and in a LS that allows you to melee as Mnk/Drk. Sometimes, you can see Mnk/Drk in exp PT. I have yet to met one that actually commands my respect for the combo in exp PT. They pull too much unnecessary hate with Souleater and called their 1000+ Dmg WS great. This almost doubles the normal Mnk's WS (roughly 500-600 on average). However, you can only use it once every 6min and a Mnk can perform 5-8 WS during that time.
Paladin
Auto Refresh and Defense Bonus are the important part of this support job. May or may not be useful when you tank. If a Mnk finds himself in a tanking position where he can't dodge, drain HP or use utsusemi properly then this might be a viable option. Stacking a Mnk with -damage taken equipments and you can make a decent tank out of it. However, without Provoke, tanking would be a problem. Unless the Mnk is allow to melee.
Dragoon
Wyvern Earring for 5% Haste is a fairly good deal with this combo. Mnks without Black Belt can cap their haste with this. Jumps are nice since you get to attack twice when you Jump. It could rival /War once you get pass lv70 with access to High Jump. However, you're most likely going to have to use /Nin by the time it really reach its full potential - lv75+ where you get the 2 final Haste equipments. You can give it a try at lv30 though; remember to get both the earring and the back equipment. If you are 'poor' then don't bother cause the earring costs a lot. This is also a possible sub job for Mnk with Footwork since the TP returns for Jump under Footwork is twice the normal rate.
Black Mage
Ice Spikes tanking... yeah might have some uses inside PvP but don't use this combo when you are in an exp PT. The best use for it in that PT would be to Warp home and change it to something else.
Ranger
This is a viable support job at lv20-30 just for the Accuracy Bonus. This is because other jobs don't offer you anything worthwhile to deal damage during these levels. After lv30, you should change to /War as soon as possible. Wide Scan is nice when you need to hunt a particular NM.
Bard
I used /Brd at lv10 for the Paeon regen while soloing (I'd go with /Dnc now though). Really has no other uses, move along.
Corsair
No sensible Monk would sub this job. However, if you are an senseless person but try to act as a sensible person anyway then you can give it a try. The Corsair's Roll and Hunter's Roll are worth using at low levels even though their impact is very little. As I said before, other jobs don't offer anything good for Mnk during the lv1-29 period, so even these extra bits of boost can be an improvement.
Beastmaster
Strictly a solo and wide scan sub. If you have Bst at higher level than your Mnk then you can charm pets at a decent rate. I heard of a Mnk/Bst solo route but I'd go with /Dnc and kill a lot of EPs for quicker exp.
Puppetmaster
No idea how to use this since I don't have Pup leveled. I heard some Mnk/Pup using this combo just to get the cures from the pet. Combine this with NPC, it might be worth a try on soloing stuff you can't use /Nin or /Dnc.
Blue Mage
I heard it could be used for ultra high Def tanking at some point. I'm not sure where though.
Scholar
Ah, this is the mage sub for you if you want to go with a little magic for your Mnk. Don't use it in a normal exp PT. You might use it in duo or solo though. Light Arts and Dark Arts make your magic a lot better on EP and DC. Drain and Aspir will actually worth casting on them. Your enfeebles will stick even at lv80+.
Summoner
Technically you get more Mnd on this sub than with Whm. I'd go with Whm for Reraise and Raise as well as the -na spells.
Red Mage
I only know of one Monk with this sub for solo. His 'reasoning' was that he could stick enfeebles (namely para, slow and blind) on monsters (DC and below) while soloing. I saw him went all the way to lv36 before giving in to the /War bread-and-butter combo cause solo exp was horrible. I'd pick /Sch and /Whm over this if you want a solo mage sub.

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.
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.

Shoulder Tackle

Skill level 40

Your 2nd WS. This WS is relatively weak compare to Combo and the only reason you would want to use this is to Stun the target. This rarely happens, however.

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

A somewhat powerful WS compare to the previous 3 WSes. When this WS causes a critical hit, it will out class Combo. When it causes normal damage then Combo will move ahead. It's a hit or miss WS but it might help you in exp parties since it requires less accuracy to deal decent damage.

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.

Source entry: User:Kenki. Cached on this server on 4 November 2026.

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