Monk PvP Guide for FFXIV
This page contains an overview to Monk in the PvP mode 'Crystalline Conflict' for FFXIV. Below you will find information on the strengths and weaknesses of Monk as well as how their abilities interact in this 5v5 game mode.
Crystalline Conflict Monk Overview
PvP Monk is highly mobile, sticks to targets like glue, bursts hard, and can be difficult to kill. It can fill both a strong frontline role or dive for kills on the enemy backline.
This page will focus on Crystalline Conflict. While bits and pieces may be applicable to other PvP game modes like Frontlines, it is not specifically aimed at them.
Crystalline Conflict Monk Strengths and Weaknesses
- Extremely high single-target burst
- Difficult to kill through Riddle of Earth and Thunderclap shields
- Highly mobile and difficult to shake off
- Low AoE damage
- Vulnerable while animation-locked in
Every job has access to a few common actions:
- - This is your most important healing ability. For a quarter of your MP, you heal around a quarter of your HP. Use this liberally—nobody wants to be the guy dying while at full MP. If your MP is low, consider stepping back to Elixir.
- - This is your second-most important healing ability. It takes a while to channel, but restores all of your HP and MP (more MP means more in-combat healing with Recuperate). The listed cast time is 4.5 seconds, which means the cast is actually snapshotted as complete after 4 seconds, after which you can move and opponents can no longer cancel your elixir. It can feel bad to step out of the fight, but dying is much much worse than stepping out for 5 seconds to restore your MP.
- - Grants 90% damage reduction and immunity to most crowd-control debuffs for up to 5 seconds. Using another action cancels this early. This is your strongest defensive cooldown, so try to play around it being up. In addition, avoid blindly relying on Guard to get you out of sticky situations alone; make sure to have a plan for staying alive afterwards, for example having extra MP to heal up, stunning your pursuers, or running behind a corner. It is sometimes correct to cancel Guard slightly early, since good players will time their CC or burst for the moment your Guard ends.
- - Cleanses all common crowd-control debuffs and provides a 5-second immunity to further CC if it cleansed something. Use this to prevent yourself from getting CC-chained to death. If you have none of Purify, Guard, or up, consider moving back to a safe area to wait for a defensive cooldown before re-engaging.
- - Toggle for increased movement speed. This is a GCD and using any other action cancels the buff, so be smart in using it. Prefer to use Sprint over a regular combo GCD if you need to stay in range until your stun comes off cooldown. If you are using off-global abilities repeatedly while running away or chasing, you should try to late-weave them if you can afford to, to avoid canceling too much of the Sprint duration.
Monk gameplay revolves around usingto jump to and stick to targets, while using to stay alive and looking for kills with .
is your primary mobility tool. You can rush to either an enemy or an ally. You give a shield to the ally you jump to, or to yourself if you jump to an enemy. Using Thunderclap also grants you a 10% haste buff, which can be extended by using Thunderclap again, or via your main GCD combo.
Here is a useful macro for Phantom Rush. This is a mouseover macro, meaning it will try to activate on whatever your mouse is on, whether it be the name entry in your party list or the player's model on your screen:
/merror off /pvpac "Phantom Rush" <mo> /pvpac "Phantom Rush" <mo> /pvpac "Phantom Rush" <mo> /pvpac "Phantom Rush" <mo> /pvpac "Phantom Rush" <mo> /pvpac "Phantom Rush" <mo> /pvpac "Phantom Rush" <mo> /pvpac "Phantom Rush" <mo> /pvpac "Phantom Rush" <mo> /pvpac "Phantom Rush" <mo> /pvpac "Phantom Rush" <mo> /pvpac "Phantom Rush" <mo> /pvpac "Phantom Rush" <mo> /micon "Phantom Rush" pvpaction
Phantom Rush Combo
Monk's primary damage tool is their 7-hit combo. The third and sixth hits of the combo extend the haste buff granted by. The seventh hit, , deals a lot of damage in an AoE.
deals damage in a line towards your target, as well as knocking back the primary target. Your next weaponskill or Meteodrive on that target within three seconds will do an additional 12,000 damage. This is a big part of your burst combo.
deals some small AoE damage around you, while buffing your next weaponskill by a lot. Use this before and .
deals a small amount of damage, stuns for 2 seconds, and grants you a short burst of movement speed. Use this to lock an enemy down right before using in your burst combo, or as utility to help your team secure kills or run away.
Riddle of Earth
Once activated,tracks how much damage you take for the next 10 seconds. Activating heals you for half the compiled damage and deals damage equal to a quarter of the damage taken. Use this proactively when you expect to be taking a lot of damage. If you use Riddle of Earth and chug while taking a lot of damage, Earth's Reply can easily end up healing you to full. Be wary that any hard crowd control can make you unable to use Earth's Reply in time, so be wary of your cooldown.
is Monk's most feared ability, able to lock down a target with an uncleansable stun for three seconds, break Guard, and deal a lot of damage.
Meteodrive does 12,000 more damage to targets not in Guard, so its best use is as a single-target burst combo finisher, rather than a Guard-breaker. With Pressure Point fromon a target with no Guard up, Meteodrive does 36,000 damage by itself.
Monk has two primary burst combos, one with and one without Meteodrive up. In either combo,can be used before for extra damage and CC during the combo.
- , , , , : 33,000 damage over about two GCDs.
- , , wait a half second for Pressure Point to apply, : 51,000 damage almost instantly.
- 20 Sep. 2022: Guide added.
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