(Updated Dec 2014)
A Guide for the Pugilist/Monk Class
First of all, let me be frank. If you just started playing Pugilist/Monk, and is wondering “When am I going to get a stronger skill that can do tons of damage?”… then forget it. You never will! Sorry, but your most primitive basic skill “Bootshine” is actually the most versatile, the most consistent, and possibly one of the most powerful skills you will ever learn (it auto-crits when you attack in Opo-opo form from rear). So yea, you already learned your strongest attack at level 1…
Now don’t take it the wrong way, Pugilist/Monk is not weak. In fact, if you do it right and if the condition permits, Pugilist/Monk is perhaps the one DPS class (Damage Per Second, a.k.a. “Damage Dealer” or DD) that can deliver the most damage. Pugilist/Monk is also perhaps the coolest, most-fun class in the game. However, at the same time, it may also be the most difficult class to master. Here, I intend to explain in great details of how to maximize the Pugilist/Monk skills to help new comers pick up the class faster.
Hammering a Nail
As a monk, each of your attacks is pathetically puny, but you have the fastest recast time for your skills in the game, and your powers eventually build up through buffs along the way. Think of it like hammering a nail. You gotta start off by hammering lightly with small quick taps, and then gradually increase your strength and hit the nail harder and harder (and faster too, in the case of monk but not the nail). That’s how a monk’s attacks work. If you want to deliver individual strong blows, don’t choose to be a monk. Be a Blackmage instead. Because of this nature, monks suck at killing mobs/adds. But when targeting against a single boss, monks will work wonders. We monks are true specialists against a single strong target.
Forms, Form-Dependent Skills and Basic Rotation
The primary skills of a Pugilist/Monk are limited by forms. There are 3 forms – Opo-opo form, Raptor form and Coeurl form. When you start off with your first move, you're in NO FORM at all. For convenience, I am going to give each of the skills a number:
Skills that can be performed in ANY form, and will lead to Raptor form:
(1) Bootshine, (4) Dragon Kick
[these 2 skills gain bonus if performed in Opo-opo form]
Skills that can be performed in Raptor form, and will lead to Coeurl form:
(2) True Strike, (5) Twin Snakes
Skills that can be performed in Coeurl form, and will lead to Opo-opo form:
(3) Snap Punch, (6) Demolish
(1) Bootshine, (2) True Strike and (3) Snap Punch are “Primary Damage Skills” that deliver most INSTANT damage.
(4) Dragon Kick, (5) Twin Snakes and (6) Demolish deliver less INITIAL damage, but each of them leaves an effect behind (from now on, I’ll just call these effects “buffs”): (4) Dragon Kick reduces enemy defenses if it is performed in Opo-opo form. (5) Twin Snakes increases damage. (6) Demolish leaves a bleed-effect on the enemy, which after time, actually gives MORE total damage than any Primary Damage Skill. I shall call these “Secondary Damage Skills” from now on.
Each time you go through a skill in Coeurl form, it adds or maintains “Greased Lightning” (GL). GL adds skill speed & damage, and can stack up to GL level 3 if you are at level 50. This is your ultimate bread & butter at all times. In other words, each time you go through a rotation through the 3 forms, you “complete” a cycle. For convenience, I am going to call this cycle a “Form Cycle” to distinguish it from a rotation of many skills. In other words, a rotation of skills that runs through 3x Form Cycles will give you maximum GL3.
As you can tell here, the most basic Monk rotation is basically running through these 6 skills, maintaining GL 3, and all “buffs” during the process.
Therefore, the BASIC ROTATION of a monk consists of 2 Form Cycles:
Basic A: move to rear, (1)(2)(6), move to flank (4)(5)(3) or
Basic B: move to flank, (4)(5)(3), move to rear, (1)(2)(6)
I have grouped (1)(2)(6) together & (4)(5)(3) together, because (1), (2), (6) give bonus damage when delivered at rear, while (4), (5), (3) give bonus damage when delivered at flank. So this arrangement makes it much easier for a person to handle. You only need to move back & forth between the flank and the rear every 3 moves. Even though theoretically, some other arrangements may deliver slightly more DPS, it’s not as practical if you have to move around too much, for it would just drain your efforts away leaving you no room to do other important things.
If you’re in a group where they kill a target as quickly as a few seconds, it’s probably not beneficial to use any kind of Secondary Damage Skills. You may even consider just repetitively doing (1)(2)(3). Just be flexible here, and play the way you see fit.
Before you reach level 50, you won’t have (4) Dragon Kick yet. So you may consider a rotation like (1)(5)(6),(1)(2)(3).
Form-Independent Skills and Advanced Rotation
There are a number of skills that are independent from forms –
(7) Internal Release - increases rate of critical damage
(8) Steel Peak - stuns the enemy for 4 sec & delivers a powerful damage
(9) Howling Fist - delivers a powerful AOE (area of effect) attack in a straight line
(10) Touch of Death (ToD) - is a DoT skill (damage over time), aka bleed skill
(7), (8) and (9) have very long recast time, so they can only be used once every minute or two.
Together with Marauder’s Cross Class skill (11) Fracture, a monk can have up to 3 DoT skills (Demolish, ToD, Fracture).
Together with Lancer’s (12) Blood for Blood (Lancer level 34), a monk can have up to 2 click-activated buffs (Internal Release, Blood for blood). (12) Blood for blood increases 10% damage but increases injuries by 25% from enemies’ attacks.
The way to achieve an ADVANCED ROTATION for max damage is to incorporate as many form-independent skills as you can into your BASIC ROTATION, so that all buffs (including Greased Lightning) are active at all times (in a way where your TP permits… (11) Fracture is TP-draining & does not provide enough damage, and we’ll discuss this below). However, notice how MALE characters have stronger damage, but less skill speed than FEMALE characters. So the number of skills one can fit into their BASIC ROTATION can vary.
For mobs, you won’t have the chance to achieve an ADVANCED ROTATION before the monster is dead. It’s better to focus on maintaining GL across monsters. Use your bleed skills when mobs are at full health, and use Primary Damage Skills instead of Secondary Damage Skills when mobs’ HP are low.
For bosses, I recommend starting off with (12) Blood for Blood since most bosses don’t do devastating AOE at the beginning phase, so sacrificing some defense is fine. Then I usually use Shoulder Tackle (see below for more about Shoulder Tackle) to dash to the boss for delivering my first punch:
(12), (dash), (1)(2)(6), (4)(5)(3), (10)(8)…
So I set up the bleeding effect of (6) Demolish as early as possible, run through a BASIC ROTATION to activate most buffs, and gain up to GL2 before activating (10) Touch of Death. The ToD would actually gain more damage from Blood for Blood & from GL. I then throw out a (8) Steel Peak, and then repeat the BASIC ROTATION while fitting in (7) Internal Release & (9) Howling Fist:
(12), (dash), (1)(2)(6), (4)(5)(3), (10)(8)… (1)(2)(6), (7)(9), (4)(5)(3)…
Notice that (11) Fracture is of the LEAST priority of all since it has been confirmed that it deals too little damage the 18 sec it lasts, but cost a great 80 TP. It is NOT recommended to use Fracture. Use it only if you are still a low level Pugilist that lacks other cross class skills, have extra space in your rotation and if you have TP to spare.
After this, one can go back to the basic (1)(2)(6), (4)(5)(3), and add bleeds, buffs or form-independent attacks whenever their effects have worn off or whenever their cooldowns are completed.
Theoretically, if you don’t use Fracture, Rockbreaker or Arm of the Destroyer (see below), you should not run out of TP in less than 2 to 3 min. But if you incorporate a number of Rockbreakers for killing a boss’s adds, you may run into low TP situations fast. Then use Lancer’s “Invigorate” (gained at Lancer level 22) to regain 400 TP when appropriate. Use Invigorate when you have about 400-500 TP left. Do not wait until your TP drops to 0, or you will lose hold of your rotation. Using Invigorate early allows more cooldown time for the skill so that you may use it again when your TP is close to 0. If TP is still an issue for you after 2 invigorates, you will have to sacrifice the use of TP-draining skills.
Avoid fitting more than 2 Form-Independent Skills per Form Cycle. If you have very high skill speed, technically you can incorporate 3 skills per From Cycle. But in practice, it’s too risky because if you need to dodge something or if the boss moves away, then you may lose your GL3. It is not worth the risk to try to fit too many skills per Form Cycle.
Perfect Balance (PB)
Perfect Balance is a level 50 skill that allows the monk to use any skill at any form for 10 sec. Many people like to start off their rotation with PB, and then throw out a few Snap Punches & Demolish to get GL3 asap. That is perfectly fine. For me, I tend to save PB for other uses (see AOE section below). Although the use of PB would speed your way to GL3, but it'd also mean later activation of other buffs. Also, there is a huge caveat in Perfect Balance. When PB ends, it sends you straight back to NO form. This is a terrible thing if you just finished a skill in Raptor form and is just about to perform a skill in Coeurl form. Because you won't have a Coeurl form, and have to start off with NO form again - perform a Bootshine or a Dragon Kick, and then a Raptor form skill before you can do your Coeurl skill again. This mean it is likely that you’ll lose your GL3 right after your PB, and you’ll end up with no GL3 and no other buffs after going through all that time. Therefore, once PB is activated, you have 10 seconds, and you should:
(1) Do a Snap Punch to add 1 Greased Lightning.
(2) Use Twin Snake to gain 10% damage.
(3) Do another Snap Punch, and get GL2.
(4) Finish the last few sec of PB with Demolish to activate its DoT effect under GL2. After this, you get GL3.
You will only be able to do 4 moves (at most 5 if you have very high skill speed) within the 10 seconds of PB. Make sure you do a Coeurl Form skill before PB's timer ends! With the use of a Demolish or a Snap Punch before the countdown timer hits zero ensure that, when PB ends and you’re back in NO form, you have plenty of time to run through a whole Form Cycle to maintain the GL3 you just gained. If you lose GL3 right after PB, then all efforts are wasted.
Regular Opening vs Perfect Balance Opening
It has been controversial whether a Perfect Balance Opening is better than a Regular Opening. We all know that a PB Opening would achieve GL3 much faster, but is it true that PB Opening is stronger? If yes, by how much?
To investigate this question, I have created 2 openings here. One starts in the regular way, slowly building up GL; the other starts with PB. I repetitively used these openings on Striking Dummies & recorded the damage I dealt. I'm not saying these are the best rotations in the world, but they are definitely not weak openings.
Even though I wrote that it's a trial of 2, the data was actually collected from about 10 to 15 runs of the same rotations - each time collecting about 3 numbers. I displayed as Trail 1 & 2 to demonstrate the random variation.
The numbers I collected are NOT from any critical hits except the one Bootshine with a blue asterisk which had auto-crit when performed in Opo-opo form. All other crit hit numbers were either discarded, or divided by 1.5 to convert back to non-crit numbers.
I decided to calculate the sum of damage after 13 skills, because Internal Release comes after that, which means crit will play an important role. However, crit hits, for most part, depend on luck, so the damage that occur after Internal Release is very unpredictable and hard to compare. Also, by 13 skills, GL3 is up for both openings, so there shouldn't be much more difference anymore between the two.
Demolish would actually result in DoT 6x within the 18 sec window after the initial hit. But because the next Demolish would overlap a few sec with the previous one, the last DoT is abolished, resulting in only 5x. Touch of Death was supposed to be activated during the course, and would add more damage every time when it bleeds, but in order to obtain all the Demolish numbers, I abolished the use of ToD a few times so that I could see only the Demolish numbers alone.
As mentioned above, ToD was to be activated while Demolish was still active. The few numbers collected from ToD here was counted after Demolish's effect wore off, so they were not combined with Demolish, but ToD alone. I only collected 3 numbers for convenience although ToD lasted 30 seconds. So in reality, these numbers should appear about 10x.
The results show that, although the PB Opening allows faster GL3 acquisition & stronger DoTs, the abolishing of forms resulted in Bootshine & Dragon Kick unable to obtain their bonus from Opo-opo form early. The late activation of Dragon Kick may also affect other party members' DPS. You could substitute #13 Bootshine & #14 True Strike with Dragon Kick & Twin Snakes to gain buffs earlier. But that won't help much with DPS BEFORE skill #13, and you're going to really mess up your flank/rear organization. Furthermore, the use of PB resulted in a slightly shorter Blood for Blood.
In conclusion, although the PB Opening does have a higher damage output than the regular opening, the difference is not too big in the case above. Depending on the situation, character stats & the player's ability, the effort needed to run a PB Opening may not be worth the trouble.
NEVERTHELESS, there is a very good use of Perfect Balance for Monks, and that is for AOE! Please see the next section below.
The Different Usages of AOE (Area of Effect) Skills in Monks
For AOE skills, Monks have Rockbreaker and Arm of the Destroyer (AoD). Rockbreaker deals reasonable damage and goes out in a cone shape, but it can only be used in Coeurl form, which means it can only be used 1 time every Form Cycle. AoD can be used in any form, but it deals almost no damage. So face the fact, a monk’s AOE skills suck.
But if the situation demands AOE, you’ll still have to do it. e.g. in Brayflox’s Longstop (Hard Mode), there are just so many mobs that you have to AOE them. In this case, run through your BASIC or ADVANCED ROTATION, but replacing all Coeurl form skills with Rockbreaker. Make sure you MOVE to the right location and hit as many mobs as you can with the cone-shaped attacks. Supplement your rotation with Howling Fist whenever possible. Repeatedly do this, and it should deliver decent AOE damage. DO NOT use AoD in this case since AoD delivers way too little damage to these mobs in Brayflox.
Also, keep an eye on your TP gauge. Repetitive use of Rockbreaker is actually very TP-draining. Use Lancer’s Invigorate (Lancer level 22) to help.
Arm of the Destroyer (AoD)
For AoD, its puny damage is only valid if you’re up against very weak mobs. For instance, if you are running Wanderer’s Palace, and somehow you run into a bunch of tiny little beetles by yourself, try the following rotation:
- Turn on Foresight, Featherfoot and Bloodbath if time permits.
- AoD, Twin Snakes, Rockbreaker (keep running while you do this - “kite” your enemies)
- Howling Fist
- Repeat AoD, Twin Snakes, Rockbreaker until they die (or you die)
AoD sends you into Raptor form. Twin Snake increases damage & sends you into Coeurl form. Rockbreaker adds GL.
With this rotation, you should be able to do pretty decent AOE damage to handle the beetles. You WILL have to keep running away/turn back & fight repetitively to minimize the beetles’ attacks. This is called “kiting” your enemies.
Blood for Blood + Internal Release + Perfect Balance + Rockbreaker = Mass Destruction!
If you still have trouble with the above use of Rockbreaker or AoD, there is a solution for you here - PERFECT BALANCE! With the use of Perfect Balance, you can now repetitively use Rockbreaker over & over again! Pop Blood for Blood & Internal Release, and then activate Perfect Balance to send out very powerful bursts of continuous Rockbreakers to do massive destruction! The limitations of this trick is that Perfect Balance only lasts 10 sec, and can only recast every 3 min. Also, continuous use of Rockbreakers like this would deplete your TP in a matter of seconds.
Other Clever Uses of AoD
Notice that although AoD deals pathetic damage, it is a useful skill in many occasions. For example, in the dungeon Brayflox’s Longstop (Hard Mode), it is actually the BEST skill for pushing away bombs at the final boss. It is even BETTER than Blackmage’s ice magic AOE attacks due to AoD’s fast cast time. You can easily push 2-4 bombs away with an instant attack.
The "Life-Savers": Defensive Skills & Healing Skills of a Monk
(i) Foresight (Marauder lvl 2) – increase defense by 20%
(ii) Bloodbath (Marauder lvl 8) – converts 25% damage dealt to a target into HP recovery
(iii) Featherfoot – increases evasion by 15% (Pugilist lvl 4) or 25% (Pugilist lvl 14)
(iv) Second Wind – restores HP (Pugilist lvl 8)
(v) Keen Flurry (Lancer lvl 6) – increases parry rate by 50%
(vi) Mantra (Pugilist lvl 42) – increases HP recovery via curing magic for self & party members
Needless to say, if there’s a ranking for the most-useful cross class skills, I bet Foresight would be #1.
Whenever I lose about 1/4 of my HP and I find the healer not healing me, I use Bloodbath to recover to full health. Bloodbath’s recast time is much faster than Second Wind, and sometimes can heal even more than Second Wind if you can do a lot of damage… especially if you’re using Rockbreaker on like 5 or 6 targets, you can easily heal yourself to full health with a hit or two. And even if you sustain damage again after the recovery, you can regain your HP again by attacking while it is still active.
This skill increase evasion by 25% for a very short period. It’s a decent life-saver. It is a skill that can be nicely paired up with Haymaker, because evasion is the key to activate the Haymaker button.
(iv) Keen Flurry
Personally, I don’t favor Keen Flurry that much. It is a useful skill in general against physical attacks on many occasions. However, because each Monk can only select up to 5 cross class skills, I have abandoned Keen Flurry for other skills.
(v) Second Wind
This skill is like a reusable healing potion. The good thing is that it is reusable. The bad thing is, it doesn’t heal very much, and the cooldown for recast is very long (2 min). You should not rely on this for healing. This is usually a last resort in a desperate situation. Don’t use it if you know a healer is going to heal you soon. Use it if your healer is dead, or if you know you will have plenty of time for it to cooldown.
Mantra increases HP recovery via cure magic for all party members. When you are alone, Mantra is useless, because you don't use cure magic. When you're in a full party, Mantra is golden! In a dungeon like Coil T2, Thornmarch Extreme, or Titan Extreme, where everyone needs to hug together for mass heal, Mantra may play a critical role.
Summary of "Life-Savers"
Foresight and Bloodbath are probably the most important cross class skills for a monk! I can’t stress on how important it is for a pugilist to learn them at low levels! They are simply indispensable! When Foresight, Featherfoot and Bloodbath are all turned on, you’re much more durable. If you don’t have time to click all 3, then just use Foresight+Bloodbath, and pop Featherfoot or Keen Flurry later. Notice that Featherfoot and Keen Flurry has no effect on incoming AOE. So don’t activate these against a red zone. Use Foresight instead.
Other Misc Monk Skills
Haymaker is a special skill that can only be used after evading an attack. I used to love this skill when I was a low level Pugilist because it is the strongest attack available (170 potency), better than most Primary Damage Skills, and it does not require a specific position to deliver maximum damage. However, at high levels, I found that the overuse of this skill can really mess up your Greased Lightning. If you don’t have your GL active, feel free to use Haymaker as much as you can. But if you have GL active, you must NOT use this twice in a row, or you risk losing your GL. Use this at most 1 time per Form Cycle. The extra damage you get from a few Haymakers cannot make up the loss of a GL3.
Shoulder Tackle allows the monk to rush towards a far opponent instantly, deals damage and stuns the enemy for 1 second. It is one of the most useful monk skill in both offence and defense situations. Its usefulness doesn’t come from the damage it deals, but comes from the insanely fast movement it provides. This can be used when you want to get close to an enemy to attack it (offensive use), or if you want to leave a dangerous location (defensive use), e.g. a red zone or a bunch of mobs that are kicking your butt, just Shoulder Tackle a target far away, & you are saved. Sometimes, it can be used to help you maintain GL as well when you try to switch to a far-away target. The cooldown of this skill used to take 1 min, but after Patch 2.2, it is reduced to 30 sec… a wonderful upgrade for monks, in my opinion.
One Ilm Punch
In contrast to Shoulder Tackle, this is probably one of the least useful skills. The One Ilm Punch has a dispel effect of cancelling 1 of your enemy’s buffs. The punch requires Raptor form to perform. So if you need it, substitute a True Strike or Twin Snake for it.
Organization of the Hotbars
Since we monks constantly rotate through our primary Form-Dependent Skills (1) to (6), it makes perfect sense to put these skills at the most convenient location (slot 1 to 6 of your primary hotbar). I arrange my keyboard number buttons 1 to 6 for skills (1)(2)(6)(4)(5)(3). Once again, this is because (1)(2)(6) all give bonus damage from rear, while (4)(5)(3) give bonus from flank, so this arrangement makes it easier to handle. I placed the AOE skills (Rockbreaker & AoD) after my BASIC ROTATION Skills on the primary hotbar because Rockbreaker needs to be activated in Coeurl form, and may substitute (6) or (3). It is then followed by Shoulder Tackle. For Foresight, Featherfoot, Bloodbath, Internal Release, Blood for Blood, I have them lined up on a 2nd hot bar right above my primary, followed by Haymaker, Steel Peak, Howling Fist etc. Perfect Balance is my first skill on my 3rd hotbar (highest), followed by Invigorate, Element Fists, and healing skills & potions. I also have Antidote & Spine Drops there since they are useful to cure poison or paralysis. My Limit Break button is near top right corner. Notice I have abandoned Keen Flurry. This is because Monks can only have up to 5 cross class skills. I have chosen Invigorate, Foresight, Bloodbath, Blood for blood & Fracture. I am not claiming my choices & organizations are the best. But I think some people may find my organization useful in helping them develop their own.
Maintenance of Greased Lightning Across Enemies
Since monks are pathetically weak without Greased Lightning, monks suck at killing mobs/adds. By the time a monk gains Greased Lightning 1, the mob is already nearly killed by other DPS, and by the time the monk run to the next target, he/she may not have enough time to run through another Form-Cycle to maintain the GL, and may be back to no buffs again. For a monk to be able to kill adds effectively, those adds must be crowded together, so that when the first target dies, the monk can switch to the next target asap while maintaining the GL. This relies a lot on a tank to pull all the enemies together in a group. When killing mobs, it is highly recommended that a monk PLANS AHEAD on the next target by moving closer to the next target before the first target dies. When it dies, just press “Tab” on your keyboard, and you should be able to switch over to the next smoothly. This "tab" also works if an add is very close to a boss, where the monk can easily switch between the two. However, if there is a lot of AOE that demand dodging, then the monk may lose the GL. In this case, monks just can’t deliver good damage.
Dodging & Circling Around a Target
All monks know how dangerous a “Red Zone” can be. We have all had a taste of enemy AOE. We are a melee class who can’t sustain hits, yet we don’t have a Lancer/Dragoon’s armor. So we’re the “top class of dying”. To be able to dodge enemies’ AOE, there are a few tricks I can share. First you need to know the keyboard:
Q W E
A S D
Q & E are side-stepping, A & D are turning. S is walk backwards.
If an enemy is throwing out a small circular AOE, the most effective way to dodge is actually NOT side-stepping, but a side-step+turn. Try using Q+A or E+D. You will find yourself dodging AOE more effectively. This is because when an enemy starts a small circular red zone, the closest edge to you is actually right behind you. “S” or “turn around and run” are simply too slow. But Q+A or E+D can achieve escape through the back at an amazing speed.
If an enemy is throwing out a huge AOE… so large that you can’t escape in time, a quick activation of Foresight sometimes can be a life-saver.
To gain bonus damage from skills, Monks need to make a lot of “arc turns” from the rear of a target to the flank and vice-versa. The best way to do this is to use A+E or Q+D. This allows a smooth arc movement around the target while facing it.
When facing tough bosses like Garuda or Titan, where instant reaction is required to escape their attacks, DO NOT use keyboard to perform skills. Have your fingers ready at the side-step button(s) or turn button(s), and use mouse to go through your rotations.
The Switching Between Fist of Earth & Fist of Fire
Fist of Earth renders 10% less damage from enemies whereas First of Fire adds 5% damage to your own attacks. So, which is better? Well, if you’re new to a dungeon, I’d say use Fist of Earth just to play safe. If you’re confident & familiar with the place, use Fist of Fire. In high level difficult dungeons like Garuda Hard Mode or Titan Hard Mode, go Fist of Fire. Because you’re SUPPOSED to know what happens next (please study the youtube videos if you don’t). As a DPS, you’re also SUPPOSED to deliver maximum DPS, so definitely Fist of Fire! However, there are some situations which you may need to switch between the 2 fists. In Garuda HM, right before Garuda blows away all the last bit of rocks with AOE, you can consider switching from Fire to Earth. This is because by then, the rocks are probably really low. Garuda’s AOE may actually kill you instantly. After that AOE, you can switch back to Fire. In Titan Hard Mode, it is of course crucial to use Fire for the Heart Phase. But right after the heart dies, you can consider switching to Earth to sustain less damage from Titan’s AOE blow. Then immediately back to Fire, of course. In Thornmarch, you can also do the same thing for Mog King's powerful AOE when the little Moogles are singing their songs. In all these situations, you should use Foresight as well to reduce incoming damage.
The Tough Life of a Monk
We, monks, don’t have as much armor & HP as Dragoons. We don’t have ranged moving shots like Bards. We don’t have strong single attack or strong AOEs like Blackmages either… & we’re limited by our forms.
To be able to maintain such complicated rotations and buffs for DPS, and yet still able to dodge AOE attacks from bosses and mobs, is just incredibly difficult for a melee class. But you cannot deny it is a lot of fun, and we get a great sense of satisfaction when we’re able to do it properly! Good luck to all my fellow monks! Enjoy the game!
A Guide for the Pugilist/Monk Class
This guide explains the mechanics, gameplay of Pugilist/Monk after Patch 2.2.