Fair enough, but you have to admit that even if it wasn't on purpose, it is a pretty good way of giving the lazy an option while rewarding the less lazy with some better DPS.
Printable View
About 32 levels.
When I arrived in 2.0 at lv.50 with all the abilities on my bar, it was daunting--until I did the missions and got capped out. The game introduces you to MNK at a comfortable pace. If you've played other jobs already it's going to be easy to get into MNK, but don't abuse the game's kindness with macros. Learn the flows as you go and build the action bar to your liking.
"Easy" is relative to the user so that can be tricky to answer.
Now if you're question is: Is MNK rotation at level 50 basically Dragon Kick > Twin Snakes > Snap Punch over and over, refreshing DoTs whenever they fall off? Then yes. You can sub in a Bootshine every other Dragon Kick if you wanna get fancy, though the higher you get your crit, the less this becomes a thing. Still a dps gain, but it's pretty minimal.
But if your other question is if it's possible to use a macro to get nearly a 100% optimal rotation out of MNK like it is possible with BRDs, I'd say no, partly because of the way MNKs work and partly because of the way macros work in this game.
Your going to want to bootshine even at max level.
Again, it's fractions of a second each time.
This is VERY easy to test.
Have one ability macroed as itself.
Have the same ability next to it non-macro'ed.
Press the macro, and ~.5s before the GCD is up press it again.
Notice, you don't use the skill.
Press the macro, and ~.5s before the GCD is up press the normal skill.
Notice how you use the skill.
You're not going to be able to eyeball GL3 and see a difference.
GL3 resets every 3 attacks. 3 attacks will not accumulate to a 1.0 second delta between the macro case and non-macro case, unless you are lagging at a horribad epic fail level.
To observe the difference, you need to use a longer sequence of attacks. One simple test is:
1. Get GL3.
2. Pop IR.
3. Immediately begin attacking. Sidenote: for best results, don't mash the button(s) and instead pretend you're being lazy in normal farm content, which is a normal use-case.
4. Count the # of attacks you successfully execute until IR is available again (60s of consecutive attacks).
The expected loss in # of attacks using the macro should be in the range of ~2 attacks.
That said, this level of testing shouldn't be necessary because it's pretty obvious when you press the button.
Sidenote: for best results, also pay attention to which attacks are actually executed. If you press the macro rapidly, you WILL eventually use Bootshine/DK out of sequence (e.g. when you should be using Snap Punch).
Edit: Kevee's method also works to demonstrate the specific issue and takes less time ... lol.
It might be the engine was actually designed this way to provide a more "interactive" game experience. I am not saying it is wrong or right, but the trend in many newer MMOs has been to try and make the combat more action oriented. Case in point, I don't think I ever dodged as much in FFXI, WoW, or Guild Wars.