Originally Posted by
Vyrerus
Melees don't get AOEs until later in their rotations because they operate under the principle that DPS should remove problem monsters first, rather than AOEing everything down in unison. Also the fact that they have higher potencies innately over ranged, and used to have higher weapon damage too, meaning unless you pulled two or more groups, single target was still better damage. That and the artifact that was TP, along with the skill invigorate originally being a subclass skill only obtained by having level 22 Lancer. Even with Invigorate, on melee you'd have to stop AOEing at some point in a pull that lasts long enough or every other pull, due to TP constraints.
As for the topic at hand. No, no, jobs should not be given their entire rotation at 50. That removes all semblance of growth and development associated with the job quest structure and would make leveling feel more mind numbing than it already is(even though I don't feel that way personally). If your request were heeded, the next demand would be to lower the level cap to 50 and never raise it. Then the demand after that would be, why have levels at all. It's asking too much, and it doesn't fix anything.
IMHO, they should consider rebalancing low level rotations, now that TP no longer exists, and add in combo bonuses for using AOEs properly, such as, "Increases potency of next AOE if this AOE hits 4 or more targets." They should reward proper play innately by having proper play enhance the rotation, so it's visible outside of knowing the numbers associated with the tooltips. We already established eons ago that hardly anyone reads their tooltips, let alone maths out potencies, heh. When used properly have the AOE light up to encourage repeated use or maybe have an oGCD tied to it like the Continuation combo. Idk.