Completely ignoring might not be the most accurate description, no. It's more of an explicit opposition, because the option you mention entails spending a day or two grinding if you want to make use of it.
While that's true (disadvantage when starting), I like the concept. Earning a new kick-ass skill feels a lot better than replacing your gauntlets to gain 3 vitality and 2 strength.And this is precisely why I think it's absolutely idiotic to tie player skills to PvP progression. The gear disparity is more than enough of a disadvantage for folk just starting. That you can't even play with a fully functional skill set when you start is absurd. I don't know what Squeenix was smoking when they decided that, but it needs to change.

You should be able to unlock all abilities eventually and just have a capacity limit in any one "build" which you can swap about at will. I thought that was the point in the 10 PvP actions slots when I first saw them, since the maximum any job gets is 7. Something like each point of improved (stat) is one slot, each point of improved ability is one slot too, etc.


SE needs to start you out with a PVP skill set only and kick the PVE stuff to the side.



Why not play Monk in PvP and earn the skills for Monk skills with earning the PvP points with Monk?EDIT: Beat to it.
Once again:
You have a level 50 BLM. You want to play an alt in the Wolves' Den. Right on! Here's what you can do:
- Use the armory system. Level a MNK on the same character you have your BLM on. Every time you want to switch classes, you need to play 180 matches to afford it.
- Create a new alt character and level your MNK there. You can now play both classes as you please, all it takes is the 30 seconds you need to relog. Needless to say, not having to spend 180 matches worth of currency simply on respeccing will actually allow you to buy some PvP gear if you pick this option.
Like you level up in PvE a BLM to 50 and still also need to level up Monk to 50 to earn all PvE skills for Monk?
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