Quote Originally Posted by kukurumei View Post
In other words you mean animation delay. Which is a picky and almost insignificant timing issue. The Time for animation delay of a "swing" is so low that you might as well say "lag killed you" instead of "my AA animation killed you".

A spells will always supersede the "swing" unless the "swing" came right before you cast, and the likely-hood that that's actually a critical point in the battle is so low, it's inconsequential.

Unless you make FF14 play like some WoW raids, where one-shot-ing is a par for course...never going to be a problem.

Monsters themselves don't attack at the speed of light for it to matter.
I wouldn't call it insignificant, perhaps for current fights, since nothing is exactly 'challenging'. But take for example a fight where it was healing intensive and in between a Cure to a Sacrifice your healer has the added downtime of an AA swing 'animation'. Trying to think of a decent XI example of a high intensity healing fight with not just tank damage but AoE damage to your melee's. But been a while and drawing a blank ; ; sorry .

PW was more melees needing to not be stupid so I wouldnt say it was that healing intensive. Jorm would be a decent example when it first came out but meh not what I'm trying to get across.

I guess somthing such as the healer basically had to keep spamming cure > sac > cure > sac just to keep melee/tank up.
Now add AA ontop of it.
Cure > AA > Sac > AA > Cure. It could potentially kill people due to that GCD building up.


This is ofc with the assumption SE actually brings in such challenging content(healing intensive/DPS race/Tank Swapping etc). If everything stays simple as it currently is then you're correct that AA wouldn't bring much harm.