
Originally Posted by
Shurrikhan
EDIT: <For Monks>
The only real issue Monk would face with dynamic slots is Perfect Balance. Otherwise you could simply have:
1 Bootshine
2 Dragon Kick
3 Arm of the Destroyer
1 True Strike
2 Twin Snakes
3 One-Ilm Punch
1 Snap Punch
2 Demolish
3 Rockbreaker
The issue then becomes how you again have all 9 skills near-simultaneously available during PB. Assuming decent enough an effective connection, this might be handled by bringing Form Shift into Monk/Pugilist skills earlier, and simply making it a non-animation oGCD during Perfect Balance, allowing for rapid cycling. With Form Shift as button 4 and Touch of Death as 5, starting per usual from Coeurl (c) [Raptor (r), Opo-opo (o); o>r>c です], a typical HW opener would then be something like:
c2, (o4, r4), c1, (o4, r4), c1, o2, r2, 5
Demolish, FSx2, Snap, FSx2, Snap, Dragon, Twin, Touch
There, now even with PB remaining a prevalent part of Monk gameplay, you still need only consume 3 slots for 9 skills.
(Or, alternatively, you could give reason and ability to use the 9 skills out of their presumed cycle, and you'd have reason to spend 9 slots on them (in my case, 1,2,3, Shift-1-2-3, Caps (rebound to r. Alt)-1,2,3).)
Would movement be more interesting if you had to hit E to go right instead of D every 5 seconds, cycling back and forth? There'd be TWO buttons for that command then! COMPLEXITY!