Yoshida: It may be a bit difficult to understand without actually using it in game content. I'll tell you a bit because I want to hint at the rotation. This time with monk, we wanted to focus more on the Fists element, and the element type is reflected in Shoulder Tackle. It was important that you could see the impact of each type when you fight by switching between the three types. Originally with monks it was enough to get used to the fixed rotation, but when you enter a new battle with the associated uncertainty, you need to make quick decisions about things like whether to use Chakra or whether to keep going with the DPS rotation. Your DPS will grow if you excel at that, so I think monk should be rather interesting.
It did look good during our time with it.
Yoshida: It feels good to use. Where DPS used to fall apart at breaks between phases, it's now designed to be able to sustain if you play it well, so, as usual, it's a job that can excel based on the skill of the player. There are also synergies that you'll need to think about how to use to their fullest potential.
So even though the first impression is that the action rotation hasn't changed, it may feel entirely different when you actually take it into content.
Yoshida: The intention of the overall adjustments for DPS was that you'll be able to put out a decent amount of DPS, and all jobs will be raised, without much change what you've done before. However, the differences in player skill should become more apparent because with the simplified and clarified elements, there will be more room for players to come up with ways to further improve.
(Taken from : https://www.bluegartr.com/threads/13...ew-Translation)
Hmm... well unless you begin as monk, the difference of fists is not something we're so eager to use and play with, neither is shoulder's tackle... then again they had Dragoon as the standard class for all melee dps. *sigh*