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  1. #91
    Player
    Miste's Avatar
    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    1,720
    Character
    Miste Vaer
    World
    Excalibur
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Mimilu View Post
    The combos I put in bold are the only combos you should be doing in current, PvE end game content (causal or hardcore), the rest should never be done. :B

    What I think they could do for MNK is have one button be Bootshine + True Strike, one for Dragon Kick + Twin Snakes, and then two separate buttons for Demolish and Snap Punch.
    I already mentioned earlier in the thread about optimization. Thing is not everyone plays the same way and not everyone tries to do the 100% best optimization (I mean sure it is the goal for a lot of people and a good thing to aim for, but actually being able to execute your rotation perfectly is another thing and fight mechanics sometimes require you to alter the rotation to adjust). People do mess up their rotations sometimes and even if you consolidated some of the combos people still might forget and use the wrong one then you are missing a buff/debuff which MNKs heavily rely on to do good DPS.

    Going by your bolded ones...what if I messed up my rotation and I was missing Dragon Kick debuff, had Twin Snakes buff already on, Demolish is on too. The best choice in this scenario would be to use Dragon Kick > True Strike > Snap Punch, but you've removed it?

    I mean take a random fight for example. O3S. Say you are on MNK and you are starting your highest hitting combo Bootshine > True Strike > Snap Punch, and all your necessary buffs are still on. As you hit Bootshine Hali jumps to do library or sword dance. You adjust to the mechanic and you lose some time on your rotation, but when you are able to hit her again your twin snakes buff is gone so it would be more beneficial to adjust and use Twin Snakes > Snap Punch instead of your original plan of True Strike > Snap Punch.

    With the buttons consolidated how do you make this adjustment?

    I mean pretending no one needs those combos seems to be farfetched. To me this seems like if you consolidated the combos it would be even more punishing should you mess up which combo you are using since you'll be missing buffs and cannot alter your rotation to somewhat fix it.
    (7)
    Last edited by Miste; 11-28-2017 at 06:42 AM.

  2. #92
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Thinking about this and how it would impact MNK also brings NIN to mind.

    Aside from the Mudras, NIN has theee different combo enders:
    Spinning Slash > Gust Slash > Aeolian Edge
    Spinning Slash > Gust Slash > Shadow Fang
    Spinning Slash > Gust Slash > Armor Crush

    When you use each is dependent on your timers (Shadow Fang and Huton). Plus you only want to duality Aeolian Edge. These consolidated combos would pose problem for NIN as well.
    (5)
    Sage | Astrologian | Dancer

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  3. #93
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Vaer View Post
    The oGCDs are also taken up by Diversion, Pot, Riddle of Fire and Internal Release. Sticking Form Shift in there a bunch of times would be tough. You would clip the GCD a bunch of times trying to jam all that in there and probably lose out on 1 or 2 of them.
    I haven't played MNK at high level, but I have no issue casting 2-step ninjutsu between GCD as a NIN. With Riddle Of Fire greatly slowing your attack speed, you don't think you could fit two form shifts here and there ?
    Something like : Diversion+PB - Snap - Pot - snap - IR+Form Shift - DK, etc... ?
    Disclaimer : I don't know if the opener actually starts before PB, so I'm just considering your opener as it is.
    Quote Originally Posted by BroodingFicus View Post
    My fear with the idea of slamming combo's onto one button is that in the end most classes with heavy amounts of combo's would all start to look something like 1-1-1 2-2-2 3-3-3. The amount of buttons to me right now feels nice and yes they will need to be cautious moving forward.
    I'd say the only problem with this, is kind of visual monotony. For example, as a PLD, you use Fast Blade for your three combos and you use Riot Blade for your two DPS combo. If each combo would use 3 specific skills, you could technically have 9 different WS.
    Quote Originally Posted by HyoMinPark View Post
    Spinning Slash > Gust Slash > Aeolian Edge
    Spinning Slash > Gust Slash > Shadow Fang
    Spinning Slash > Gust Slash > Armor Crush
    This shouldn't really be a problem. Generally, when you start a combo, you already know how you'll finish it. Besides, by having three separate combo, you could potentially adjust the second WS of one of the combo so that you could have an easier time maintaining one of the effect, without requiring an additional slot. You could even make one of the combo only two steps, since it would still require proper planning by preventing last minute switch.
    (0)
    Last edited by Reynhart; 11-28-2017 at 06:30 AM.

  4. #94
    Player
    LunaTsukihime's Avatar
    Join Date
    Jun 2017
    Posts
    57
    Character
    Luna Tsukihime
    World
    Odin
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by HyoMinPark View Post
    Thinking about this and how it would impact MNK also brings NIN to mind.

    Aside from the Mudras, NIN has theee different combo enders:
    Spinning Slash > Gust Slash > Aeolian Edge
    Spinning Slash > Gust Slash > Shadow Fang
    Spinning Slash > Gust Slash > Armor Crush

    When you use each is dependent on your timers (Shadow Fang and Huton). Plus you only want to duality Aeolian Edge. These consolidated combos would pose problem for NIN as well.
    That's why I was suggesting the do-it-yourself combo slots, put spinning and gust in there and keep the finishers separate, one slot saved.

    If someone wants to put more he can,if someone didn't want it all, he can.

    Please, don't assume I'm trying to neuter any class with my suggestion.
    (0)

  5. #95
    Player
    Vaer's Avatar
    Join Date
    Oct 2011
    Posts
    1,803
    Character
    Ein Vaer
    World
    Excalibur
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Reynhart View Post
    I haven't played MNK at high level, but I have no issue casting 2-step ninjutsu between GCD as a NIN. With Riddle Of Fire greatly slowing your attack speed, you don't think you could fit two form shifts here and there ?
    Something like : Diversion+PB - Snap - Pot - snap - IR+Form Shift - DK, etc... ?
    Disclaimer : I don't know if the opener actually starts before PB, so I'm just considering your opener as it is.
    Full opener reference here.

    Pot is used to line up with all the other buffs same with IR/RoF. You could probably move diversion up if you wanted but you would end up triple weaving where a double is already pretty tough if you aren't close to the server. The beginning mostly doesn't have anything because the double snap lets you hit GL3 with the demolish at the beginning so you have the damage bonus before you pop everything else. Kick for blunt dmg and snakes for damage buff then the rest of the stuff with the pot on with the rest of the party utility.

    Obv you could just do another opener but your suggestions would probably change how this opener would look for sure.

    DRG has the least to lose since their combo is pretty static so it would work well for them. Some of the other jobs have some psuedo branching combos where it wouldn't reduce the buttons by as much as it would for DRG.

    I mean they could change the rest of the jobs that could benefit from this change and leave MNK as is but I personally don't think that would be fair.
    (3)
    Last edited by Vaer; 11-28-2017 at 06:37 AM.

  6. #96
    Player
    Anemone_Valesti's Avatar
    Join Date
    Nov 2013
    Posts
    163
    Character
    Hitman Hohenheim
    World
    Balmung
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Reynhart View Post
    ....

    - If you miss, it doesnt change but it would mean you actually have to pay attention to your skills or notice the miss ( Which shouldn't happen unless you are under level I think or if the boss deck u with a loss of accuracy skill lol ).
    - Something would have to be done with perfect balance
    - tad medicated, so this is as far as I go lol.

    Im not on either sides of this, just here to help clarify some things ( Specifically regarding MNK since the uses of the skills...well the skills themselves are directly tied into the stances )

    (Note: Apparently the Gif works in Preview post, but when posting it...it doesnt...unless its just me lol)
    (Note 2: Derp I didnt loop the Gif lol. My Baaaaaaaaaad xD)
    (5)
    Last edited by Anemone_Valesti; 11-28-2017 at 07:07 AM. Reason: Issue with Gif

  7. #97
    Player
    alimdia's Avatar
    Join Date
    Jul 2014
    Posts
    2,064
    Character
    Ali Lifesaver
    World
    Gilgamesh
    Main Class
    Marauder Lv 80
    Why not remove combos while we're at it? press shadow fang and dot applies, press armor break and huton is extended. I mean, according some people here there's no skill in pressing buttons, so why are pressing them at all? Let's take it to the extreme. Oh and remove mudra combinations too.
    (2)

  8. #98
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Anemone_Valesti View Post
    Super amazing gif
    Yes, this is what I mean.
    Quote Originally Posted by alimdia View Post
    I mean, according some people here there's no skill in pressing buttons, so why are pressing them at all ?
    Because there is skill in planning and ordering skills...not buttons.
    Quote Originally Posted by Vaer View Post
    Obv you could just do another opener but your suggestions would probably change how this opener would look for sure.
    As I said, and as Miste could find it acceptable, those kind of changes would probably be tied to the release of a new expansion, so the opener would have to include all the new tweaks.
    Quote Originally Posted by Vaer View Post
    Some of the other jobs have some psuedo branching combos where it wouldn't reduce the buttons by as much as it would for DRG.
    NIN would only lose 2 slots at best, but, again, it could gain 4 "new" low level skills while requiring only 3 slots total.
    Spinning Edge -> Gust Slash -> Aeolian Edge
    New opener 1 -> New follower 1 -> Shadow Fang
    New opener 2 -> New follower 2 -> Armor Crusher

    More skills = easier precise adjustement to potencies.

    Besides, in ARR, the longest combo contained 3 steps. In HW, DRG increased it to 4, and to 5 in SB. We might see other jobs having 4-step combo in the next expansion, with no new slot required.
    (3)
    Last edited by Reynhart; 11-28-2017 at 07:21 AM.

  9. #99
    Player
    Ferth's Avatar
    Join Date
    Jul 2011
    Location
    Uldah
    Posts
    1,329
    Character
    Ferth Fontaine
    World
    Hyperion
    Main Class
    Thaumaturge Lv 70
    It should be optional, it shouldn't be useable until at least level 30, and probably level 50 just for good measure, and we should be allowed to customize our combos.

    It would be pretty easy to implement a UI function similar to what is already visible in the pvp profile, but let us populate which weaponskills and in which order we want, then let us place the combo buttons where we want as well. Furthermore they can limit it to 2 combo buttons in general. For most physical dps classes that would be more than enough to reduce 6-8 keybinds down to 2 or 3.

    You would still be allowed to place all of your weapon skills on the bar, even with the combo buttons (which sort of addresses monk/perfect balance.)

    The biggest problem I see here is none of the ranged/caster dps classes have straightforward combos so this wouldn't really help them out. Which isn't a problem so much as it creates another problem for those classes.

    I would absolutely love this for all of my tanks and my dragoon. But it would do literally nothing for my black mage.
    (0)

  10. #100
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Ferth View Post
    The biggest problem I see here is none of the ranged/caster dps classes have straightforward combos so this wouldn't really help them out.
    Casters already received something similar with higher tier replacing lower ones. You no longer need 3 slots for Thunder, Ruin and Stone.

    Frankly, I don't understand why they didn't fuse Blizzard and Blizzaga...and Fire and Firaga (With an adjustement to Firestarter)
    (1)

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