Quote Originally Posted by RiyahArp View Post
...you didn't play pvp in 3.0 if you thought the pve toolkit was more cohesive. The pve kit in 3.0 was designed for single, static enemies, with a simpler side-kit for trash. That meant a lot of uptime for timers, with buffs, debuffs, and dots, and a complex normal rotation that required you to hit a long combo of abilities in sequence. That kit wasn't designed for a lot of player or enemy movement, and had a tremendous amount of filler abilities.

In pvp, a lot of the abilities just straight up didn't work.

DOTS were useless, where CC worked, which was the total opposite in pve. Having 3-4 buffs and needing to land prerequisite combos in pve was ok due to massive boss health pools, as they stayed in the middle of the room. In pvp, those were liabilities, and you couldn't build on the sequence of moves pve had. So you wound up getting this weird half-kit focused on burst, with CC really only used to enable that burst by preventing people from running away. A lot of techniques didn't really work that well at all...bards multidotting for example.

I just guess its been long enough people forgot this.
Actually, DoTs were arguably MORE useful then. BRDs multidotting is how they achieved fairly high numbers, though the BRD burst was SO good, they didn't need it. Set DoTs> Barrage + Empyreal Arrow> Farshot> Sidewinder. . . your target was dead before your feet hit the ground.

MCH burst was even simpler than that, and didn't even require Wildfire. Ricochet> Gauss Round> bind/stun> Between the Eyes. That's where I get my "1-2-3-4, you-don't-exist-anymore" rhyme from.

Very few jobs required full combos to execute, or anything lengthy to perform. . . they were called burst rotations for a reason. I'm not sure where you're getting the impression you had, Riyah, but we must've played VERY different 3.x PvP.