Quote Originally Posted by Aravell View Post
On the usage of Trick Attack by certain jobs, SGE wouldn't burn Toxikon II as it has equal potency to their filler, it's Phlegma III that they would burn under Trick Attack, and they should have at least one for every application. For AST, Earthly Star happens to also have a cooldown of 60s, which lines up well. For BRD, they generate enough gauge for an Apex/Blast Arrow for every Trick Attack application.

Small corrections aside, I agree with OP, Trick Attack was a valuable resource for every job, not just the ninja, removing it made no sense and also made gameplay more boring to optimise.
Quote Originally Posted by Lilyth View Post
Confirming the loss of optimizatoon for MCH as well. I'd always have an 80 gauge queen + Reass Chain Saw + HC window exactly at the odd minute mark for the extra aDPS. Sadly it's gone now.
Thank you for your corrections! I've updated my leading post accordingly.

Quote Originally Posted by Jaquan View Post
I'll be a bit cynical here... So which of those classes (bar healers since at that point we'll probably take anything if it means we have something to do other than the barebone DPS rotation) is willing to take a dip in their aDPS to boost others? Genuinely asking here because most often I see Ninja Changes viewed by this prism and not the class itself (other than having more stiff Ninki management once that becomes a thing)
aDPS rewards you for playing into raid buffs, so absolutely 0 jobs would suffer an aDPS loss for playing into Trick Attack. In fact, removing Trick Attack is an indirect nerf to many classes in terms of aDPS.

Numbers, however, are really not my concern. I made this thread to express my concern about the changes to Trick in a more holistic way. Centering concerns around Ninja didn't capture the full changes, and led to arguing over "these changes are good because Ninja is stronger now!!" which is, in my opinion, both shortsighted and rather irrelevant to the quality of any particular job. Numbers are the easiest thing to adjust when it comes to job changes.

Centering the changes to Trick Attack around how it affects how every class plays, I hope, will encourage more thinking about rotations, gameplay feel, and synergy between classes -- the very reason cited for this change in the first place.