



I'd rather not. It's already a pain in the ass being able to miss Blitz as they currently are as radial AoE attacks. MNK doesn't have a problem with too many buttons anyway, not when they've already removed our oGCDs and fist stances.Something I think could be really cool for MNK would be to merge its AoE combo with its ST combo for updated visuals and just have half your ST combo have fall-off damage that can be spammed for AoE instead of having your AoE combo be entirely divorced.
Bootshine upgrades to Shadow of the Destroyer
Twin Snakes upgrades to Four-Point Fury
Snap Punch could then be upgraded to a new third AoE in replacement of Rockbreaker and then True Strike can receive a new ST animation.
You'd need to make a couple tweaks to make the AoE half of your combo work the way it does currently, but otherwise, you'd get some more exciting animations for your combos while also trimming down on total buttons and thus giving MNK a ton of room to grow.




Currently, if you whiff the attack, you don't lose anything other than the GCD with your AoE buttons, and if you're out of range, you would've been able to use the action anyway during single target. Bloat certainly isn't an issue for MNK, but there's no real reason to have AoE exclusive buttons in XIV. We're not ever prompted with real decision-making between single target and AoE, so each of them only ever realistically exists once at a time anyway. Animation is also the most expensive part of game design, and by converting two very solid animations into things we actually use on a regular basis rather than "use this for dungeon trash and nowhere else," you have a greater chance of actually improving the animation quality of more actions.
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