
Originally Posted by
Lyth
The usual pseudointellectualism aside, every job has fight-specific tricks that get used in optimization, and this has always been the case. The most interesting tricks are not usally about rotation
Claim: Most fights, for most jobs, rarely make any changes to one's rotation¹, or especially macrorotation², outside of one's choice of opener and holding CDs before boss jumps. Thereafter one just hits the CDs on CD outside of a (singular) pause per fight.
¹ Rotation - The order by which one performs what the job generally considers the primary "loop" of that job, such as from Demolish to Demolish, Fang and Claw (Chaos combo pt 5) to Fang and Claw or Chaotic Spring to Chaotic Spring, start of AF cycle to the start of the next AF cycle, etc.
² Macrorotation - The span of the largest possible loop of a given job --such as from Phantom Rush to Phantom Rush, Life of the Dragon to Life of the Dragon, etc.-- with whatever adjustments to smaller rotations therein may be needed to best leverage that larger loop or maintain it despite interference (downtime, death, etc.).
Response: Ahh, but every fight changes what you do... it just rarely changes your rotation.
???
When have I said we do nothing with movement? We do, sure, but the claim was about rotation. Unless that movement actually changes your attacks, too, and in a way you can actually account for or make use of in approaching your next burst cycle... it is literally not affecting your rotational complexity.
MNK? That movement can affect it rotationally and may affect setup for its next burst cycle.
SAM? That movement can affect it rotationally and will affect setup for its next burst cycle.
BLM? That movement can affect it rotationally and may affect setup for its next burst cycle.
NIN? That movement can affect it rotationally (but not in a way it need leverage for its next burst).
SMN? That movement may affect its initial sequence of summons.
PLD? That movement may affect its opener.
But for the rest? The movement either doesn't force any changes whatsoever (as per physical ranged outside of Heavensward) or the kit has no way or need to leverage/optimize it anyways.
For starters, that means fights that aren't using either arena-sized hitboxes or that aren't just wall bosses.
I realize that a big reason for this is that most melee don't trust tanks to position bosses correctly, and rightfully so. But it is a team based game, and I think that's the place to start adding more interesting variety to fights. Let tanks actually tank bosses, rather than being simplified melee with the occasional tankbuster-swap mechanic.
You can have both of these things, though, without movement having effect on the rotations of only 6 of 19 jobs (and rotational adjustment only on 3 of 19). The majority being affected is how we started, after all, just like more frequent manually positioned bosses and less regularly shaped arenas.