OGCD elements can supplement GCD rotations to some level. Look at BRD, a DPS with a GCD rotation that's really not much more deep than the healers even. You've got:
- Burst Shot / Ladonsbite
- Refulgent Arrow / Shadowbite every few GCDs generally
- Caustic Bite and Stormbite which you ideally use once at the start of battle and then replace with one use of Iron Jaws every 45 seconds
- Apex Arrow into Blast Arrow
And that's it. Despite this, BRD can feel very overwhelming for a lot of people because even though that's a very simple rotation to manage, its OGCD library is decently wide, but also consists of a lot of short cooldowns, charges, and procs.
- Bloodletter / Rain of Death every 15 seconds which you get free stacks of throughout Mage's Ballad
- Empyreal Arrow every 15 seconds
- Sidewinder every 60 seconds
- One of your three songs every 45 seconds
- Pitch Perfects during Wanderer's
- Four buffs to weave for you two minutes
It's really not a hard job per say, but it can feel very hectic because you're looking in a lot of different places depending on your song. And while Troubadour and Nature's Minne aren't a part of your rotation, they are two of the most prominent sources of utility that come from the DPS role (Nature's Minne as of the most recent patch), and thus managing them can play into your gameplay as well.
Moving to the topic of AST, I actually didn't find its 1 nuke/1 DoT rotation in SB to feel as stale as it does for the healers currently, because the burden of knowledge on the old cards was a lot more complex. You were actively paying attention a lot more to what cards you were getting, what you stored, what you burned, and the factors that your cards applied to. Like as a SB AST, I would actively be paying attention to MP values in case a Ewer could help my cohealer. Additionally, AST's only OGCD healing resources were Earthly Star and Essential Dignity at the time (Lady too technically, but you rarely wanted to sit on her because she ate into Minor Arcana's CD), so you had to resort to GCD healing for most raidwide damage. Even now, I actually don't think AST's lack of an offensive rotation is what's making it feel awful to play. It's the card system feeling unnecessarily complex for a very lackluster reward in Astrodyne.
 
			 
			

 
			 
					
					
					
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