Quote Originally Posted by cataclysm View Post
What determines which are the "basic" attacks that are utilized during auto attack in the AA system you described? All DoW/DoM have multiple "basic" attacks, which each serve different purposes currently. How will things like "Multishot" work? With the horrendous sluggishness of the macro system, how do you integrate things like "Hawk's Eye" or "Raging Strike" into an attack? How will reactive abilities like "Phalanx" operate if you happen to auto-attack at the wrong time?
Much of the system stays the same. Hawk's eye and Raging strike are "buff" type abilities and have no reason to change, you activate them and use them. If you are concerned about an AA eating the buff, either AA aren't augmented by some "attack enhancing" buffs or thats where AA toggle on/off comes in handy.

Phalanx again has no need to change, it's a reactive ability and when conditions are met you activate the skill.

as far as additional "basic" attacks you gain from rank up. Those are either situational skills like Heavy thrust. It's a skil thats on a short cool down, with high accuracy and potent "bind" type effect.

Attacks like "Pierce" which adds an AoE component can become slotable upgrades so all your AA have AoE capability (at your choice, since you have to slot it maybe under "traits")

Or "Pierce" becomes an alternative attack, or a "stance" like Reika suggested. you activate this as you AA, or your stance, it adds slight delay, slight attack loss, but hits multiple mobs.

great changes don't need to be made to the battle system to include AA. Balance of TP gain and weapon delay are the pivotal aspects that need to be largely taken into account.

I'm excited to see what they have in store of us ^^