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  1. #1
    Player
    Hazusu's Avatar
    Join Date
    Jul 2024
    Posts
    5
    Character
    Stella Nabradia
    World
    Famfrit
    Main Class
    Monk Lv 100
    My point is that the rotation was so much simpler back then that you didn't need to stare at the buffs and debuffs with a reasonable amount of time on the job. Remembering to alternate your 1s and 2s was very easy, and the most taxing part on your mental stack was remembering to fit demolish after two True Strikes, but even that was a normal ask. For comparison, the old DRG filler rotation was 10 GCDs long; MNK's was 12 . At even a somewhat moderate level of playing MNK, you likely did not need to stare at your buffs.

    My point is that doing that has become a lot harder, now that the sequence has tripled in size. You now need to basically check your UI element at the beginning of every 1-2-3 GCD loop, as memorization of the entire rotation (as in, the 12 repetitions of the 1-2-3 GCD loop, ergo, the 32 GCDs) has become something only accessible to MNK players that are a lot higher on the skill spectrum. No other job, as far as I'm aware, has this long of a filler rotation.

    I posit that having your BASIC rotation being this hard to memorize and thus being dependent on you checking on a UI every few seconds is worse design. I know they aren't bringing the timers back, which is why I proposed that they just make the rotation smaller by adjusting the amount of fury granted by each of the setup weaponskills.
    (3)

  2. #2
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,518
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Hazusu View Post
    My point is that the rotation was so much simpler back then that you didn't need to stare at the buffs and debuffs with a reasonable amount of time on the job. Remembering to alternate your 1s and 2s was very easy, and the most taxing part on your mental stack was remembering to fit demolish after two True Strikes, but even that was a normal ask. For comparison, the old DRG filler rotation was 10 GCDs long; MNK's was 12 . At even a somewhat moderate level of playing MNK, you likely did not need to stare at your buffs. ...
    The problem is you are thinking about how log it takes to get back to the start and treating it like a rotation, however, since Monk doesn't follow the rotation like normal jobs, it isn't a fair comparison.

    Monk only has 1 'combo' (using that term loosely here), and that is Opo-Opo > Raptor > Coeurl. Each of these has 2 attacks which you use based on what buffs you have. This gives you 8 possible permutations for possible combos, you just need to use the right ones.

    However, on the topic of '36 GCD combo strings', you wouldn't even get a chance to go through the whole thing anyway. 36 GCDs, at 2 seconds per GCD, is 72 seconds, which takes you through PB phases, which is going to misalign you from the '36 GCD string' you want to follow anyway.

    Again, this is just you thinking about the job wrong. Rather than following a set GCD pattern, you need to adjust on the fly, think ahead, just like old Monk. Which also ties in with Dragoon, I don't think you memorise the full 10 GCD rotation, you, in your head, think Chaotic Spring combo, Heaven's Thrust combo and muscle memory takes it from there.


    As an aside, here is the full 36 GCDs in number form, 1 is buff, 2 is spend:
    111
    222
    122
    212
    121
    222
    112
    222
    121
    212
    122
    222

    I have similarly highlighted the differentGCD strings that appear more than once. In total, of the 8 possible permutations, only 6 different ones are actually used, missing 211 and 221. This doesn't mean they will never be used as the PB windows can scramble this as I have previously mentioned, which again highlights the importance of adapting to the situation rather than just following a static GCD loop.
    (0)

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