They're literally not, though?
Maybe come Midnight, but at present? Not remotely.
Even if we limit discussion to PvE -- or further to, say, M+ -- there is significant difference between an IcyVeins recommended APL (action priority list) and actual optimal play because of the timings of when new mobs will be pulled into the fray, when they'll die off, the focus damage required to avoid a shield being (re)cast or a hard hit going out, etc., etc.
And while Arms was massively simplified compared to DF (where it had Cleave as a situational ST skill in Fatality builds, Whirlwind as a nuke even for in ST that needed enough banked Rage to support atop a potentially immediately following Execute or Mortal Strike, Thunder Clap separately from Rend since the latter still had a decent enough direct damage efficiency bonus while TC had more Rage expenditure, Ignore Pain's oGCD defensive as a potential generator for Tactician procs due to its Rage cost that hadn't yet been excluded, and your execute rotation depended on how much you wanted to accelerate or delay your main CDs vs. getting slightly more damage-efficiency out), it still has...
- Bankable procced nukes (Sudden Death Executes) that can align multiplicative damage bonuses (Executioner's Precision) with 3 to 5 other sources (Martial Prowess, Follow-through, Avatar, Colossus Smash, and Brutal Finish or Demolish) on your rotational nuke, for which there is a huge amount foresight required in
- Said rotational nuke (Mortal Strike). Applies a DoT at least twice its cooldown in length, allowing one to maintain it across multiple enemies. Buffable (some additive, some multiplicative, therefore branching between quick and all in strats in a given rotational string with upcoming affecting CDs) via a variety of sources.
- Rotational AoE [optional] (Cleave). Also applies the above DoT, but at a loss at under 4 enemies except in certain builds or under certain conditions.
- An AoE filler [optional] (Whirlwind). Now mutually exclusive with Cleave, above.
- A second 2-charge rotational CD whose refresh chance scales with resource spent and the priority of which vs. Mortal Strike varies with resource scarcity, CD alignment (especially between Colossus Smash and Demolish or CS and Bladestorm), other multiplicatively synergetic stacks, etc.
- A filler.
- An empowered filler usable against enemies under 20/35% and stacks a buff to itself a la old Greased Lightning (but rising to 15 stacks) and usable early via procs (two sets thereof for the Execute-centric hero spec).
- A separate DoT, single-target, to be maintained.
- A backup AoE for resource excess before 35% and which applies Rend to up to 5 enemies though at lesser efficiency at 2 or fewer enemies.
- A GCD-CD blow that amps damage for 10 seconds that is accelerated by resource-spending and therefore cannot naturally sync to other CDs.
- An oGCD-CD that amps damage for 20 seconds and can opt into further rotation-affecting buffs.
- A channeled AoE CD that can amp Cleave and Whirlwind damage and next Mortal Strike. Accelerated by resource-spending and therefore cannot naturally sync to other CDs.
- A second 45s or 90s AoE CD that amplifies bleeds or critical strike damage, favoring certain other rotationals in its brief amp window thereafter.
- A gap-closer weavable for resource efficiency or saveable for actual gap-closing needs. Two charges.
- A second long-CD gap-closer that can be used to make the first more efficient in gap-closing.
- Active trinket.
- A 15s window of single-target attacks cleaving a second enemy and buffing the next cast of your rotational/filler AoE thereafter, allowing for exceedingly elaborate setup and CD-sync considerations.
- And I'm still skipping several aspects.
That is, I have to worry about several overlapping layers of sync, likely tank pull timings and pathing, where I'd have to be for interrupts and at what spreads/gathers, who else is going to burst at that time to guess at TTKs, when I'd have to bait shit out, etc., etc., all with rotational significance on optimal (even if not average) play and therefore requiring one to be able to quickly benchmark branching options across the string, up to the completion of the next CD, the next moderate burst, the next full burst, etc., and even on how to break up those bursts for max effect given the dungeon route.
And Fury has scarcely any less going on.
You can argue that such is cognitively bloated, with too large an effort gap between having learned well enough to do most things decently and having actually mastered a given spec, or perhaps even that the complexity should be less or even more hidden from players so they don't overcomplicate the basics for themselves or can better move up from said basics without either among a guide or actually playing the game in real content for any reasonable duration. And that's probably why WoW's seeing most specs' skill ceilings get gutted in Midnight, for better or worse. But alas...
I'd still generally take that over merely button-bloated.
And XIV IS button-bloated -- or, better put imo, failing to significantly leveraging its variety of skills. It's not merely lacking interesting contexts for interesting play, though that is a huge part. The foundation of how most jobs are built up, especially via combos, does not lend itself to skills being individually or synergetically of interest, only pieces each of singular rote decisions.



Reply With Quote

