Fair enough, but you have to admit that even if it wasn't on purpose, it is a pretty good way of giving the lazy an option while rewarding the less lazy with some better DPS.
About 32 levels.
When I arrived in 2.0 at lv.50 with all the abilities on my bar, it was daunting--until I did the missions and got capped out. The game introduces you to MNK at a comfortable pace. If you've played other jobs already it's going to be easy to get into MNK, but don't abuse the game's kindness with macros. Learn the flows as you go and build the action bar to your liking.
Yeah, reactive based macros tend to lag because it needs to check if the ability can be used.
Generally you don't macro those abilities, the rest work fine now tough.
Using target dummies and the timer for Greased Lightening as a test to see how long the rotation take for both the macro and manual button presses, they both came out at seemingly the exact same time with 6 seconds left on GL.Using macros loses you DPS every GCD because they don't queue the abilities.
So you can't send a signal to the server to use the next ability until the GCD is already up. You lose very tiny amounts of time(if you're mashing) every GCD, but it still adds up.
Macros are only good for oGCD abilities.
Technically, you can play a MNK just like that, same with BRD. Is it optimal, though? No, not nearly.
"Easy" is relative to the user so that can be tricky to answer.
Now if you're question is: Is MNK rotation at level 50 basically Dragon Kick > Twin Snakes > Snap Punch over and over, refreshing DoTs whenever they fall off? Then yes. You can sub in a Bootshine every other Dragon Kick if you wanna get fancy, though the higher you get your crit, the less this becomes a thing. Still a dps gain, but it's pretty minimal.
But if your other question is if it's possible to use a macro to get nearly a 100% optimal rotation out of MNK like it is possible with BRDs, I'd say no, partly because of the way MNKs work and partly because of the way macros work in this game.
Last edited by Bossmoney; 11-26-2013 at 07:08 AM.
This ^^ its not as simple as 1 macroAny class at level 18 can be pretty simple. When you get higher level you\\'ll find you\\'ll have more options for attack abilities dragonkick vs. bootshine, true strike vs. twin snakes, snap punch vs. demolish. depending on the situation, you\\'ll be using different abilities at different times. On top of choosing between two abilities to use for each part of your combo you will also need to reposition yourself based on the ability you are using. Monks also need to watch their dragon kick debuff, greased lightning stacks, twin snakes buff, demolish, fracture, and touch of death you want to keep all of those buffs, debufs, and dots up
Although I will say, given that theres 6 abilities in the normal rotation and depending on the fights and etc... i would not recommend using macros for normal rotations, heck i never recommend using macros for actual rotations ever.
Your going to want to bootshine even at max level.
Again, it's fractions of a second each time.
This is VERY easy to test.
Have one ability macroed as itself.
Have the same ability next to it non-macro'ed.
Press the macro, and ~.5s before the GCD is up press it again.
Notice, you don't use the skill.
Press the macro, and ~.5s before the GCD is up press the normal skill.
Notice how you use the skill.
You're not going to be able to eyeball GL3 and see a difference.
GL3 resets every 3 attacks. 3 attacks will not accumulate to a 1.0 second delta between the macro case and non-macro case, unless you are lagging at a horribad epic fail level.
To observe the difference, you need to use a longer sequence of attacks. One simple test is:
1. Get GL3.
2. Pop IR.
3. Immediately begin attacking. Sidenote: for best results, don't mash the button(s) and instead pretend you're being lazy in normal farm content, which is a normal use-case.
4. Count the # of attacks you successfully execute until IR is available again (60s of consecutive attacks).
The expected loss in # of attacks using the macro should be in the range of ~2 attacks.
That said, this level of testing shouldn't be necessary because it's pretty obvious when you press the button.
Sidenote: for best results, also pay attention to which attacks are actually executed. If you press the macro rapidly, you WILL eventually use Bootshine/DK out of sequence (e.g. when you should be using Snap Punch).
Edit: Kevee's method also works to demonstrate the specific issue and takes less time ... lol.
It might be the engine was actually designed this way to provide a more "interactive" game experience. I am not saying it is wrong or right, but the trend in many newer MMOs has been to try and make the combat more action oriented. Case in point, I don't think I ever dodged as much in FFXI, WoW, or Guild Wars.Try using your macro against 10 mobs in a row, then use separate non-macro'd attacks against 10 mobs in a row. You should notice an immediate difference.
SE's engine is not smart enough to queue an ability in a macro. Note: it's not as simple as it sounds, although I don't know why. RIFT had the same issue with macros for the first 4 months. In RIFT it was 100x more critical to get macros working because the game relied on them to a significant degree, unlike FF14.
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