Results 1 to 4 of 4
  1. #1
    Player
    Terin's Avatar
    Join Date
    Jan 2014
    Posts
    884
    Character
    Jared Kane
    World
    Diabolos
    Main Class
    Dark Knight Lv 90

    How would you guys feel about the idea of "Dynamic Abilities"?

    For example, maybe as a Monk, instead of managing six rotational abilities, you would only have two; a "Flank ability" and a "Behind ability". The specific attack used would automatically change based on what stance you were in, or if you're at a distance, another ability might switch to Shoulder Tackle, while becoming something else Heymaker when in melee range.

    Of course, I wouldn't just *replace* existing setups to use these. Instead, on the Abilitys & Traits window, add a "Dynamic Abilities" tab where such abilities cycle through. That way, Pro's and keyboard-users can still enjoy the existing setup if they wish.

    I suppose the natural question is; does this suggestion wind up removing skill from the game? On one hand, juggling a rotation can be fun, but on the other, trying to switch tabs mid-combat can be pretty difficult (I would also live replacing the D-pad with hotkey-bar shortcuts).

    I dunno, I'm just throwing the idea out there; what do you guys think?
    (0)

  2. #2
    Player
    Anova's Avatar
    Join Date
    Oct 2011
    Posts
    861
    Character
    Deneb Algiedi
    World
    Leviathan
    Main Class
    Astrologian Lv 70
    If you are talking about adding new abilities or changing existing abilities, this topic should be in the other battle systems forum. I can see some confusion you have though with the monk rotation and the majority of these can be very quickly fixed with the right macros.

    Basically, the monk abilities are set up in such a way where you cannot trigger the next ability in the chain unless you've done the pre-requisite move. Consequently, most players have set up two macros so they only need to press one button for the "flank" combo and one button for the "rear" combo. It does require you to level up monk and gain all the abilities to work, but your basic idea can be done with macros. The only issue is you may have to deal with a clutter of error messages in your battle tab (if you are calculating your dps that way) unless you disable it.

    Anyway, an outstanding thread someone posted for the full rotation is here. I'll run through the code to explain it for you though.

    Flank Combo
    /ac "Demolish" <t>
    /ac "Twin Snakes" <t>
    /ac "Dragon Kick" <t>
    /ac "Shoulder Tackle" <t>


    You start in Opo-opo form where demolish and twin snakes are not allowed but Dragon Kick can be used. The game returns error messages on demolish and twin snakes instantly before successfully performing a Dragon Kick and switching to raptor form. Shoulder Tackle returns an error message as it is on global cooldown.

    In Raptor Form, you press the same key. Demolish returns an error, Twin Snakes is executed, and you are in coeurl form. Dragon Kick and Shoulder Tackle return error because of global cooldown.

    Coeurl Form executes Demolish, resetting to Opo-Opo and +1 stack of Greased Lightning. Subsequent actions return error because of global cooldown.

    Shoulder Tackle is executed if you are ever out of range and none of your basic combo is available.

    Back Combo
    /ac "Snap Punch" <t>
    /ac "True Strike" <t>
    /ac "Bootshine" <t>
    /ac "Shoulder Tackle" <t>


    Same concept as the rear except this combines all abilities that benefit from positioning at the back of an enemy.

    Any other skills you use (silence, stun, dots) are on separate hotkeys. Feel free to write your own macros for those, although they are not necessary.

    These macros help a lot with the accessibility of the monk and nobody will denigrate you for not using them. It in fact allows you to focus more attention on other skills like silence and stuns, which are helpful in helping your party handle certain boss mechanics and will more likely earn you a compliment for being "pro" than "noob" (assuming people even ask).

    Feel free to edit the above macro by appending buffs or /micon commands according to your preference. Keep in mind, until you unlock some of these abilities (or are running lower level content such as FATEs and dungeon roulettes), you may want to substitute appropriate finishers and starters. Dragonkick in to Bootshine, and Demolish in to snap punch, or build them in like so:

    Flank Combo
    /ac "Demolish" <t>
    /ac "Snap Punch" <t>
    /ac "Twin Snakes" <t>
    /ac "Dragon Kick" <t>
    /ac "Bootshine" <t>
    /ac "Shoulder Tackle" <t>
    (0)
    Last edited by Anova; 04-15-2014 at 03:46 AM.

  3. #3
    Player
    Bixby's Avatar
    Join Date
    Mar 2011
    Posts
    1,534
    Character
    Ampersand Kai
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Anova View Post
    The only issue is you may have to deal with a clutter of error messages in your battle tab (if you are calculating your dps that way) unless you disable it.
    That's not the only issue. Those macros are prone to not working correctly. The openers can be used at any time, and it's entirely possible for a macro to fire at just the wrong time so that the middle or end moves get skipped and the openers get picked up. It's a pretty common occurrence, actually, especially if you're spamming the macro (which you most likely are since you can't activate macros before the GCD like you can with unmacroed abilities).

    Anyway, as for the idea, really not a fan. Deciding which ability to use in the heat of the moment is a significant part of the challenge of playing a class. Creating a system that strips that decision away, with no drawbacks, makes things too easy. It also makes said system practically mandatory for optimal play. Not a world I want to live in.

    Edit: Also, there are tons of times where I'm intentionally using a skill from the "wrong" position. DK/Twin/Demo go up whenever they need to go up, regardless of where it's safe to stand. If those are up, Boot/True/Snap are more damage even from the wrong position. Of course, MNK is only one example, but IMO, pretty much anytime you create systems that take away player decision-making, you create more problems than you solve.
    (1)
    Last edited by Bixby; 04-15-2014 at 04:24 AM.

  4. #4
    Player
    Lemon8or's Avatar
    Join Date
    Aug 2013
    Posts
    1,304
    Character
    Lemon Nate
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    I would not use that monk macro as it's prone to errors. The other macros listed in the articles are semi-bad as well since it assumes a certain situation and might be useless in another.
    OP: You should use L2+R2 and R2+L2 expandable hotbar. Ever since I switch to that, no more bar switching between cross hotbar sets. Also make a horizontal normal hotbar visible and put your cooldowns on it.