One of my biggest questions is: "Where do I stick all those new skills so that I'll have no trouble including them in a rotation fluidly?"
I'm pretty sure that by now DRGs are at least close to being as difficult to play as Monks, even if just because of the sheer volume of buttons we need to press, while they only get some quality of life improvements while their rotation stays pretty much the same.
Also: What do you mean by "Too much DPS"? The change doesn't look -that- big, and it was bout time DRGs ascend from being "sorta-okay-melee-DPS"
I agree on the buttons. My xhotbar is filled already...
Lodestone: http://na.finalfantasyxiv.com/lodestone/character/1729819/
While translation is a large part of our job, what is not known by many is that the EN localization team plays a large role in the creation of a lot of in-game terminology and lore which is then localized back into Japanese (with liberties often taken by the Japanese team so that the text might appear more appealing to their target Japanese audience).
Well, that's actually surprisingly comfortable - the way our current rotation works it still takes three full rotations to get DFD back to where it was at the beginning and four rotations to get BFB back to being available after the second GCD where it is the first time around. This will be similar and looks quite fun to do.
Increasing PPS by that amount while changing nothing else is quite impressive, really. Scaled with gear, this'll become quite insane. I have to say I think DRGs are much more than "sorta-okay" at the moment either though, if played correctly, but then I am biased.
As for the crossbar issue, personally I already jump between three different bars to execute everything I have in a rotation, plus potions and Limit Break. That RB + A/B/X/Y motion has become very practiced these past two years.Yoshi did say he's got a plan though.
Last edited by seekified; 06-18-2015 at 09:46 PM.
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