Results -9 to 0 of 4

Threaded View

  1. #2
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    For most classes and jobs "well this action does this and this action does that" are the best sort of answer you can really get. Not every job relies on "rotations" per se.

    At one end of the spectrum, Pugilist/Monk does indeed have important rotations and their damage can take a severe hit if they fail to maintain those rotations. At the opposite end, Archer/Bard has no real rotation at all, neither do any of the magic classes (original ones anyway, I'm not familiar with Astrologian). Everything for them is situational. Most are somewhere in between, with certain skills getting either additional damage or an extra effect if done following another skill, but in between those there are a lot of other skills that need to be woven in on a situational basis.

    Even monks have some situational skills and need to know how and when to include those so they can get their effect without sacrificing the rotation they're in the middle of. And some rotations are themselves situational. For instance, Ninja has lots of different 2 to 4 skill combos, both from Pugilist and their Ninja mudras, but choosing which combo to do when is situational.

    The difference between good and bad players seems to be more in how effectively they know when to throw in their non-rotation skills rather than knowing what their rotation is. To get better you need to understand the effect of each skill and what sort of situation that skill would help with the most. In your "we have only been given answers like well this action does this and this action does that, no we want to know good rotations" attitude, it sounds like you've been given before the very answers you need and are disregarding them.

    Edit:
    The above may be a bit more about explicit combos rather than more general rotations. Most jobs do at least have some typical opening patterns that tend to work well when starting a fight, but then after those first few opening skills it becomes situational and my above discussion still applies.

    Final Fantasy combat tends to be more tactical than rotation based, which is why the sort of rotations you're asking for aren't going to be found in wiki's, etc. If you have particular jobs you're focusing on, perhaps we could suggest some opening patterns, but then after that, it's a matter of understanding where each skill is useful.
    (1)
    Last edited by Niwashi; 07-24-2015 at 01:32 AM.