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  1. #1
    Player
    Chiami's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    127
    Character
    Chiami Jishin
    World
    Balmung
    Main Class
    Alchemist Lv 100

    changes to use of DoH cross skills

    Some DoH classes really got the short stick with cross-skills, having maybe one that is used in some rotations but not all, others have several skills used a lot (CUL for example with Hasty, Steady Hand II, Muscle Memory and Reclaim is a nice safety net).

    Makes some classes never having to think twice what to "activate" as their 10 cross-skills, for some it can be a choice between safety (Reclaim) or better quality (Tricks of the Trade) in typical endgame rotations. Pretty unfair.

    Plus there is the hassle of having to activate/siwtch what cross skills are whenever we switch to a different kind of rotation, and if we forget to do so the synth fails.

    Makes little of sense as well, why would a craftsman suddenly "forget" how do do something? (for battle jobs that can make sense, if you attune yourself e.g. to the destructive side of magic then healing & protection don't come easily to you anymore)

    Therefore I say: Begone, limit of 10 cross-skills at level 60. Won't be a huge game changer in terms of what we can craft or not but remove unfairness to some classes as well as a needless hassle.

    If that is not acceptable, then at least giving us the option of having several different "sets" of 10 cross-classing skills ready so we can switch with one click instead of manually shuffling every single skill around that needs to be switched for a different rotation.
    (0)
    Non-native speaker of English so forgive any butchering of grammar or vocabulary you may find in my posts.

  2. #2
    Player
    PirateCat's Avatar
    Join Date
    Jul 2015
    Posts
    235
    Character
    Leopold Sidney
    World
    Coeurl
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by Chiami View Post
    If that is not acceptable, then at least giving us the option of having several different "sets" of 10 cross-classing skills ready so we can switch with one click instead of manually shuffling every single skill around that needs to be switched for a different rotation.
    I have macros that will switch between a couple of skillsets. One set is for lower tier stuff where I use some skills like Rapid Synthesis to make things go faster, throw on Innovation to more classes because there's more room if I'm not using Maker's Mark, and so on, and the other set is the stuff required for Rath's 2-star rotation. The structure goes something like this. (Would recommend checking syntax, since I'm at work and going from memory.)

    /aaction "Maker's Mark" off <wait.1>
    /aaction "Flawless Synthesis" off <wait.1>
    ...
    /aaction "Rapid Synthesis" on <wait.1>
    /aaction "Innovation" on
    /echo Done! <se.1>

    The idea behind the macro is:
    1. Turn off all skills that aren't part of the set being switched to.
    2. Turn on all skills that are part of the new set.
    3. Attempt to turn the first skills back on. A number of them will fail due to lack of room but some will go through, depending on the class and how many of the second set's skills are native to the class.

    This will generate a bunch of error messages for the skills that can't be turned on or off, but it's pretty quick and easy and I don't run the risk of forgetting to include or make room for a particular skill. This gets messier if you want to maintain more than two skillsets though, probably best to have separate on and off macros for that.
    (0)
    Last edited by PirateCat; 02-04-2016 at 05:27 AM.