I personally love the new cross-role skill system. This helps keep our hotbars compact, and create customized builds for different content and/or team compositions.
I personally love the new cross-role skill system. This helps keep our hotbars compact, and create customized builds for different content and/or team compositions.


It doesn't though, with what we are told the meta will be setting everything on your bar and continuously switching in and out abilities depending what fight you are doing. I am not even sure I want to play healer anymore because of this. Someone dies? raise, switch in protect, switch out. fight not needing esuna? switch out, switch in when someone has a detrimental effect, switch out again.
Did SE pair up with nintendo or something? =/
... I am confused by your response.It doesn't though, with what we are told the meta will be setting everything on your bar and continuously switching in and out abilities depending what fight you are doing. I am not even sure I want to play healer anymore because of this. Someone dies? raise, switch in protect, switch out. fight not needing esuna? switch out, switch in when someone has a detrimental effect, switch out again.
Did SE pair up with nintendo or something? =/
You begin by stating that it doesn't result in creating builds for different team compositions or encounters. Then you follow it up by listing examples of using different builds in different encounters.
I think there will be a few skills that are pretty much an always take (i.e. Swiftcast + Lucid Dream). That said, even those could be debatable. You could not take swiftcast if say you have it assigned in your raid team that only the Off Heals / SMN does raises (how my static works currently) and maybe MP isn't an issue, because of Mana Shift from the BLM or Ballad from the BRD.
You could look at an encounter and be like, for this, I don't need to debuff, so let's not bring Esuna and I'll bring Cleric Stance for the added DPS burst on adds. Maybe you plan to use Rescue on your BLM to help them get an extra nuke off on the boss to help hit a DPS check and you then rescue them into position for a mechanic. Maybe you don't need rescue and you don't slot it.
I can just see every single one of the skills as situational, and could be planned to use differently with your team.
I can also see a default set of skills to use for the average DF party: Protect, Swiftcast, Lucid Dream, Esuna and Eye for an Eye.
Personally, this is some of the best news for me. I have wanted a system that supports builds/customization for years, and I am glad to see they've added it - even if it's not quite as much as I'd like.
And let the arguments began on we are in cutters cry wth didnt u esuna my debuff oh i didnt have it, start of a dungeon everyone waiting on protect oh i dont have that one, yea that doesnt sound fun to me at all. I like my hot bars to stay the same I get into the game not settin up my hot bars for every instance


Did ya miss the part where we said you can slot them based on composition and what is needed for the content or are you ignoring it because it doesn't suit the dialogue you are trying to push?And let the arguments began on we are in cutters cry wth didnt u esuna my debuff oh i didnt have it, start of a dungeon everyone waiting on protect oh i dont have that one, yea that doesnt sound fun to me at all. I like my hot bars to stay the same I get into the game not settin up my hot bars for every instance



He should have it, that is the whole point of roll skills versus cross-class skills. Just explain it to him and wait some secs until he activated it.And let the arguments began on we are in cutters cry wth didnt u esuna my debuff oh i didnt have it, start of a dungeon everyone waiting on protect oh i dont have that one, yea that doesnt sound fun to me at all. I like my hot bars to stay the same I get into the game not settin up my hot bars for every instance
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