Quote Originally Posted by ElHeggunte View Post
Not both at the same time though, which is what they mean. Or rather, if you're hitting Combo I, Combo II doesn't also change along with it. If I'm using Combo I and then start using Combo II it makes me start at the beginning of II instead of its Combo I equivalent (at least that's how it works for Monk).

Example: Combo I for Monk is Bootshine > True Strike > Snap Punch and Combo II is Dragon Kick > Twin Snakes > Demolish.

If I use Combo I up to True Strike and then press Combo II, I'll perform Dragon Kick instead of Twin Snakes. This works OK in PvP where abilities have drastically different effects than normal, but in a PvE environment where you might work on a priority system and not a set 1-2-3 rotation, having skills forced into a set order would cause a lot of issues.
Counter Argument:
All tanks have 2 combo strings starting with the same skill.
Both combos are advancing to their second tier if either of the combos is used.
After this they split up, combo 1 advances to skill X while combo 2 advances to skill Y in the second tier. And with the use of a second tier skill only the combo with this skill will advance further to tier 3 and the other combo resets to tier 1.
It is the same mechanic like in PvE, the button shows the highlighted skill of the combo, if no skill is highlighted it shows the combo starter.
Same for NIN.

MNK lost his forms in PvP.
With this change they had to force 2 combo strings or allow multiple combo requirements and the former was more easy for them then the later.

All in all i would welcome the PvP combo button for the reasons of button pruning.
I think a job schould be fully playable with just 3 to maximum 4 Cross-Hotbars (R2, L2, R2+L2, L2+R2) on a Controller with the ability to display all of this Cross-Hotbars on the UI. So 24 to 32 Slots for Skills, LB, Sprint, Potions, maybe a mount or more and encounter specific actions.