So much for curing the button bloat.
So much for curing the button bloat.
The only thing this is going to do to my crossbars is light up the skills that are currently greyed out as I've already set them so I can interchange role skills as I see fit. Another benefit as healer is I won't need to use that silly protect/esuna swap macro, which if used incorrectly, would leave you without protect AND esuna.
I really just need six slots.
Do we need even more proof that Square really has no idea what they are doing? There have been so many bandaid fixes this xpac.
It will be interesting to see how this pans out in the next expansion. Perhaps they are giving us more choices in a way...but I don't feel like this is the right way to go about it. Too many jobs are losing the specifics of what makes them special.
"We want bunny suits for guys!" -- OK! ✅
"We want Ishgard housing!" -- OK! ✅
"We want Viera!" -- OK! ✅
"We want Cloud's motorcycle!" -- OK! ✅
"We want Blue Mage!"-- OK! ✅
"We want the ability to earn past Feast rewards!" - HAHA no that's sacred.
The system from the very beginning should have given us 1 slot per 10 levels, 5 was too limiting even in 2.0. I get they wanted jobs to be more specific in what role they were. To me allowing the use of more actions from other classes and now the role system is a good thing. I only wish the actions were more interesting, giving us a reason to actually use them.
As a RDM raider; I've had to take Surecast out because I really need Diversion before pull, and Lucid Dreaming for mana, Addle since I raid and Mana Shift and I've swapped Surecast for Apocastasis because some fights may need the extra help, not to mention Swiftcast because, yes, RDMs sometimes can use Swiftcast; I don't need Drain or Erase (bc RDM, duh) but those are two out of 10 skills I don't really need. When I BLM I HAVE Surecast but not Lucid Dreaming, which some tanks would really like me to have for the aggro dump (I DO have Diversion but it's sometimes not enough after three Flares and 2 Fouls or a Fire IV spam).
As a BRD I don't have Peloton or Tactician because I use Palisade on the Tank, Refresh on Healers, Diversion, Head Graze (because my ex-bf PLD can't be trusted to Silence Ultros) and something else I may have forgotten off the top of my head. Not to mention, as a healer, I CAN'T have all the tools I need (and especially as a WHM half of THOSE skills were already built into my class and taken away)
Bottom line: The Role Skill was a nice addition that could have used some more testing (like just make it a series of skills every job in that role gets, you decide what to put in your hotbar or not) and I'm glad we're getting more slots so I can ACTUALLY use the greyed out skills in my hotbars. 10 seems a bit like overkill, maybe 7 or 8 would have been best.
Uh... BRD/MCH can't take Diversion. Physical ranged role skills are Refresh, Tactician, Second Wind, Invigorate, Palisade, Peloton, Head Graze, Arm Graze, Leg Graze, and Foot Graze.
If you need Head Graze (it's only needed for V7S), sub out Invigorate. Tactician is basically your only form of instant aggro management. Refresh should be paired with Foe's in the opener, and then used on cooldown after that. If your healers are managing their Lucid timings, they shouldn't run into MP issues outside of mass Raisings.
Palisade is great to have, but it's worth noting it only works on physical damage (so Arm & Hammer and Ultimate Embrace are the busters you should use it for this tier; not counting stuff you use it for in UwU).
That being said, with the increase, physical ranged won’t have any need for all 10. I plan to just add in Head Graze for that 1 mechanic they’ll inevitably have us use a CC skill for, and that’s probably it. Peloton lost its appeal to me when they made it require a refresh every 30 seconds instead of remaining persistent like the old Swiftsong was, but I guess I’ll add it. Don’t really see myself using it all that much though. The other three have no use in end-game, since most bosses are immune to stuns, binds, and heavy.
Last edited by HyoMinPark; 07-18-2018 at 03:07 AM.
Sage | Astrologian | Dancer
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Hyomin Park#0055
Thanks, I was misremembering; I use Head Graze, Refresh, Second Wind, Palisade and Invigorate (while I know Head Graze is only useful in 7S this tier it's still mostly a pain to switch them out every battle). I DO use Refresh on my opener and then on cooldown (and our WHM still complains for mana on God Kefka, that's mostly on SOME ppl getting careless), but since both melees have Invigorate and I have no aggro problems, Tactician was relegated to the "don't need this" pile; I also don't see myself using Peloton much on BRD since I run dungeons as BLM (just SO much more fun to melt everything) but, hey, if it helps someone... (btw, I also agree Heavy and Bind are pretty much useless in end-game, and PLD has Shield Bash in case a stun is actually useful, not to mention MNK and DRG and even WHM have their own stuns).
I still stand on the rest of my post about the need for more slots or just let us have them all and we can just discard the useless ones from our hotbars, like RDM already does with Tether and BLM/WHM with Sleep/Repose.
role actions are ultimately stupid, because half of them are useless in content. You cant stun/silence/interrupt most bosses. And the other ones are must picks.It seems to me that the developers are acknowledging that there are issues with the role actions and this is the quick band-aid fix for it. I hope they can come up with a better long term solution.
As a healer, now I can put Break on my hotbar and never use it. /s
Also, so much for reducing button bloat.
A Tank, as an example, Has to take ramp, provoke, etc. They have to take these skills. So its not really an option. Expanding slots doesnt solve the issue cause there is no competition in skills.
I find the system dumb and unnecessary they just need to go the extra mile and remove it. I would give the jobs different animations and names for those abilities that performs same functions and some are just not needed imo. /Shrugs
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