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  1. #1
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,849
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Garry View Post
    However, making the emnity combos part of a given rotation or giving them an extra feature would go a decent way to making tanking more interesting.
    I disagree on the basis of job evolution. Butcher's Block (and aggro combo's in general) are needed up to a certain point in the game, until you develop your character further (aka unlock more abilities & gear) and eventually you become a "Master" and things you used early on simply aren't as useful as they used to be. Nothing inherently wrong with that.

    Besides, there's nothing really all that interesting with combos to begin with. 1-2-3 1-2-3 1-2-3 ad nausea. It doesn't really matter what kind of effects are on the skills, it always boils down to a "this is da wae" rotation and that's that. It's not more or less interesting than before, just buttons you are supposed to press in some recommended order.
    (2)

  2. #2
    Player
    Garry's Avatar
    Join Date
    Oct 2013
    Posts
    28
    Character
    Garry Leonard
    World
    Diabolos
    Main Class
    Marauder Lv 51
    Quote Originally Posted by AppleJinx View Post
    Currently none of the tanks want to be using their aggro combo in any fight more than once so why should warrior be any different
    currently warriors, dont at all.

    Quote Originally Posted by whiskeybravo View Post
    I disagree on the basis of job evolution. Butcher's Block (and aggro combo's in general) are needed up to a certain point in the game, until you develop your character further (aka unlock more abilities & gear) and eventually you become a "Master" and things you used early on simply aren't as useful as they used to be. Nothing inherently wrong with that.

    Besides, there's nothing really all that interesting with combos to begin with. 1-2-3 1-2-3 1-2-3 ad nausea. It doesn't really matter what kind of effects are on the skills, it always boils down to a "this is da wae" rotation and that's that. It's not more or less interesting than before, just buttons you are supposed to press in some recommended order.
    sure and thats why this change would make those skill still a useful part of play. I think it's weird that a very few select classes kind of throw thier earlier tools or parts of play in the garbage can as soon as they hit x level. Black mage is a great example where at high levels you throw more than 50% of your skill into a garbage can, and then when you have to play low level dungeons everything feels weird.
    (0)

  3. #3
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,849
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Garry View Post
    sure and thats why this change would make those skill still a useful part of play. I think it's weird that a very few select classes kind of throw thier earlier tools or parts of play in the garbage can as soon as they hit x level. Black mage is a great example where at high levels you throw more than 50% of your skill into a garbage can, and then when you have to play low level dungeons everything feels weird.
    I think you missed the point. It doesn't really matter if you change it, only a matter of time before it becomes part of a mundane rotation of buttons you press at a particular time and you're back in the same boat of it not really being interesting.

    It does bring up a point of contention, however. The part about rotations changing as you level, it doesn't bother me personally, but if it was made more consistent it might help in bringing people up to speed when they hit max level. That way you could be practicing end-game rotations while leveling instead of being thrown into a whole new way to play. I think some jobs handled this better than others, but it's worth noting I suppose.

    Aggro combos, as the game is currently built, do not need to be part of your dps rotation. Part of what we have is a system of trade offs - mainly trading mitigation and aggro generation for higher DPS. This is actually why tanking is more interesting than other roles, being able to make decisions based on risk/reward that have a major impact on how your group handles an encounter.

    And it's not like Butcher's is some forbidden skill. There was plenty of times I had to use it to keep hate from WHM cure bombs during both NeoExdeath and God Kefka prog. It's nice when you need it. Optimal play revolves around not using it, and there's nothing wrong with that because optimal play is in a category of it's own.
    (1)
    Last edited by whiskeybravo; 08-07-2018 at 06:08 AM.