Page 13 of 25 FirstFirst ... 3 11 12 13 14 15 23 ... LastLast
Results 121 to 130 of 241
  1. #121
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by MomomiMomi View Post
    I use those. They are clunky compared to accessing the default 16 buttons, where I would prefer to have my buttons that I'd like immediate access to. They're fine for less used abilities, but things like oGCD would be better accessed in the same 8 buttons where your combos are. But that's not possible.
    The idea is that you put oGCDs and buffs on the less readily accessible bars. Not your main combo.

    Also, I added to my post; not to address MNK specifically, but to outline for you the differences between the current PvP setup for my main (BRD) versus how the jobs function.

    I can add one for MNK though (very rough; it is not my main, and my knowledge of any optimization is limited):

    Quote Originally Posted by MomomiMomi View Post
    They aren't. Each finisher is its own combo. Branching combos are not a problem.
    MNK does have different skills they switch up in their basic 1-2-3, though.

    Here’s a very rough one:

    Dragon Kick > Twin Snakes > Demolish
    This would be the first combo, as it applies your damage buffs (Dragon Kick and Twin Snakes) and a DoT (Demolish).

    Bootshine > True Strike > Snap Punch
    This is your most potent combo. You want to execute it under your buffs.

    Your third combo would look like this:
    Dragon Kick > Twin Snakes > Snap Punch
    You need to refresh your damage buffs, as they’re about to run out, but you don’t need to refresh Demolish just yet; it still has enough ticks on it to last another combo.

    Bootshine > True Strike > Demolish
    Now you refresh Demolish, as it will expire soon.

    Consolidating combos could be problematic for MNK because their combos are not always the same 1-2-3.
    (5)
    Last edited by HyoMinPark; 09-12-2018 at 07:02 AM.
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  2. #122
    Player
    Miste's Avatar
    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    1,720
    Character
    Miste Vaer
    World
    Excalibur
    Main Class
    Dancer Lv 90
    Quote Originally Posted by MomomiMomi View Post
    Mind explaining why? If it's optional, why would you be against it? You can simply keep doing what you've been doing all along.
    This game has trouble balancing the less complex stuff it has now, you think they would be able to balance this to be optional? I personally don't think so, so that is why I disagree. I don't believe they would be able to make it optional so therefore it would be forced on everyone.
    (6)

  3. #123
    Player
    MomomiMomi's Avatar
    Join Date
    Aug 2014
    Posts
    2,527
    Character
    Momomi Momi
    World
    Behemoth
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Miste View Post
    This game has trouble balancing the less complex stuff it has now, you think they would be able to balance this to be optional? I personally don't think so, so that is why I disagree. I don't believe they would be able to make it optional so therefore it would be forced on everyone.
    So you're against it on an assumption. There's nothing to balance. The game already works this way. Nothing about the rotations changes. All that changes is that 6+ buttons become 3. That's it.
    (0)

  4. #124
    Player
    MomomiMomi's Avatar
    Join Date
    Aug 2014
    Posts
    2,527
    Character
    Momomi Momi
    World
    Behemoth
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by HyoMinPark View Post
    The idea is that you put oGCDs and buffs on the less readily accessible bars. Not your main combo.
    Buffs, sure. But oGCDs that you have to constantly wave in to your attacks? Why wouldn't you want them more readily available?
    (0)

  5. #125
    Player
    Sigma-Astra's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    1,085
    Character
    Soma Kagami
    World
    Sargatanas
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by MomomiMomi View Post
    So you're against it on an assumption. There's nothing to balance. The game already works this way. Nothing about the rotations changes. All that changes is that 6+ buttons become 3. That's it.
    Arguing that it works in PvP and that it should work flawlessly in PvE is a terrible argument.

    PvP demolishes half of your toolkit and to be frank, you probably don't need it, but in places like EX trials, 24 man raids, and Savage? Yea, this could be a problem.

    There's nothing in PvP that's entirely stressful that would require knowing your full rotation intuitively as opposed to actual PvE content where knowing and not knowing makes fundamental differences all around.

    PvP is just not focused on in this game enough sadly.

    It works in PvP because of what PvP is, it's not the same for PvE.
    (3)

  6. #126
    Player MoroMurasaki's Avatar
    Join Date
    May 2017
    Posts
    1,612
    Character
    Moro Murasaki
    World
    Zalera
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by MomomiMomi View Post
    They aren't. Each finisher is its own combo. Branching combos are not a problem.
    Have you ever used Meikyo Shisui to upkeep a buff rather than generate Sen? That would no longer be an option.

    How would a RDM burning mana with E. Riposte work?

    If each finisher is it's own combo are you really even reducing button bloat by much at all? SAM would save nothing on AoE and three buttons on single target at the aforementioned expense of losing potential mistake recovery utility from Meikyo Shisui. That doesn't sound like an improvement to me.
    (4)

  7. #127
    Player
    MomomiMomi's Avatar
    Join Date
    Aug 2014
    Posts
    2,527
    Character
    Momomi Momi
    World
    Behemoth
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Sigma-Astra View Post
    Arguing that it works in PvP and that it should work flawlessly in PvE is a terrible argument.

    PvP demolishes half of your toolkit and to be frank, you probably don't need it, but in places like EX trials, 24 man raids, and Savage? Yea, this could be a problem.

    There's nothing in PvP that's entirely stressful that would require knowing your full rotation intuitively as opposed to actual PvE content where knowing and not knowing makes fundamental differences all around.

    PvP is just not focused on in this game enough.
    I never argued that it works in pvp therefore it works in pve. I said that the pve game works like this already. The rotations do not change.
    (0)

  8. #128
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by MomomiMomi View Post
    Buffs, sure. But oGCDs that you have to constantly wave in to your attacks? Why wouldn't you want them more readily available?
    I play BRD, a job built off of oGCDs (sadly, SB removed a lot of ours). I don’t have any issues.

    My extended cross consists of two of my songs (Mage’s and Army’s)—I rotate these on an 80 second rotation, because they have 80 second cooldowns—Raging Strikes (also 80 seconds), Battle Voice (180s), Refresh (180s), Troubadour (180s), Second Wind (120s) and other various things like Invigorate and Tactician that I do not need to access often (or things that aren’t used often (Warden’s Paeon, Head Graze). My other oGCDs (Pitch Perfect, Bloodletter, Rain of Death, and Sidewinder) along with Minuet are on my main hotbar. This should be the case for any job. The only ones that I see having issues would be pet-based jobs. I don’t play SMN, but I do play SCH, and I still don’t struggle.

    My songs Mage’s and Army’s are on my extended cross from HW days, where they weren’t used often. Muscle memory worked against me moving them around, so I left them there. If you build up the muscle memory, there isn’t an issue toggling between regular cross and extended.
    (2)
    Last edited by HyoMinPark; 09-12-2018 at 07:08 AM.
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  9. #129
    Player
    MomomiMomi's Avatar
    Join Date
    Aug 2014
    Posts
    2,527
    Character
    Momomi Momi
    World
    Behemoth
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by HyoMinPark View Post
    \MNK does have different skills they switch up in their basic 1-2-3, though.

    Here’s a very rough one:

    Dragon Kick > Twin Snakes > Demolish
    This would be the first combo, as it applies your damage buffs (Dragon Kick and Twin Snakes) and a DoT (Demolish).

    Bootshine > True Strike > Snap Punch
    This is your most potent combo. You want to execute it under your buffs.

    Your third combo would look like this:
    Dragon Kick > Twin Snakes > Snap Punch
    You need to refresh your damage buffs, as they’re about to run out, but you don’t need to refresh Demolish just yet; it still has enough ticks on it to last another combo.

    Bootshine > True Strike > Demolish
    Now you refresh Demolish, as it will expire soon.

    Consolidating combos could be problematic for MNK because their combos are not always the same 1-2-3.
    If Opo-Opo:

    Bootshine, Dragon Kick, Arm of the Destroyer.

    If Raptor:

    True Trike, Twin Snakes, One Ilm Punch.

    If Coeurl:

    Demolish, Snap Punch, Rock Breaker.

    Done. 3 buttons. Press the one you want.
    (0)

  10. #130
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by MomomiMomi View Post
    Then make it optional. You can keep your button bloat if you want, and others can get rid of it..
    Have you seen this development team? They don't tend to do optional well. If they implement combo consolidation, they'll just go back to throwing us new skills and telling everyone who dislikes it to basically deal. Look at how Role Actions were handled. We're a week away from them scrapping the whole thing because their attempt at "optional" skills was universally hated.

    Unless they do extensive changes, my main job will essentially boil down to spamming 1 or 2 repeatedly. We would need several additional oGCDs to offset how repetitive that would become, which defeats the entire point of less button bloat.
    (4)
    Last edited by Bourne_Endeavor; 09-12-2018 at 07:12 AM.

Page 13 of 25 FirstFirst ... 3 11 12 13 14 15 23 ... LastLast