Quote Originally Posted by Crushnight View Post
Default would be what you place on your hotbar so if summon then default is summon after pet dies if you wished for the other one to be default place that on your hotbar instead and the ability won't switch icon until used for the 1st time. When it comes with the possibility of removing skills CC skills should be 1st on the list for ffxiv yet they kept them while still offering the majority of content that is immune to them i'd rather they rework them to be more useful but if any skills need to go these are 1st i would expect to go. If your target is out of melee range then it would automatically make the ability shield lob same goes with the other tanks so long as your target is in melee range it would defer to the melee range ability and vice versa. Macros are present but the game could do this automatically and would save any new sch the hassle of grabbing them. Undraw is useful atm but if you could hold card for 35s Undraw becomes unnecessary as you can just spread every time. The aetherflow/DWT/DF merge is to prevent silliness with using aetherflow in DWT it would make things simplier without giving up the rotation. Talk to any good blm and they tell you freeze has a niche very very small but there but fire 2 and blizzard 2 aren't used in any rotation and flare never used in umbral ice so nothing is lost here by merging them to 1 button each depending on if your in umbral ice or astral fire. Like to know where one-ilm punch is used most bosses ik are immune to it and generally not a good idea to use on trash mobs.
Placing actions on the fly to get the desired default to the Hotbar sounds clunky.

What kind of delays are people going to get with switchable actions (ranged to melee) when they have high picks. This seems like it has potential to cause serious issues.

Aside from bosses most everything else can be affected by CC, I’d rather see situations where it needs to be used, then remove it.

Call me old fashioned, but I prefer to stun AOE that would force me to run out of attack distance and continue my attacking. 1ilm punch works great for when you’ve built up stun resistance on things.

When it comes to BLM/SMN I really don’t find either of those jobs bloated I see what your sayin on SMN but it doesn’t seem necessary.

Any reason you left out DRG, that’s by far the most button bloated job there is.