Which is actual a degradation from the original Weaponskill lineup in ARR.
The forms each originally had (disregarding AoE) in ARR:
Sustained effects (i.e. Buffs/Debuffs/DoTs) - Dragon Kick, Twin Snakes and Demolish
Pure Damage - Bootshine, True Strike and Snap Punch
Utility - Arm of the Destroyer (Silence), One-ilm-Punch (Debuff Removal)
Which pretty much existed that way since ARR (Double True was theoretical based on SkS, but unnecessary because of the inclusion of Touch of Death and Fracture), but then again the ARR version was more flexible based on needs of the fight. That mid-fight rotation might end up looked more like this based on the fight.We have 2 rotations in use at current; Standard of Alternate Twin + True & Double True Strike.
So a rotation could look like this: (assuming mid-fight with all stacks of GL) DK ->Twin->Demo ->BS ->True ->Snap ->DK ->Twin ->Snap ->BS ->True ->Demo
or
DK ->Twin ->Demo ->BS ->True ->Snap->DK ->True ->Snap ->BS ->Twin -> Demo
DK/AotD ->Twin/OiP ->Demo ->BS/AotD ->True/OiP ->Snap ->DK/AtoD ->ToD ->Twin/OiP ->Snap ->BS/AotD ->True/OiP ->Demo
And this was completely based on the current needs of the fight (few fights took advantage of this flexibility).
You are completely missing what I meant by the 1-2-3/4 combo system. Dark Knight, Dragoon, Gunbreaker, Ninja, Paladin, Samurai, Warrior, Machinist and Red Mage all used variations of the same combo system for their melee attacks. Weaponskill 1 combos into Weaponskill 2 which can combos into Weaponskill 3 or 4. Samurai and Dragoon might have the split occur during the second weaponskills in the combo and Dragoon might have also extended it to 5 weaponskills per combo but they are still using the same combo rules as the other 7 jobs on that list.Looking at other classes
- NIN follows your 1-2-3/4 rotation
- SAM goes by 1-2-1-3-4-1-5-6
- DRG is 1-2-3-4-5-1-6-7-5-4 and can not deviate in the slightest without breaking combo.
- meanwhile MNK could follow 1-2-3-4-5-6-1-2-6-4-5-3 or 1-2-3-4-5-6-1-5-6-4-2-3
Monk has had a unique combo system where weaponskills 1/4/7 can all combo into weaponskills 2/5/8 which can all combo into weaponskills 3/6/9 which combo back into weaponskills 1/4/7 and you can temporarily interrupt the combo with other non-form based weaponskills without breaking the combo.
In theory the ShB Monk weaponskill rotation should have looked something like this as it evolved from ARR through HW and StB into ShB:
DK -> TwS -> DM -> BS/NewSkill1 -> TrS/NewSkill2 -> SnP/NewSkill3 -> DK -> NS4(No Form) -> TwS -> SnP/NS3 -> BS/NS1 -> TrS/NS2 -> DM -> etc. with the choices between BS or NS1, TrS or NS2, and SnP or NS3 being based on the current situation as that gcd comes up.
Perfect Balance's requirement that all form weaponskills must have their own buttons prevents this as there would be 10 individual single target weaponskill buttons which is far to bloated to be acceptable. If Perfect Balance was removed or replaced they could compress 9 form weaponskill into just 3 buttons with the systems that allow them to change the action a button performs based on currently active buffs.
Still that means they are a problem that needs to be reworked or removed.2. Agreeance here, but it's not that bad just bloats buttons that could be fixed by making them traits or just combine all into one
Yes, they are. If Chakra generation was more consistent there would be fewer complaints about the lack of ogcd actions. Currently, if you had a 30% chance to crit you are looking at about one use of Forbidden Chakra every 17 gcds (roughly 27 to 34 seconds). If chakra generation was closer to 5 Chakra every 10 to 12 gcds those complaints would likely be non-existent.3. I do wish that Chakras weren't as RNG as they are, but they're not detrimentally holding the class back
Turning TK into a normal damage ogcd on a 30s cooldown would likely make it more useful but very boring.4. As said, They interact with Greased Lightning, if they didn't have that caveat they could be fleshed out and used more freely (Mainly TK + SSS)
Seems my point went over your headI do appreciate you reiterating the abilities I listed, but you got some things wrong with them. Mainly:
- PB's CDs were 4 minutes to 3min to 1min up to the current 2min. And optimally speaking while it may open all your buttons, you're only going to be using it to spam Dragon Kick and Bootshine with 1 Coeurl move / RoE to refresh GL.
It is an ability more designed for pre-3.5 fights where there would be 15 to 30s worth of downtime to recover TP/MP in Extreme/Savage fights.[*] Anatman is just bad even if thematically it would make sense. Why does it have the caveat of needing to stand still to maintain GL when every other class has ONE button they push to maintain their class buff. it being on the GCD doesn't help either since it just makes it clunky to use.
[quote][*] SSS is a, "I fucked up Perfect Balance and need to quickly fix my stacks." Button or a Finisher button along with TK[/LIST]Which are completely unintuitive, niche and possibly unnecessary uses of a capstone ability. Even if SSS didn't interact with GL it would still be a niche ability that doesn't fit in the rotation. No other job has a disengage weaponskill and none need one. At first glance I thought the purpose was to create a space to use Meditation to generate Chakra, but that can't happen because Meditation is tied to the gcd.
Which is why I would want a rework to add 3 Form-based Weaponskills that interact with Chakra, and it turns out Perfect Balance is one of the major barriers to adding additional form-based weaponskills.And MNK is stuck in ARR, with or without ToD / Fracture. Your core rotation doesn't change at all from Level 50 and you don't have the oGCDs to fill up space like other classes do or the intuitive gauges as they do.