Quote Originally Posted by Stepjam View Post
There are a few classes with skills that never get used in dungeons. You don't use meditate on SAM in dungeons or Anatman on monks in dungeons (you'll never use six sided star either generally speaking)
I don't really believe this is a good arguement, to be honest. Job design shouldn't have "empty" tools that you largely ignore and resort to when there's nothing better to do. I think there's a small value in having a tool like Anatman on Monk not because it's largely useful, but because it's used to avoid losing Greased Lightning in most fights where there's a break in combat mainly because it feels awful to be forced to lose your stacks simply because the game says so.

The thing is, we could also just, ya know... rework Monk so that this isn't an issue. And then when you look at something like Improvisation, you don't even have a reason to use it in a similar vein. There's nothing Dancer really needs to worry about other thank losing Flourish procs which aren't nearly as big a deal as Greased Lightning. (I mean, you could theoretically use Flourish right before the boss disappears and be screwed there, but you could also just learn the boss's timing and not use it then.) So where Anatman at least is a situation where you're avoiding a problem, Improvisation is just there. Yes, it does help you, but it just feels so inconsequential, and I don't that's an example of good combat design.

Now I love dancer and think almost everything else about it is perfect, but I do think this should be reworked come 6.0. Saying that "well there are other actions players don't use" isn't an argument for leaving it be. If anything it should be a wake up call that those other actions should be revisited.