Quote Originally Posted by Shurrikhan View Post
While I did find Lucid Dreaming's predecessors more bearable just due to MP feeling less of a pretense back then (despite those skills still watering them down and precluding more meaningful mechanical tie-ins), consider:

If you end up using more MP or all the more constantly over time, that only makes it all the more important to hit your MP-granting CD as quickly as possible (reducing any space for nuance).

Lucid Dreaming or its predecessors would only have that kind of attention to timing if they, say, returned a portion of missing MP (encouraging you to make expensive casts just prior, and to hold if your portion of missing MP will increase by more than the portion of CD for which you hold it), or had other timing-affecting effects bundled with it.


My very anecdotal and subjective $0.02:

Positionals only really become all that interesting (rather than mere APM bumps with no additional button cost, though such are still enjoyable and, as far as blatant APM bumps go, well designed) in those very contexts of positional telegraphs and some degree of rotational flexibility.

:: If I do A and thus arrive at position X at time Z, I get hit and burden the healers. If I instead do B, altering slightly from my normal sequence, I'll instead arrive at position Y at time Z and be fine. That said, if I do B, then later on...

Such applies a fair deal of enjoyable complexity. It's for this reason that you saw so many Monks, for instance, so annoyed by the loss of Fracture and Touch of Death, as they not only granted positional-less GCDs every 18 | 30 seconds' time, respectively, but allowed for rotational adjustment at many SkS tiers.
This is also why I'm going to miss Egi Assaults and Further Ruin management (and to a lesser degree Aero on AST), as they fit the same context through a caster lens. When can I afford to hardcast and how do I squeeze the most I can out of Phoenix so that I can align as many of these stacks with Bahamut as possible?

Charge actions in general also open up a lot of flexibility. If major raid cooldowns got the same treatment we could do fights where the major 'burst' windows are shifted around all over the place to account for mechanics, without sacrificing the casual player's ability to manage them or just go ham till they get the basic rotation down. It's one of the core things that makes NIN so engaging in a general melee uptime context. It's also why I wish we had abilities that started partially charged (Ideally with less than maximum stacks, Lilies would be an example of this), and that SE would implement some kind of buff that keeps those actions from ticking till we start a pull in any instanced content. Thereby allowing SE to swap the 'can only be executed while in combat' lines on most skills to 'cannot be used while Preparing for Battle'.