What don't you guys like about DRG? Most of the skills seem to do different things to me. In comparison I'd look at Gunbreaker, it has like 7 defensive cooldowns, that could be pruned lol. I was told DRG is one of the easier DPS.
Last edited by _Pigzig; 10-21-2021 at 09:17 AM.
For tank classes, and this is coming from the controller perspective, I put my defensive cooldowns on the double tap R2 hot bar extension, which gives 8 cooldown slots. Since they're something you plan out when you press them and when you need them is telegraphed, you can just use that extension as they're needed.
For dragoon, though, the single target rotation the skills just for the rotation, and your generic buffs you want to watch (Dragon Sight, Battle Litany, etc) made up more than 16 skills, so it's impossible to place them all on one hotbar. You are forced to set up more than one hotbar for just your basic single target rotation, which means a lot of hotbar swapping on that job which is something you don't have to do with any other DPS.
I've only gotten 3 jobs up to 80 at this point, GNB, AST, and BLM, and I'm fine with the current number of buttons there are. If much more is added it'll get bothersome, but otherwise it's ok to me.
Some jobs do feel a little more bloated than others [looking at you, PLD and AST] but at the same time, every button is still used rather often, so it's kinda difficult to prune abilities off without altering the job in a significant way. [and then there's objective trash like SMN's Physick, Repose, Blizz II, Undraw, Fluid Aura...]. Hide...is a debatable one, since it's only there as an 'obstacle' to use mudras, so it's literally just there for button bloat, but also technically part of NIN's identity and mechanic so...
DRG is straight forward but it’s leagues ahead of MCH and DNC in terms of easier, soon to be SMN too. And maybe like neck and neck to RDM
It's not an issue for every job, but there are definitely some that have too many to be comfortable. For me, it has to be SAM. Basically every button they have does have a purpose or use and nothing really feels completely superfluous, but there's just so much. If any job is a definite candidate for having it's basic combo(s) compacted into single buttons with multiple presses, it's them, especially now that they're getting a second charge for Meikyo where you'll have even less need for their standard combos anyway.
This is the first MMORPG I have ever played that had more than 10 buttons involved and honestly, back then, it stressed me out seeing people’s interface for the first time with all their skills spread across hot bars on their screens lol. It’s definitely possible for 10 buttons or less to be fun. The SMN overhaul might be a testament to that with how few buttons we will have in Endwalker. It just has to be done right, along with encounters in this game become more engaging outside of endgame.
I only ever had issues with Scholar and Monk.
Button bloat? No, not at all
A remotely close issue would be sam, but perfect manageable.
People just need to separate their hotbar and keybinds in aoe trash and st damage with utility skills.
Move aoe trash to some "hard" reachable buttons or uncommon button combination and voilà, problem solved
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