Some of the SAM discussion referring to kenki as just a Shinten gauge got me thinking about job gauges, specifically resource bars that fill up incrementally and are then spent - not timers - so this thread is to summarize and discuss such resources for DPS jobs.
DRG has 1:
1) Firstminds' Focus can only be spent on Wyrmwind Thrust - no choice at all.
RPR has 2:
1) Soul Gauge can be spent on Blood Stalk (ST), Grim Swathe (AOE), or Gluttony (better than Blood Stalk for ST and better than Grim Swathe for AOE, but has a 60s cooldown) - Blood Stalk and Grim Swathe have mutually exclusive use cases, but Gluttony provides an optimization opportunity (albeit only once a minute).
2) Shroud Gauge can only be spent on Enshroud - no choice at all.
MNK has 1:
1) Chakra can be spend on The Forbidden Chakra (ST) or Enlightenment (AOE) - mutually exclusive use cases.
SAM has 3:
1) Kenki can be spent on Shinten (ST), Senei (ST, better than Shinten, but has a 120s cooldown), Kyuten (AOE), Guren (AOE, better than Kyuten, but has a 120s cooldown), or movement abilities - prioritizing Senei/Guren when they're available offers an optimization opportunity (albeit only once every 2 minutes), but otherwise the spenders are mutually exclusive with a sidenote for the movement abilities not being free, however the cost of the movement abilities is so low that it doesn't require mindful pooling, so doesn't require meaningful decision-making.
2) Sen can be spent on Higanbana (ST, sometimes also useful in multi-target encounters), Tenka Goken (AOE), or Midare Setsugekka (ST), with optimization opportunities due to both Higanbana and Midare Setsugekka being used in ST and Higanbana sometimes being used in multi-target encounters as well.
3) Meditation can be spent on Shoha (ST) or Shoha II (AOE) - mutually exclusive use cases.
NOTE: Prior to 6.1, Kaiten provided optimization opportunities in both ST and AOE situations by vying for priority against Shinten and Kyuten respectively.
NIN has 1:
1) Ninki Gauge can be spent on Bhavacakra (ST), Hellfrog Medium (AOE), or Bunshin (better than Bhavacakra for ST and better than Hellfrog Medium for AOE, but has a 90s cooldown) - Bhavacakra and Hellfrog Medium have mutually exclusive use cases, but Bunshin provides an optimization opportunity (albeit only once every 1.5m).
BDR has 1 during The Wanderer's Minuet:
1) Repertoire can only be spent on Pitch Perfect - no choice at all.
MCH has 2:
1) Heat Gauge can only be spent on Hypercharge - no choice at all.
2) Battery Gauge can only be spent on Automaton Queen - no choice at all.
DNC has 2:
1) Fourfold Feathers can be spent on Fan Dance (ST) or Fan Dance II (AOE) - mutually exclusive use cases.
2) Esprit Gauge can only be spent on Saber Dance - no choice at all.
BLM has 1, arguably 2:
1) Polyglot can be spent on Xenoglossy (ST) or Foul (AOE) - mutually exclusive use cases.
2) Mana actually matters for BLM and the entire core of their kit revolves around optimizing its usage - this is far and away the most complex gauge found in any job despite it being a generic resource.
SMN has 1:
1) Aetherflow can be spent on Fester (ST) or Painflare (AOE) - mutually exclusive use cases.
RDM has 2, but it spends as 1:
1) Black and White Mana can be spent on the Riposte combo chain (ST) or Moulinet (AOE) - mutually exclusive use cases.
In short, the "Shinten gauge" concept is par for the course - SAM still features some priority-based optimization with sen despite it being effectively removed from kenki, but otherwise, every DPS job with the exceptions of RPR and NIN has absolutely no priority-based optimization opportunities with their resource gauges.
To be clear, saying that this is par for the course is not condoning this design.
Prior to 6.1, SAM was the only DPS job that had priority-based optimization with 2 different resources - now none do unless you want to count Senei/Guren, but I'd argue that those shouldn't count since they just get used with Ikishoten anyway - there's no decision-making or even independent cooldown-tracking involved.
Prior to 6.1, SAM was the only DPS job whose resource-based priorities shifted more than once per minute - now none do.
They should have been striving to bring nuance to all DPS jobs' resource gauges, but instead of bringing the others up, they brought SAM down. Initially I assumed it was to simplify and homogenize SAM, but if that was their overarching design goal, then RPR wouldn't have launched with Gluttony - it doesn't make sense.
If I overlooked something or misrepresented something, please let me know.
Thoughts?
Per suggestion from xAFROx, a summary of tanks and healer as well:
PLD has 1, arguably 2:
1) Oath Gauge can be spent on Holy Shelton (generally used if you have agro) or Cover (generally used if you don't have agro) - mutually exclusive use cases.
2) Mana can be spent on Clemency (large self-heal or large targeted heal that also heals self for half as much), Holy Spirit (ST that also heals self), or Holy Circle (AOE that also heals self) - Holy Spirit and Holy Circle are mutually exclusive use cases, and using Clemency is generally avoided.
WAR has 1:
1) Beast Gauge can be spent on Fell Cleave (ST) or Decimate (AOE) - mutually exclusive use cases. Inner Chaos and Chaotic Cyclone are just replacement skills during Nascent Chaos - they're basically just Fell Cleave and Decimate still but hit harder.
DRK has 1, arguably 2:
1) Blood Gauge can be spent on Bloodspiller (ST), Quietus (AOE). or Living Shadow (better than Bloodspiller for ST and better than Quietus for AOE, but has a 120s cooldown) - Bloodspiller and Quietus are mutually exclusive use cases, but Living Shadow offers an optimization opportunity (albeit only once every 2 minutes).
2) Mana can be spent on Edge of Shadow (ST), Flood of Shadow (AOE), or The Blackest Night (defensive) - Edge of Shadow and Flood of Shadow are mutually exclusive use cases, but The Blackest Night introduces meaningful decision-making and resource management.
GNB has 1:
1) Cartridges can be spent on Burst Strike (ST), Fated Circle (AOE), the Gnashing Fang combo (better for ST than Burst Strike but has a 30s cooldown - unsure how it compares to Fated Circle in multi-target situations), or Double Down (better than Burst Strike for ST and better than Fated Circle for AOE - unsure about priority compared to the Gnashing Fang combo) - this is a relatively complex gauge that I'm not an expert on, so hopefully someone else can chime in here. In ST, prioritizing Gnashing Fang over Burst Strike is an optimization opportunity (albeit only once every 30s), and likewise, in ST, Double Down provides an optimization opportunity over Burst Strike despite costing 2 cartridges instead of 1 (albeit only once a minute). In AOE, Double Down is an optimization over Fated Circle despite costing 2 cartridges instead of 1 (albeit only once a minute). I'm unsure what the optimization is between the Gnashing Fang combo and Double Down for ST given their differing costs and the fact that one is a combo and the other is a single GCD. I'm also unsure what the optimization is between the Gnashing Fang combo and Fated Circle in multi-target situations. That said, the fact that those optimizations aren't immediately apparently puts the nuance of the cartridge job gauge far beyond most, even without fully comprehending it.
WHM has 2:
1) Lilies can be spent on Afflatus Solace (ST heal) or Afflatus Rapture (AOE heal) - mutually exclusive use cases.
2) Blood Lily can only be spent on Afflatus Misery - no choice at all.
SCH has 2:
1) Aetherflow can be spent on Energy Drain (ST dps and small self-heal), Lustrate (ST heal), Sacred Soil (AOE damage reduction and regen, 30s cooldown), Indomitability (AOE heal, 30s cooldown), or Excogitation (better ST heal than Lustrate, but has a 45s cooldown). This is another job I'm not very familiar with, so if anyone can chime in, that'd be great. Without knowing the job well though, these abilities appear to be mutually exclusive use cases with the exception of Excogitation being an optimization opportunity compared to Lustrate (albeit on a 45s cooldown).
2) Faerie Gauge can only be spent on Aetherpact - no choice at all.
AST has 1:
1) Astrosigns can only be spent on Astrodyne - no choice at all, however there is significant consideration that goes into the acquisition of astrosigns even if there's no choice in how to spend them.
SGE has 2:
1) Addersgall can be spent on Druochole (ST heal), Taurochole (better for ST heal than Druochole and also provides damage reduction, but has a 45s cooldown), Ixochole (AOE heal, 30s cooldown), or Kerachole (AOE damage reduction and regen, 30s cooldown) - mutually exclusive use cases. I wouldn't consider Taurochole an optimization opportunity over Druochole because it's better to save the damage reduction for when it's actually useful than to try to optimize for an extra 100 potency that might end up being overhealing anyway.
2) Addersting can only be spent on Toxikon II - no choice at all.