So with Endwalker here I've noticed with some changes to potencies that rotations regarding 2 targets have kind of been discouraged? There's little to no cases where I see that changing your single target rotation when faced with 2 targets is a good idea (And in some Jobs it actually makes the gameplay worse).
And to clarify I'm not meaning full on expected 3 target aoe rotations, but more of using some individual skills in place of some others, like four point fury on two targets instead of twin snakes for monk, which is no longer viable if I remember correctly from Shadowbringers?
Monk first to get it out of the way, Rock Breaker is no longer viable to use in place of Snap Punch (260 @ 2 vs 280 respectively), Four Point Fury is worse than BOTH Twin Snakes and True Strike (240 @ 2 vs 250 & 270) and this does not acount for the minor potency increases to the better skills at 84 with the Melee Mastery trait making them even better. It feels like a waste of the stance system when these abilities could just be made into combos since they shouldn't be interwoven as much as before IIRC.
Red Mages are the worst example of 2 Targets done wrong with the issue of the Jolt Impact rotation. With potency changes at 84 Impact still out performs using the new Veraero / Verthunder 3's we acquire giving us a very boring rotation for mana generation for nearly a minute to generate enough mana to spend.I remember when leveling my Red Mage in Shadowbringers before getting Jolt 2 that using Veraero and Verthunder 2 in place of Jolt while using still using Veraero and Verthunder was a very fun and interesting rotation instead of what is now Jolt Impact repeat. Pressing six different spells (using Verfire and Verstone procs as well) for my build phase instead of two essentially.It would be great if numbers were fudged around to get away from the Jolt Impact rotation as it just involves simply no procs or any variation in the rotation. It's just a two button rotation if you don't account for OGCDs and the spending phase. The changes needed are just potency tweaks, it doesn't even need new abilities to fix it.Reaper has a minor QOL issue with it's Death's Design Debuff requiring two individual applications of Shadow of Death instead of just simply using Whorl of Death from a pure potency standing. A strict set of 1 target and 3 target rotations only. And I know that largely Reapers will only be performing their single target rotation when fighting two targets but having minor bits of cleave not be affected by Death's Design is unfortunate on top of the bonus of targets with Death's Design dying granting gauge.
Samurai still looks great with it's 2 target rotation though. There's a lot of variation and decision making there to make it interesting, and even offers faster gameplay with increased meditation gain allowing for higher APM than when fighting a sole target.