This hurts to read. Go look up a guide for MNK and SAM before posting such enormities. It doesn't do you any credit, for whatever is even left anyway.I think you don't understand the point. SAM has a somewhat complex rotation, but it closes its loop. You have something that's basically 1-2-3-1-4-1-5-6 (however you want to arrange it), and then 7. You also will occasionally 1-2-7. But the rotation is more or less closed. SAM I don't play as much, so I'll use MNK, as I'm more familiar with it. MNK's rotation is 18 buttons long, but it moves between abilities and the loop closes at the end to get back to the beginning. 1-2-3-4-5-6-1-2-6-4-5-3-1-2-6-4-5-6-back to start. It's satisfying because it is a nicely closed loop that cycles. You don't end it with 4-5-clip to 1-2-3. You finish off the loop and then it begins again. It's smooth and requires thinking about what you're doing, but there's a correct way to do it, and that's it. It's not simple (in the sense of complex or braindead), yet it's smooth and deterministic.
I don't like rotations where you have to do stupid stuff like "You have a buff and can use Atonement 3 times, but every other time...yeah, you just use two of those". And MNK's, for all that it's static, has hiccups in it when you do use the Nadi finishers, but the core rotation is nice and and I like it. I prefer the "choice" being in things like when to use oGCDs or when to use movement tools that don't disrupt your rotation (things like Ruin 4), but I like rotations that are closed loops IF they're rotations.
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