What makes a good job mechanically?
Honestly a very complex question, and a lot of it will be heavily mired in subjectivity, but I'll do my best to answer what I think makes a good job.
A good job feeds into itself with complementary abilities, a defining mechanic (or two), and thoughtful decision making.
Monk for example, has a few mechanics we can look at; Bootshine will always crit in the right form, which guarantees Chakra generation. But its potency is lower than Dragon Kick, however instead of just spamming Dragon Kick, it generates a buff to the next Bootshine.
This now makes us alternate between the two combos rather than only spamming one combo to generate something. We're now looking at Leaden Fist, Chakra Gauge, and current fist form. The DoT and buff on different timers further changes up our combos so that we're having to make an on-the-fly decision with every combo step, rather than a set "4-5-6, 1-2-3, 4-5-6...." for infinity, instead that combo may ask us to "4-5-3" "1-2-6" "4-2-6" "1-5-3".
Blitz throws a wrench into the flow of the combos where we have to ask; what Blitz attack generates the Nadi I need? Will I need to refresh my DoT/buff? How will that interfere with the Blitz I need? This means that our decisions have some weight behind them.
Ideally, when you go for Elixir Field, you want to use only Bootshine and Dragon Kick, so if your DoT or buff is about to expire, you may need to refresh those first before entering PB. Sure, you can go Demolish > Snap > Snap, but that's not as strong as Bootshine > DK. This in turn further feeds Chakra and lets us use Forbidden Chakra more often.
I disagree with the opinion that monk doesn't feel good or flow nicely. It keeps me on my toes, it's fast, the combo system is unique amongst the jobs, Blitz interacts with that combo system, the job as a whole feels cohesive. At most, Riddle of Wind increasing auto attack speed is boring. If it also had auto attacks generate Chakra on crits, then it'd be worthwhile.
This is also what I think made old SCH a good job too. Multiple DoTs to upkeep, an ability to spread those DoTs, a DoT that acted as a weave window and movement tool as well as spammable AoE, a bevy of oGCD heals to take advantage of said weave window, Quickened Aetherflow that would feed into itself and rewarded good Aetherflow management, Energy Drain acting as your MP tool and a risk for wanting a little extra damage, etc. It was thematic, its abilities interacted well with each other, had some good risk-reward payoffs based on your decisions on the fly, and took a lot of skill to master.


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