I've set myself to complete the achievement long ago, doing the roulette now and then, however, I decided to put much more focus since about November of last year. In case anybody is wondering, sometimes I would do about 5 mentor roulettes a day, sometimes 40, and ultimately depended on my mood or how tired I've felt after a working day. The maximum number I managed to do at one point was about 60 mentors in one day, but that kinda did fry my brain for a few days as a result.
Now, it's clear that the purpose of Mentor roulette is just to fill the queue for whoever is queueing for some dungeon. Most of the time I would go as healer, because queue was obviously faster, but that also had tons of downsides I'll tackle on later. Here's a small list of jobs I would play and switch to do this:
- Preferred healer: Astrologian -- AST has Essential Dignity at level 15, meaning it's the strongest healer from the start. Because my brain demands dopamine on constant basis, having to shuffle cards from level 30 actually made this more bearable for me.
- Preferred tank: Gunbreaker -- similar to AST, GNB has a two-part combo, but only from level 70+, however Camouflage from level 6 really helped mitigate lots of damage from early levels
- Preferred melee DPS: Reaper and Monk -- MNK has a complete AOE rotation by level 45. RPR is the same with its AOE combo, but Death's Design from Shadow of Death at level 10 does really speed up things a lot.
- Preferred ranged DPS: Machinist and Dancer -- Spread Shot from level 18 for MCH, Standard Step and Windmill from level 15, you can just breeze through packs with ease.
- Preferred magic DPS: Black Mage and Summoner -- Self explanatory, but SMN would be used at most when I felt fatigued from healing.
The chances for Extremes depended on the job, however, not once have I gotten it on a healer. At most, I would have a raid or a trial. DPS had the highest chance for Extreme runs, followed by tanks. Most of the Extreme runs were Thornmach, Ultima, Shiva, Ramuh and Rathalos, and Ramuh seemed to be the one I'd get the most out of all of them. I would generally sit through them and explain the mechanics to players to try and clear it, and at most it would take about 3-5 wipes to complete. The only time party was disbanded if both tanks were sprouts, and neither read the chat... and this is where my biggest gripe comes now.
- The game doesn't teach the importance of your own job stone quests, and this one I've gotten plenty of times at low levels, especially as healer. When I asked the person in question whether they're in progress of doing their job quest, I received no answer. The "General" tab is completely flooded with endless information from everything in the game, which is extremely easy for players to miss any party text, even when I did the <se.1> sound effects in chat.
Personally, I believe the game shouldn't allow players to continue with Duty Finder if they are above level 30+ and without a Job Stone. It should be locked, and new players should get a big pop-up window saying they need to complete their job quest before proceeding. This could stay unlocked for Party Finder if people wish to do specific runs without job stones for challenge or fun, but my entire point focuses on Duty Finder only.
- The gearing system from level 1 to level 49 is atrociously horrendous. Many, many of the new player sprouts I've seen had level 1, or level 5 accessories from the vendor at level 40+, and so many more not understanding how gearing works in general past level 50 with the Poetics tomestones. Even with Rowena's Representatives in every major city, new players have no idea what that NPC is even for, meaning there needs to be a clearer indicator from the game to instruct new players.
- The game doesn't teach players what AoEs even are, and I'm not talking about the orange circle shown from enemies. Because there's a HUGE discrepancy between jobs and at which level they get their AoE skills, players ultimately don't ever use them. Of course, people are free to play as they desire and there's many arguments to be made with "ugh you don't have to force that on players mmkay". This isn't only new to sprouts, in fact, I'm not talking about them because they're learning the game.
I believe all jobs should have at least 1 AoE skill by level 15 (because you start Sastasha). I believe the Hall of Novice should be revamped to teach those skills to players, and become mandatory before the player can even queue in for dungeon. Too many tanks skip that, and don't use their own AoE skills to hold mobs because the way aggro works in this game is different from other games: here you have to keep hitting them, in other games, you probably just hit them once.
This image below shows how players misunderstand how aggro works, and because Hall of Novice can be skipped, players don't learn crucial knowledge the game provides. This was after the first pull pack wipe.
Ultimately, I'm just another speck among million of players and my opinion or ideas won't matter to the Dev team because I am well aware they don't read English forums. There's a lot of other things, like people not reading their skills or not using skills, ultimately this is very trivial for casual content.
Thank you for coming to my TED talk. Please keep it civil.
TL;DR: Many areas can be improved to provide a better experience to new and returning players, but the Devs have to put effort to actually do it.