Quote Originally Posted by Mikey_R View Post
Since the only response I've had to my question on what actually would make a job complex is a sarcastic response, I think it is safe to say noone really knows what complexity is. The closest response I have got was in another topic, where the question I asked was slightly different. That question was on job difficulty and the only response I got was having multiple DoTs with different timings. Whilst this might seem 'difficult' at first, you will soon get used to when you refresh your DoTs based on instinct and also where you are in your rotation.

Which brings home the point. You cannot make something complex that stays complex once you master it. You can make a system where the resources you have form a web in how they interact, but there will still be one way that it seems to flow the best. Once you have this, after some practice, the underlying web becomes a non issue and intuition takes over. The complexity has now seemingly been taken out of the job.

This is why I ask, what actually counts as complexity, what makes a job complex and most importantly, why would your 'complexity' stay complex even after mastery?
Complexity is easy to explain by comparing classes.

PLD is more complex than Warrior. Warrior has one gauge that you fill up with 1-2-3 (and 1-2-5 every 30s to keep a buff up). You spend the gauge for damage. When the burst phase comes you click the "free fell cleave" button, spend your gauge and free charges, and then click your other free charges button twice to get more spenders off. In PLD, you have to manage both mana and blocky block gauges, you deploy two buffs in your burst phase, you have an additional mitigation spender, and your static rotation involves not just 1-2-3 but a free spender and mana recharge swings. Your burst rotation also involves a multi-part finisher series. Oh, and you have two oGCDs instead of one.

BRD is more complex than summoner. You're maintaining DoTs, watching for procs, and managing songs. Etc.