Add gunbreaker too if double down doesn't crit it does so much less damage lol.


Add gunbreaker too if double down doesn't crit it does so much less damage lol.

I'll always be in favor of priority based rotations as they are so much more engaging than a never changing rotation.
Sorry to burst your bubble, but every rotation is technically a priority based rotation, the difference is how often you have to change your priority.
What is Dragoon's priority? Keeping your damage buff and DoT up. This is why you start with Chaotic Spring combo, then use Heaven's Thrust combo, then back to Chaotic Spring etc. The only time this will change is if you disengage from a boss and so the timer's suddenly don't line up as nicely. You then have to make an on the fly decision as to what to prioritise.
Paladin has no RNG in it's rotation, however, it is also described as a priority rotation, where the priority is flipped when you go into burst.
As for what have called 'priority based rotations', which is just RNG procs changing things more often, it basically boils down to, press the shiny, unless it is to be saved for burst. But every job pools resources for burst, so it is hardly ground-breaking.
Bard, Dancer and Red Mage all base their filler rotation on proc based gameplay.
Last edited by Mikey_R; 06-11-2024 at 02:50 AM.

You might be new to the mmo genre. For a very long time in the mmo scene there are what is referred to as "priority based rotations" and rigid or "static rotations". A priority based rotation sees you following a list of priorities from top to bottom. You have to actually parse the information on screen, understand it and make decisions based on what you are seeing. A static rotation sees you preforming a never changing rotation of abilities, a rotation in the truest sense of the word.Sorry to burst your bubble, but every rotation is technically a priority based rotation, the difference is how often you have to change your priority.
What is Dragoon's priority? Keeping your damage buff and DoT up. This is why you start with Chaotic Spring combo, then use Heaven's Thrust combo, then back to Chaotic Spring etc. The only time this will change is if you disengage from a boss and so the timer's suddenly don't line up as nicely. You then have to make an on the fly decision as to what to prioritise.
Paladin has no RNG in it's rotation, however, it is also described as a priority rotation, where the priority is flipped when you go into burst.
As for what have called 'priority based rotations', which is just RNG procs changing things more often, it basically boils down to, press the shiny, unless it is to be saved for burst. But every job pools resources for burst, so it is hardly ground-breaking.
A priority based system does not have to be as simple as "hit the shiny button" and save resources for burst. A well made system will see you spinning several plates in the forms of buffs, debuffs, dots, cooldowns (of different lengths not all the same with some taking precedence over others so you have to make smart decisions on how you enter those cd windows,) procs, movement vs standing still, 1 target, 2 target, 3 target, 4+ targets and many other factors. In FF14, especially in DT, most jobs follow a static rotation model. I can map out every gcd of any given encounter and follow that exact gcd map to the end of the fight to do optimal dmg. That map for that encounter will never change (unless you factor in a targeted kill time which again you can just make another gcd map for) and deviating from that map will result in a dps loss. You can never do this with a priority based system which is why I find them to be more engaging. Oh and no you didn't "burst my bubble" lol.
None of what you have said disproves the statement that I made in that every job's rotation is based on a priority system, just that some jobs interact with the system more often than others.You might be new to the mmo genre. For a very long time in the mmo scene there are what is referred to as "priority based rotations" and rigid or "static rotations". A priority based rotation sees you following a list of priorities from top to bottom. You have to actually parse the information on screen, understand it and make decisions based on what you are seeing. A static rotation sees you preforming a never changing rotation of abilities, a rotation in the truest sense of the word.
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As you stated, it is all about damage, when I use Raiden Thrust, I have a choice of Chaotic Spring combo or Heaven's Thrust combo, when Refulgent Arrow procs, you have a choice to use Burst Shot again, or use Refulgent Arrow, etc.
What you want is a job that makes you interact with that priority system more often. However, I think the question should be, how do you want those decisions to come about. What system do you want to see that forces you to interact with that priority system. The type of job you want should then be defined by that system, not the general term 'priority'.




I played HW MCH and "1-1-1-2-1-2-1" was not fun when you were out of ammo and RNG was not on your side. Ammo existed as a mechanic specifically to ignore the RNG in the rotation. It did have a classic "1-2-3" rotation like almost all other jobs and it used it to build battery charge, but without ammo, being able to progress to the next weaponskill in the 1-2-3 was RNG and it wasn't fun or engaging.MCH also had all of its rng/procs stripped back in ShB, and it was like BRD a fully rng proc based job (meaning it had no basic deterministic combos). I have stopped hoping the job would see Reload and ammo come back to make its filler less boring for a long time as obviously it's never going to happen: they'd rather delete rng from controversial jobs like AST than do the opposite to any job.
DNC's RNG is OK in my book at least in higher levels because the flow is better and there's so many other things to press, but I would never go back to old MCH.
They really should have a wide variety of approaches for each job within sub roles. Even just having faster GCD on some would spice things up. If Criticals introduce too much variance, use the current auto crit for biggest hits or remove their ability to crit at all and give plenty of potency.
Going further Tanks and Healers should have their core skills examined and distilled to the point where they have few similar buttons that are certainly required for the content and rest of the kit goes absolutely wild.
Even better if they could just straight up make tanking and healing being a swappable subrole, melees can tank, casters can heal. But that level of change is never going to happen.
yall act like you are not all just going to the balance for your full rotation break down and print out anyways..
Bumping for support. I can't show off my Gambler title anymore because RNG has been relegated purely to the Gold Saucer, Housing lottery and FSH. Oh and praying I don't get Aurum or Dzemael in leveling roulette.
Out of all the classes available to us, why not give one that is RNG or proc-based? AST especially makes no sense to have it's randomness removed from cards unless they're turning it into a "Starry WHM".
Is it that much harder to design as a gameplay loop? What's the proper reasoning for moving away from that? I can't understand their entire removal from combat classes, especially with the fact that there are many options without those elements if one dislikes them so much.
The nice thing about procs is they make those full rotations not as important because then it becomes a priority system not just "do this list over and over til the boss is dead"
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