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  1. #1
    Player
    beefrobo's Avatar
    Join Date
    Nov 2015
    Posts
    9
    Character
    Jennen Cori
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 100

    Picto motifs just don't flow..

    I've been really enjoying pictomancer since the expansion, it was the first magic DPS I leveled and as a big FF6 fan, I'm super glad it was added.

    However, I've been trying to wrap my head around the general rotation flow of the job. It all seems right when comparing it to the others but motifs are so unique to the skill pool, it's hard to compare that to others.

    Motifs force you out of combat for at least 5 seconds and locks you in place for almost 4 while it's casting. It's kinda wild and throws off the whole flow of battle for me.

    It took me a bit more playing to think of what exactly is bothering me about it, there are charges to expend the muses which is what is supposed to limit the usage of an attack but on top, we have to use another ability to ready something with a charge?

    I think that letting us spend 2 or 3 white paints to quick cast a motif would smooth things out nicely.

    I'm always maxing out white paints since I can't find a good place to spend them, especially at 100 where you have many other attacks to run through. Having something better to spend them on instead of a weaker aoe attack sounds like more fun to me!
    (1)

  2. #2
    Player
    koko-on-da-forumz's Avatar
    Join Date
    Jun 2024
    Posts
    196
    Character
    Kokola Kola
    World
    Malboro
    Main Class
    Dancer Lv 90
    Quote Originally Posted by beefrobo View Post
    Motifs force you out of combat for at least 5 seconds and locks you in place for almost 4 while it's casting. It's kinda wild and throws off the whole flow of battle for me.
    This is kind of the point.

    You have to think strategically about when the best time to use them is. Points in the fight where there is no movement required, in-between bursts, ideally when the boss is untargetable or jumping out of range anyway.

    It's really great design. We were just spoiled by FFXIV design turning the bosses into striking dummies with puzzles and completely static unchanging job rotations.
    (24)

  3. #3
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,073
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Personally I wouldn’t really like to see them take the most unique aspect of Pictomancer and completely delete it.

    Plus, it would need massive potency nerfs across the board to compensate for never having to cast; the only reason Pictomancer has such high potencies is to compensate for it having to stop attacking (similar to the giant potency attack at the end of Dancer’s Standard Step).

    I feel like being able to make one instant-use every 40-seconds is already enough. If they gave us a second way to make them instant on top of Swiftcast they’d just lose their functionality since they’d never need to be cast and become pointless
    (6)

  4. #4
    Player
    AddictedToWitches's Avatar
    Join Date
    Oct 2018
    Posts
    182
    Character
    Koko Goro
    World
    Excalibur
    Main Class
    Viper Lv 100
    Quote Originally Posted by beefrobo View Post
    I've been really enjoying pictomancer since the expansion, it was the first magic DPS I leveled and as a big FF6 fan, I'm super glad it was added.

    However, I've been trying to wrap my head around the general rotation flow of the job. It all seems right when comparing it to the others but motifs are so unique to the skill pool, it's hard to compare that to others.

    Motifs force you out of combat for at least 5 seconds and locks you in place for almost 4 while it's casting. It's kinda wild and throws off the whole flow of battle for me.

    It took me a bit more playing to think of what exactly is bothering me about it, there are charges to expend the muses which is what is supposed to limit the usage of an attack but on top, we have to use another ability to ready something with a charge?

    I think that letting us spend 2 or 3 white paints to quick cast a motif would smooth things out nicely.

    I'm always maxing out white paints since I can't find a good place to spend them, especially at 100 where you have many other attacks to run through. Having something better to spend them on instead of a weaker aoe attack sounds like more fun to me!
    if you have noticed, Picto's damage is designed to take into account this downtime.
    The big things you should try to do is wait to use one of your motifs until you have a damaging OGCD, or just an ogcd in general.
    I do agree that it feels weird though. I wish instead that they did damage and potencies were adjusted for this but once you get the hang of knowing when to properly cast them it isn't so bad
    Also in 99% of content you don't need to hyper optimize this. You can just draw motifs whenever you feel like it and only do like 1% less damage than someone purely optimizing)
    (2)

  5. #5
    Player
    Galvuu's Avatar
    Join Date
    Jun 2017
    Posts
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by beefrobo View Post
    I've been really enjoying pictomancer since the expansion, it was the first magic DPS I leveled and as a big FF6 fan, I'm super glad it was added.

    However, I've been trying to wrap my head around the general rotation flow of the job. It all seems right when comparing it to the others but motifs are so unique to the skill pool, it's hard to compare that to others.

    Motifs force you out of combat for at least 5 seconds and locks you in place for almost 4 while it's casting. It's kinda wild and throws off the whole flow of battle for me.

    It took me a bit more playing to think of what exactly is bothering me about it, there are charges to expend the muses which is what is supposed to limit the usage of an attack but on top, we have to use another ability to ready something with a charge?

    I think that letting us spend 2 or 3 white paints to quick cast a motif would smooth things out nicely.

    I'm always maxing out white paints since I can't find a good place to spend them, especially at 100 where you have many other attacks to run through. Having something better to spend them on instead of a weaker aoe attack sounds like more fun to me!
    1st piece of advice: there's no rotation. Make sure no cd/gauge overcaps and make sure you have everything ready for your burst. What you do in the filler and in what order doesn't matter as long as you keep your gcd rolling.
    2nd piece of advice: don't use Holy in White unless you need to for movement (or optimizing burst). Overcapping white blobs is not a dps loss (it's actually a minor gain to not use them), so don't bother trying to spend them all.
    3rd piece of advice: you said it yourself- a motif is 5s doing nothing. So, if you Swiftcast a motif, you can run around for 5s losing 0 dps. There are so many uses for this... Holy in White + Swiftcast Motif? Enjoy running around while Honey B. Lovely is vomiting hearts everywhere with 0 loss! Ex2 is gonna knock you up for that wind tornado/enumeration nonsense? Swiftcast a motif and you get 0 downtime! The possibilities are endless.
    Once it clicks in your brain that a Swiftcast'd Motif is a 5s window of movement with 0 dps loss outside of burst, you'll see how versatile Pictomancer truly is. Now go and have fun painting


    (As a note, the burst thing you can do is use some Holy in White to make sure you open your Starry Muse burst window on the Y part of your CYM combo woth 50 gauge stored- this way, you can do Y > M > Comet in Black, then pop another subtractive, use another Comet in Black and Starry Prism, gaining you 80 potency compared to just using a full CYM combo in burst. It's not much, but it's cool you can do that!)
    (5)

  6. #6
    Player
    OliverQ's Avatar
    Join Date
    Aug 2023
    Posts
    180
    Character
    Olyvar Queen
    World
    Faerie
    Main Class
    Paladin Lv 100
    My biggest issue with the motifs is I feel bad standing there casting for 3-4 seconds without doing any damage.
    (0)

  7. #7
    Player
    Jolteown's Avatar
    Join Date
    Mar 2016
    Posts
    8
    Character
    Velox Vulpes
    World
    Cerberus
    Main Class
    Pictomancer Lv 100
    Please no, I would hate this change. The motifs feel very unique and lend itself well to the job fantasy of painting your attacks. They are also very flexible with an inherent trade-off for their high power, which makes planning their use in combat much more interesting and rewarding.
    (9)

  8. #8
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,437
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    Picto is perfect the way it is gameplay wise. They can nerf potencies if they want, but don't change gameplay mechanics.
    (2)

  9. #9
    Player
    KDSilver's Avatar
    Join Date
    Dec 2015
    Posts
    1,533
    Character
    Shiru Elysia
    World
    Moogle
    Main Class
    Astrologian Lv 100
    That's the point.

    You paint when you know you can and unleash the rest for mobility/damage/burst.

    The gameplay is perfect.
    (3)

  10. #10
    Player
    Sequora's Avatar
    Join Date
    May 2014
    Posts
    520
    Character
    Raveen Raines
    World
    Gilgamesh
    Main Class
    Summoner Lv 100
    It’s a caster. It’s supposed to have cast times. There are two other DPS roles that don’t have cast times and summoner barely has any.

    Their basic rotation has super short casts and they can build up a ton of mobility with their white paint.
    (2)

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