Atonement "combo" is very boring.
Atonement made much more sense when we had DOT goring blade to break it up, back then because you didn't just 1, 2, 3 press atonements.
Tanks should be given more combo pathways and actions not just more auto combos.
Honestly if the underlying system stays static (as in: You press a static optimized sequence of buttons) then it really could not matter any less.
Whether I press 1,2,3,4,4,4 or 1,2,3,4,5,6 or 1,2,3,4,4,4,5,6,7,7,8,9,9,1,2,1,3,2,1 isn't a big difference, in the end. It's going through a repetitive memorized motion either way.
Now if you mean "Multiple pathways without having a reliable way of knowing where to go", then I'm fully in. Say the 1,2,3 combo gives 1-3 atonement stacks, random how many, so it's anything from 1,2,3,4 to 1,2,3,4,4,4, and importantly this means the main rotation varies from 4 GCDs to 6 GCDs with 0 reliability, could be 4 GCDs for minutes on end! Add something like how each Atonement skill, on top of returning mana, reduces the CD on Imperator a little bit, decoupling the otherwise also strictly-matching CDs, and I'd be over the moon.
Tanks could really use minor randomness in their kits. Random Atonement amounts on Paladin. Random duration of Surging Tempest on Warrior. Stuff like that. It's minor in overall effect, but it precludes fully "Learning" your rotation.
I like randomness but I really don't think it would work well with atonements, randomness should also be a supplement to a already engaging rotation. Paladins current rotation should have more added to it (like other tanks) but we can have room for some RNG.Honestly if the underlying system stays static (as in: You press a static optimized sequence of buttons) then it really could not matter any less.
Whether I press 1,2,3,4,4,4 or 1,2,3,4,5,6 or 1,2,3,4,4,4,5,6,7,7,8,9,9,1,2,1,3,2,1 isn't a big difference, in the end. It's going through a repetitive memorized motion either way.
Now if you mean "Multiple pathways without having a reliable way of knowing where to go", then I'm fully in. Say the 1,2,3 combo gives 1-3 atonement stacks, random how many, so it's anything from 1,2,3,4 to 1,2,3,4,4,4, and importantly this means the main rotation varies from 4 GCDs to 6 GCDs with 0 reliability, could be 4 GCDs for minutes on end! Add something like how each Atonement skill, on top of returning mana, reduces the CD on Imperator a little bit, decoupling the otherwise also strictly-matching CDs, and I'd be over the moon.
Tanks could really use minor randomness in their kits. Random Atonement amounts on Paladin. Random duration of Surging Tempest on Warrior. Stuff like that. It's minor in overall effect, but it precludes fully "Learning" your rotation.
The type of randomness I'd like is something like a proc for shield bash to deal high extra (wouldn't break the combo) damage from each atonement and or a way to let blocks give you a small damage OGCD proc, that would be fun
Keep in mind that we should have some jobs that aren't RNG some that are more RNG, because it creates variety which is healthy rather then having our current system of simple tank rotations with no variety.
I mean seeing how we have 4 tanks right now, ideally one each would be of the four RPG-y gameplay design archetypes:
* Static rotation
* Proc-based
* Resource-based
* Dynamic branching
Notably usually none of these have no random elements, it's about how much they affect the core rotation. Your ideas would be for the "static rotation" class, because they happen without being meaningful to the main rotation. Which does not feel like an important distinction, but it kinda is. Only the first type ought to have a chance to have any reliable sequencing to what they do, in particular for their core gameplay. The other three kinds do not, respectively having to check which procs they got, how much resource (which is unstable) they generated and how this particular fight asks them to do what at which point.
At this point just bring back OG Dark Arts and the diverging combos
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