
Originally Posted by
Hyrist
No... Really no.
Haste receives exponential returns, due to how it effects attack delay.
Dual Wield receives decreasing returns because it reduces TP per hit gain and contributes to the overall 'delay reduction' cap. Making it a soft competitor to haste.
Double Attack is a flat rate of return. 5% double attack means 5% of your attacks that strike normally will attack twice instead. This works globally across the board.
You cannot lump these together, at all.
Correct, it is a Hybrid job. {Please check it.}
If you wish to focus entirely on the mage aspects of the job, you are free to do so. But I do not agree in harping the Developers for giving attention to the aspects of a job class long neglected in the development cycle. High end-game play is not the sole content of the game nor should it be regarded as such.
Additionally, what is this 'invite' you speak of? Most events that occur are done within groupings of friends or associates. In which case Meleeing is an option depending on the acceptability of your peers in relation to the difficulty of the event.
You also assume the development team isn't multitasking other developments at well, to which I say you're both incorrect and impatient. I'd rather them work on both aspects of the job with equal care and consideration.
Temper was so far, done poorly, would you like them to be screwing up the support aspects like that as well? If nothing else, consider these buffs as training for what they should be doing with our support role.
In the meanwhile, you may stow away your absolutist ideal. We're still not sure how the entirety of the changes coming down the pipeline will effect RDM and job/endgame dynamics as whole.