
Originally Posted by
fm_fenrir
You can kind of gauge how OP any alterations to WT would be, though.
The case of WT as a fifth hit
As it is, DRG burns 70+60+60+60 for its combos (FT/CT+4). In the specific case of FT combo, with a 2.41s GCD, that's 1000 potency every 9.64 seconds, at a net cost of 160TP (250 TP spent, minus 90 TP regained naturally). Adding a fifth hit at 60 TP makes this theoretical WT combo 1290 potency (assuming nothing else changes) every 12.05 seconds, at a net cost of 190TP (310 TP spent, minus 120 natural regain). It makes DRG hugely more TP efficient to make WT a fifth hit on the combo, in addition to wrecking DRG's debuff rotation with disembowel/CT/phlebotemize due to the extra GCDs on both combos. Increasing WT's TP cost to compensate would just make it useless or get dumped when you start running low on TP, wrecking the timing on BOD/geirskogul.
Additionally, if WT was the only way to get BOD time extensions, it would be horrible to maintain BOD (because it adds 15 and it takes 12 to get there); if F&C and WT extended it, it would be trivial to maintain and you'd only be worrying about geirskogul's CD. That's another massive DPS buff (or loss, depending how you want WT to work).
The case of WT as an oGCD
Making WT an off-CD jump-style attack instead is even more TP efficient, because you get 200-260 potency out of it, depending if BOD buffs its potency like jump/spineshatter. It's another ranged heavy hit that doesn't cost TP, and it's yet another oGCD that needs to be weaved in during an opener. Even if it was a 30s CD like jump, it would make DRG's burst absolutely ridiculous during b4b windows. DRG's threat generation is absolutely out of control as-is, this just guarantees that going through an opener will require ending with elusive jump instead of holding it for later in the fight. You also won't have elusive for the second b4b run, so good luck with whatever threat you've generated in those 90 seconds.
The case of WT as it is
Maintains DRG's TP efficiency as described above, allows BOD to be easily maintained, and adds a small inconvenience to DRGs that don't move around a lot. It's kind of a dead slot as far as skills go, but the alternatives give DRG massive buffs that it doesn't need.