
Originally Posted by
Shurrikhan
In content like PotD, where frontloaded burst excels, the job feels strong. The tremendous length of the Verstone/Verfire Ready procs allows for plenty of flexibility, enough to pop Acceleration even without any intention of using the proc for quite some time to come. I find myself regularly soloing stuff that perhaps a typical DPS ought not be able to. In terms of power, mobility, and fluidity, it feels strong.
I can agree with this. Especially in terms of staying power, as I've been able to solo tank FATE mini-bosses reliably once I got Vercure.
That said, even if I were completely fine with the general idea of the RDM, some small things bug me, and sadly it's the small intentional additions made. Manafication should not remove combos or Dualcast. Dualcast should not be removed on "any action other than casting" (AAs, sprint, most often).
Luckily, this seems to be a tooltip error. Autos don't cancel Dualcast, and neither do anything that is listed as an Ability. Haven't tested Sprint (it didn't occur to me to do so). Anything listed as a Weapon Skill will cancel Dualcast, though. I haven't hit 60 yet (between being unable to log on plus how busy I've been, my RDM is only 57), so I can't say anything about Manafication.
Despite its general power, even enjoying myself I can't help but wonder how much more I'd enjoy the job if it were more than a caster with a 5-second melee burn phase. The skills are redundant, preferring to advance complexity from RNG alone, alike to a much looser Machinist, than from any inherent effects in its elements or actions. There's no nuance, only a bit (one fifth a build) of lenience, in the burn phase. And, ofc, the burn phase is only that, far reduced from what one would imagine of a spell fencer. It is ornamental, not integral.
Agreed. You have two sets of skills that are basically the same thing (Verthunder/Veraero and Verstone/Verfire, three if you count Verflare/Verholy). There's oGCDs and utility, and the 3 hit melee combo.
I wasn't gonna share this until I finalized the design, but something I've been toying with was a system for 3 spells, and melee weapon skills changing how spells behave.
The former would sort of simulate what we currently have. I call it The Rule of Three, where you'd have to juggle casting Verfire, Verblizzard (new spell), and Verthunder to generate Mana (unified as one bar instead of White and Black). The idea is that you'd still have to cycle through Verfire/blizzard/thunder when at range (like running away from a mob's telegraph, or the mob opening distance between you and itself), while being discouraged from using the same spell over and over. Now you'd say "but then you have 3 spells that do the same thing instead of 4", but that sort of ties to the latter system.
The latter would be working spells into combos by having melee weapon skills alter the effects of spells. For example, Verfire would have a range of 20y when hardcast (2s cast time) and deal 180 potency in fire damage. But when used after a weapon skill, Verfire becomes a spell that casts instantly, has a 5y range and deals fire damage with a potency of 220. Verthunder would be a 20y range spell that deals 180 potency thunder damage when hardcast, but if used after a weapon skill becomes an instant-cast DoT with 24s duration.
The catch between both systems is that spells comboed with melee generate low/little mana, but your DPS tanks if you're just casting spells from range. This ties into two other tentative abilities:
Spellblade - Requires at least 30 Mana. Empowers your weaponskills, increasing their damage. Effect ends upon reuse, mana levels dipping below 25 Mana, or upon executing Redoublement. Cooldown: 2.5s.
Chainspell - Requires at least 50 Mana. Removes the cast time of spells used. Duration: 1s per 10 Mana (maximum of 10s at 100 Mana).
The idea there being that you're choosing how to spend your Mana depending on where you are. If you're at range and won'd be able to close the gap anytime soon due to mechanics or forced distance, you'll want to pool Mana for Chainspell. If you will be reliably in melee-range, you'll instead toggle Spellblade on to empower your melee combo. The idea still needs work, but that's what I got so far.
All this being said, the system currently in place can work, but needs notable adjustments to make melee an integral part of gameplay.