Again by that logic we shouldn't have reviews, commentators, or critics who were not first top of the line in whatever they are talking about. That obviously is not the case, and therefore YES you can judge something if you have an actual understanding of it without being a top tier player fist.
Um...ships, tanks, and whatever else a turret can be MOUNTED on let alone fired while on the move? Or do all those things need to stop for the turret to be used? In fact here is proof positive:
https://www.youtube.com/watch?v=iF3iRvDzF_w
So your point about turrets having to be stationary was what again? Because while I am all for rewarding staying stationary, it doesn't mean that the job shouldn't be able to move when necessary to avoid mechanics.
Which is a trap, because no matter HOW I pointed it out, people would have accused me of making an issue over my gender. So I let it go until finally the frustration got the better of me over having to repeat myself. Which is funny, since as much you say I was playing a victim...the tone of responding posts HAS shifted since I stated I was a woman. Imagine that.
Thank you for actually putting some thought into your post, it's a breath of fresh air. So to start lets examine your statement, your logic in that if they buff the timer then they have to nerf the damage is fair but isn't the only way they could change it. As I stated they could combine the ley line ability into a mechanic that the longer you stay in an area the faster you cat. While this might necessitate a slight nerf since in theory you could be casting faster longer then you could otherwise, it still would be in keeping with the 'turret' play style while also giving a very natural reason to stay in one spot. The only thing the timer does as it is now is A) push players to keep momentum, and B) encourage good placement where you can focus on rotation. However one feels much more natural to simply playing the game vs keeping a constant eye on an arbitrary timer.
The core issue here for me is that it doesn't matter how good I get with the job, the job doesn't feel good to play because of that timer. Even worse, I have seen similar jobs where you are encouraged to build momentum by staying still or by simply playing better. In this case though it's all about keeping a timer going...and that isn't fun, and even worse there are better and more elegant ways to do everything the timer is trying to push players to do in ways that feel more natural to simply playing the job. The timer itself isn't even really an issue until you are trying to squeeze spells in that don't refresh it, which can be compounded in team play when you were counting on a spell to refresh the timer so you can keep killing mobs...but the mob died and you don't have time to hit transpose even to sorta keep the momentum going. Even if you can quickly get the buff and rhythm going again, it is a very clear and obvious wall you hit every time it happens that just disrupts the flow of the game.
THAT is the crux of my argument. Yes you can get around it, and even succeed as the job, but it doesn't change that the timer is both a distracting element and something that breaks the flow of the game is such a brutal manner unnecessarily when better mechanic options exist to make the job feel more natural.