Quote Originally Posted by Kabooa View Post
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The problem with that DNC design would be the spawns...it'd have to pander to the fight, and would be relatively difficult for it to work. Like, some fights it'd be an absolute nightmare to even do that on(I'm staring at you, Final Omega).

I believe that we should consider just the static fixes to DNC's Esprit generation...you know what? I just had a brilliant idea: Procs from Flourish or base combo weaponskills would generate 10 Esprit each time they land. This would help smooth out DNC's issues in Solo as well as the erratic Esprit jumps you get from Tech sometimes and would help with DNC's burst phase damage during Tech/Devilment.

As for your idea with BRD, I agree with Shurrikhan. That's a good design that allows for fluency with those last 10s of AP and you aren't sitting waiting for the next song; could literally just replace that Haste Buff from AP.

With MCH, I'm kinda iffy on range...I think Air Anchor should be a "charge and release" skill. How it would charge would be like you use the movement mechanic in regards to Flamethrower. If you move during that 1.5s, you get 930 potency and 20 battery. If you don't move, you get that 1160 potency IN FULL. It may put a hamper on mobility, but generally we already have Drill in the case of Wildfire which is on a 20s CD at the end of the Hypercharge rotation. At the least, it'll still induce the GCD and you can get a single oGCD off.