Quote Originally Posted by Archwizard View Post
I didn't say it "needs to be" conventional. As I was saying, it's difficult to figure what kind of "additional effect" to pin to it, since Dragoon is a bit of an outlier.
Not at all. It's just a matter of how finely we want to balance its losses across various GCDs in rotation (effectively allowing it an addition 2-4 GCDs per DRG's 10). We have two options: (1) Additional Effect on Piercing Talon or conditionally upgrading PT to Dragonkiller or (2) conditionally upgrading PT to Dragonkiller AND giving Dragonkiller an Additional Effect.

1A.
Additional Effect: Deals an additional X potency when any combo skill is readied.
1B.
Piercing Talon Mastery: When any combo skill is readied, Piercing Talon is upgraded instead to Dragonkiller.
2.
Additional Effect: Deals an additional X potency when Full Thrust, Chaos Thrust, or Coerthan Tempest are readied.
Note that the extra potency in the Additional Effects can be replaced with providing the combo benefits of True Thrust (and perhaps Doomspike). The rest of the balance can be managed through baseline potency or, again, advancing the combo. Combo advance as the AE is better for varying rotation, as it gives you a separate extended rotation option for syncing CT.

Quote Originally Posted by Archwizard View Post
I'm less concerned about kiting during leveling or PotD, and more about instances where we're forced out of melee range for multiple GCDs, thanks to chain knockbacks, jumping/teleporting targets, hazard zones, etc. Considering most of our oGCDs are already ranged skills or buffs that would be unimpeded at a distance, I'd be concerned about having to apply another one between every hit for one of those periods with a reward of performing the exact same rotation.
I've leveled DRG to 50 3 times, to 70 twice, and to 80 once. In all that time I've never needed to spam Piercing Talon. I've only ever needed to use it even just twice in a row if I screwed up. If our concern is simply in making Piercing Talon functional, I'd simply say we ought to give it a bit more range and make it interfere less

Quote Originally Posted by Archwizard View Post
If you're arguing making the rotation interesting, just doing the same chain of 10 GCDs for the entire fight even when presented with an opportunity to shake it up... isn't that.
Which is why I wasn't arguing for a Ranged-Mode oGCD, only pointing out that the times in which PT is ever needed are so far and few between that even an oGCD with a 15-30s CD against or alongside which to balance or pair Elusive Jump would be wholly sufficient to make PT a practical skill again, especially if it was given a bit more range.

By all means, I'd prefer that DRG's every opener was chargeable; that it could advance any of its combos into each other; could use its dragon skills, once unlocked, at any time within 10 seconds to allow them more unique effects and flexibility; that its Jump simply launched it skyward as a dodge and then augmented its next weaponskill; that Full Thrust could toss enemies skyward and Fang & Claw did a fine job of juggling them and Wheeling Thrust of smiting them; that BotD simply unlocked gravity manipulation for your movement to make you look and feel like a Dissidia-esque Dragoon and master of aerial juggling; so on and so forth... but this is just about either making PT worthwhile or getting rid of it. So long as Dragoon gets something for forced melee downtime comparable to the other melee, I'm cool with either one, honestly. And that doesn't even have to be a GCD skill. Heck, we could give CT some more surplus duration, turn Geirskogul into a GCD that doesn't break combos, perhaps move Life of the Dragon activation to Blood of the Dragon, and allow BotD's passive effects by default and that would probably be sufficient for DRG's melee downtime.

Quote Originally Posted by Archwizard View Post
Besides, I wouldn't even want to consider how such an oGCD might impact AoE, or how it's coded to interact with Flank/Rear skills (important to keep Raiden Thrust going).
You realize that this is the first expansion where any single-use buff has ever affected more than the first hit of an AoE? It's not that hard to simply put the limitation back as it had been for 3 prior iterations for this every Lifesurge/Powersurge/Reassemble/etc skill. For the rest, just keep the positional. It's not like staying behind the enemy 24/7 when physical Ranged wasn't already a thing when Accuracy was still a stat or we suddenly can't Elusive Jump out of a circular AoE in the direction our next attack would come from (in the same way we would when prepping to Dive back).