The problem is Step 2, however, which was exactly what I was attempting to highlight. Since Dragoon has no additional resources built by the combo, there's no conventional way to have it "take advantage of or give some amount of Combo progress", at least not in a way that parallels abilities like Throwing Dagger or Enpi. Dragoon's secondary resource is time; your reward for completing the conventional rotation is extending a timer to chain more periods of burst damage.
If we take timers off the table, I can only assume you're trying to imply the best way to affect that would be to have the skill directly substitute for one of the weaponskills in a combo for the purposes of advancing said combo -- for example, using True Thrust -> Piercing Talon -> Full Thrust in place of Vorpal Thrust -- but that carries too many logical faults in itself just in the coding stage that overcomplicate a solution (for instance, how it determines which branching combo it affects, or how many times it may substitute steps when used in sequence, or what specific abilities if any that it is limited to substituting which could be penalized if your rotation timing is off when you're forced out of range).
This is why I'm actually rather keen on the idea of having it extend the duration of Chaos Thrust for a few seconds, or possibly Disembowel (though it's already longer and slightly desynched from CT), or ideally even both if that's not too much of a stretch.
Yes, theoretically it could throw off the timing of your primary rotation or clip a DoT tick, but it could also prevent having to restart the 10-step process for a couple GCDs and allow you to go right back into a Full Thrust combo for maximum output when you can get back in melee. It won't throw it off much more than missing the reapplication entirely due to being pushed away.



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