Quote Originally Posted by Duelle View Post
Well, since it hasn't been said yet, "give RDM melee a greater presence in its gameplay". Alternate melee skills that fit into the current rotation, oGCD melee skills that can be weaved in between spells, procs that allow the melee combo to be used for free. At this point I'll take any of the above.

If he were to ask for examples:

- Build off Engagement by turning it into a melee oGCD filler skill, separating its cooldown from Displacement and buffing its damage.
- Add an oGCD sword ability that interacts with Verstone/Verfire Ready that consumes one or the other (prioritizes Verstone Ready if you have both buffs active), deals damage with a potency of 310 and generates 9 of the corresponding mana.
- New System: Magicked Escrime - Casting Verstone and Verfire have a chance to respectively grant White Blade and Black Blade (which show up on the Balance Gauge with colors that correspond to each mana bar). Once you have procced both White Blade and Black Blade, the icons on the balance gauge turn red, granting access to the enchanted sword skills and allowing the use of two enchanted sword skills without consuming any mana. This would effectively reduce the cost of the melee combo to 25 black/white mana (since this would make Enchanted Reprise and Enchanted Zwerchhau free). Additionally, it can allow you to spam Enchanted Moulinet in AoE situations (a total of 8 times if you also pooled 90 b/w mana and use Manafication).
I wish I knew more about RDM to think if that would be a good idea. I do know they have made RDM into a weird place. Rather than casters with melee phase, then back to casting, maybe have one or the other? I guess like AST has Diurnal or Nocturnal Sects, letting RDM choose between two stances. The one would prioritize melee damage and cooldowns while getting rid of dualcast, with perhaps augmenting their skills with debuffs or additional damage and triggering instant cast spells after building a gauge. Then spellcasting one would activate dualcast but also increasing spell speed. Perhaps would need to be tweaked, but make it a viable decision between melee caster or ranged caster, not forced kind of having to do both as it is now (to my knowledge)