Fracture may have been a boon for MNK, but was a waste of a GCD for the class that learned it (MRD/WAR), which is what I was getting at.
So this is where you lose me. Fun is a subjective thing, and I consider it a cowardly way to try to justify a design (hence why I've taken umbrage with WoW's devs when they made changes to classes under the guise of "fun", as said changes often turn out to be anything but). Putting something together and expecting people to find it fun is like a professional wrestler that comes up with a gimmick and expects it to get over with the crowd. Neither is a sure thing, and to count on it is basically counting your chickens before they hatch.Again, though, is that fun?
Well, the issues to address are that a) you're currently not going to imbalance unless it's on purpose, b) RDM is already built with not having perfect parity between mana bars in mind because of how Verflare and Verholy are designed, c) messing with mana accumulated has the risk of delaying the spender phase which means lower DPS potential. That aside, it being an alternative to Jolt makes sense, though it might require some adjustments because of the rules RDM is designed around.
Wouldn't the existence of this hypothetical DoT change how people approach Manafication? I mean in that context, instead of waiting to hit 47-49 mana, there's a chance players would adjust to lower numbers like 43-45 to account for the passively generated mana. At least that what I think would happen.