Quote Originally Posted by currentlemon View Post
There's truth to this. Think of SCH's Ruin II and SGE's Toxicon II. These abilities are hardly used by players for various reasons. Sometimes even discouraged. There's simply no reason to use these spells when playing either job. For Ruin II, I think after they buffed the GCD cooldown to 1.5secs on offensive spells made it obsolete. And obtaining Addersting wasn't something worth getting.

For those jobs, I think if they gave us more reasons to use those spells, along with shorter DoT times and somehow making our AoE abilities worth using for dungeon boss / raid fights would be great.

Same with WHM and AST, but I still think WHM needs at least one more DPS spell though. Not sure how AST can play into this.
What sucks about Ruin II and Toxikon II was that SE got it right the first time. In ARR, Scholar had Ruin and Ruin II. Both had a potency of 80; Ruin had a 2.5 second cast time while Ruin II was instant, but cost twice as much MP (and inflicted Blind). What made that work so well was giving agency to the player. You had access to as much mobility and weave windows as you wanted without your DPS being punished or any cooldowns. Your only restriction was your MP, which was important, but you could very well afford to cast several Ruin IIs as needed. This was the perfect mobility tool. There was no need to try and "fix" it. The only flaw was not updating Ruin II in Heavensward when Ruin was replaced with Broil.