I like VPR and got a solid grasp on the job (still away from perfecting it thought), it's fast and satisfying. But the big problem I have is that it just hit and does nothing else.
You only need to look at the debuff you inflict and manage your gauge, blue gauge and red diamonds.
The ranged attack should be seen more often on other melee job.
But:
- Outside of that, you have nothing else to do, melee DPS usually have higher armor or a cooldown to help them survive big hit, I wish VPR had that because it really feels fragile for almost no reason.
- I find it also difficult to track which positional you'll need to hit. I know it depends on the GCD before but that's little time to predict it. In comparison, RPR has the next positional shining in advance, if you know which sticker you'll want to build as SAM you know which positional is about to happen.
- The Dread GCDs, not fond of the positionals as you need to double weave between them, I usually pop true north because I forgot to place myself and I'm too lazy to hit the side positional.
- Reawakening breaks Dreadwinder GCDs, it's a skill issue but I wish it wouldn't, sometimes my debuff is too short to support two Reawakening and Dread Fangs isn't available to use between the two reawakening and I would like to be able to extend the duration of the debuff with Dreadwinder.
The rotation quickly becomes monotonous, follow the glowing button, don't overcap, maintain your debuff until you can burst/double burst. Other jobs have that little something that rewards you with reduced damage taken that you can put whenever you feel it necessary.
VPR lacks something like this, it is limited to role skill.