I keep seeing a lot of unnecessary or unreasonable requests in these BLM threads. The devs aren't going to take us seriously if we don't offer suggestions that are fair and feasible.

Quote Originally Posted by Kona_Nightwind View Post
1. Thunder 2 should be an AOE with short weak dots.
2. Enocian is a CD that increases fire 3 and thundercloud procs by 10 to 20 percent. And allows fire 4, blizzard 4, and thunder 4 to be cast.
3. Add Thunder 4, just a stronger thunder. Can only be cast under enocian.
4. Change Blizzard 4. Blizzard 4 instantly refills all mana. Can only be cast under enocian. Blizzard 3 has a 50 to 100 percent chance to proc blizzard 4.
5. Fire 4 can only cast off a proc while under enocian. Fire 3 has a 20 to 30 percent chance to proc fire 4.
(1) is unnecessary because our AoE damage on small groups is fine, and if there are so many mobs that we hit the 50% decrease on Flare then the party is either rushing or not pulling as intended. I think the one notable problem with our AoE now is that the MP requirements at 60 preclude the use of
Convert -> Fire II -> Flare
or
(Some Sort of Ether) -> Flare.

(2) (4) (5) would exchange the current "clunky" for just plain "unreliable". Having so many proc based abilities might sound fun, but the nature of pseudo randomness leads to times where everything that could trigger a proc does, as well as times where nothing that could trigger a proc does, and I don't want to be in the middle of a heavy burn phase during one of the times where the latter happens.

(3) would be great as long as, as HaroldSaxon suggests,

Quote Originally Posted by HaroldSaxon View Post
Thunder 4 - Thundercloud giving extended Enochian by 5 seconds (so that using Thundercloud doesn't punish you)
Having another thunder spell won't do us any good if we never use it because it interferes with the Astral/Umbral Enochian juggling. Having a Thundercloud-ed thunder spell add a few seconds to the Enochian timer would be a great solution to this particular problem.

Quote Originally Posted by HaroldSaxon View Post
Astral Fire Duration Increase
Allow finish of B4/T4/F4 cast if the cast has started even if Enochian drops off
These, or even just one of these, would help so much. An Astral extension needs to be paired with an Umbral extension, though, since the real danger is not in missing a Fire IV cast but rather in missing a Blizzard IV.

Quote Originally Posted by HaroldSaxon View Post
Fix of the F3-Gap-F4 bug.
As far as I can tell, this is working as intended. Take the opportunity to pop a cooldown while you're waiting to be able to cast Fire IV.

Quote Originally Posted by HaroldSaxon View Post
Reduction of the Mana cost of F1 to be the same as F4 (so that using F1 instead of F4 doesn't double punish you)
Enochian skill always fully refreshes Enochian (so only B4 is a diminishing return)
I haven't found the Fire I cost to be a problem on a regular basis; however it could become a problem if the duration of Astral Fire is increased. With the current duration of Astral Fire, it's possible to Sharpcast -> Fire I and have Astral Fire wear off before the Fire cast is finished, resulting in the unbuffed MP cost. If we get an Astral Fire duration extension, then it would still be up at the end of the Fire cast and we'd have to pay the double cost.

As for Enochian, having the ability directly set the buff duration to 30s is a definite YES, PLEASE. Why it wasn't written to function this way in the first place puzzles me. In this case we get sort of the reverse of the usual problem with buffs; the buff will sometimes last a split second longer than I'd like, and in attempting to reapply it via ability, the ability instead refreshes it for 15s and goes on cooldown for a minute.

Besides these, an increase in the radius of Leylines to 5 yalms would make it actually useful in fights with a lot of movement (which is pretty much every Heavensward fight ever).