AKA "you knew this was coming"
Foreword
It's no secret that I have a problem with the way the job is put together. The current RDM does not tie melee and magic to one another, and instead keeps them segregated in a way that funnels gameplay to spamming spells and then using 3 melee GCDs before going back to spamming spells some more. That's not gameplay that I expect from a hybrid; that's something I'd expect from a caster with tacked-on sword use, where the sword so inconsequential from a mechanics perspective that you could replace it with something else and not feel the difference. Some of you might like spell spam from range, and I can respect that. I will still argue that a pure caster is better-served with the Dualcast/mana system the devs have given RDM, and that RDM deserves a better balance between casts and sword.
Seeing that a redesign is out of the question (though I will eventually
write that post), what I can do is give suggestions to make this design more palatable.
System Changes
Casting Mechanics: Keep Dualcast as is, but remove the "auto-attacks cancel Dualcast" part. In addition, melee combos grant the RDM a buff called Composure/Clarity, which makes the next spell cast faster/instantly. The catch is that the buff duration is only 6 seconds and the combo has to be used outside of Spellblade (more on that later).
Composure - Reduces the cast time of the next spell by 50%. Duration: 6s.
Clarity - The next spell is cast instantly. Duration: 6s
So your standard combo without Spellblade active would be Riposte => Zwerchhau (proc Composure) => Redoublement (proc Clarity) => Cast spell instantly
Mana generation: Melee weapon skills generate 3 of each type of mana; Zwerchhau and Redoublement require the combo bonus in order to do so. Mana generated by Aero/Stone and Thunder/Fire increased to 11 and 14, respectively. Manafication now generates 50 white and black mana and has a 90s cooldown.
Mana consumption: Spellblade has been changed to a toggle rather than something that's automatic. You can toggle it on after hitting 30 Mana, and will remain active until you bottom out on mana, deactivate it or use Enchanted Redoublement. While Spellblade is active, weapon skills consume 30 (Riposte) or 25 (Zwerchhau & Redoublement) mana. Activating/deactivating Spellblade breaks melee combos and removes Dualcast.
Damage output: Allow auto-attack damage to scale with INT. Increased baseline potency of non-enchanted weapon skills. With melee playing a bigger role, spell damage would require a small nerf to keep DPS output where it is.
Skill Changes
01 Riposte - Potency increased to 150. Additional effect: Increases both Black Mana and White Mana by 3.
35 Zwerchhau - Combo potency increased to 210. Combo bonus: Increases both Black Mana and White Mana by 3. Combo bonus: Grants you Composure for 6s. Now gained at lv15.
50 Redoublement - Combo potency increased to 240. Combo bonus: Increases both Black Mana and White Mana by 3. Combo bonus: Grants you Clarity for 6s. Now gained at lv30.
02 Spellblade - (new skill) Requires at least 30 white mana and 30 black mana to activate. Enchants your melee weaponskills, consuming black and white mana to increase their damage. While Spellblade is active, casted spells do not generate mana nor grant you Doublecast. Effect ends upon reuse, upon reaching 0 black and white mana, or upon the execution of Enchanted Redoublement. Cooldown: 2.5s.
40 Displacement - Cooldown increased to 45s.
45 Fleche - Additional effect: Reduces the gauge with the highest mana value by 1 and adds it to the opposite gauge.
60 Manafication - Generates 50 black and white mana. Cooldown of 90s.
02 Jolt - Potency reduced to 100.
62 Jolt II - Removed.
04 Verthunder - Potency reduced to 260.
10 Veraero - Potency reduced to 260.
15 Tether - Now gained at lv35.
26 Verfire - Potency reduced to 210.
30 Verstone - Potency reduced to 210.
Nitpicks
- Riposte renamed to Quick Thrust (A riposte is an attack performed after parrying an attack, so calling your opening weapon skill that makes no sense). With Spellblade active, the name changes to Soul Thrust.
- Redoublement renamed to Crimson Pin (A redoublement is an attack that is performed after an attack that misses or is parried; basically you missed and try to attack again; did they just pull random names from a fencing glossary for the melee abilities?). With Spellblade active, the name changes to Bloody Pin.
Notes
- I'd need to run this by someone who knows numbers better than I do, but the idea here is that since the sword is being used for more than just dumping mana, sword skills need to deal more damage to justify spending GCDs doing that instead of casting Jolt. Hence the Jolt nerf and the buff to non-enchanted sword skills.
- Seeing that the melee combo is more important to gameplay, it should come earlier, which is why RDM would get Zwerchhau at lv15 and Redoublement at lv30.
- The Jolt nerf is intended to create choice for generating mana depending on where you're standing. If you just ran away from a boss that has a long-casting telegraph (the final boss in Gubal Library Normal comes to mind), then you'll cast Jolt followed by Dualcast Veraero/Verthunder to get some mana (if you proc Verstone/Verfire, even better), and as soon as the telegraph is done you can Corp-a-Corps to the boss and get back to swinging and casting. If you're in melee, you'll want to use your combo to generate 9 mana and deal higher net DPS.
- The change to Fleche is meant to add the ability to skew mana values or even them out, as needed. This is very tentative, but I felt some people would enjoy having skills that manipulate the mana gauges.
- The increase in mana generated by Verthunder/Veraero/Verfire/Verstone is also tentative.
- Manafication generating 50/50 mana should allow for slightly more frequent use of Spellblade and enchanted sword skills.
- In theory, the rotation would be: melee combo for Clarity buff => insta-cast Veraero/Verthunder => if you get a proc, cast Verstone/Verfire for more Dualcast action| if you didn't get a proc, go back to using the melee combo for another Clarity buff => At 80/80 activate Spellblade and do enchanted melee combo => Cast Verholy or Verflare => If you got a proc, cast Verstone/Verfire for more Dualcast action| if you didn't get a proc, go back to using the melee combo for another Clarity buff. Throw in oGCDs as needed.
- Spellblade as a toggle should in theory give the player more control over when mana is consumed.
- The short of it is: more sword use, you can keep chain-casting as long as you're getting procs.
I have a good idea of what the replies to this are going to be, but I nonetheless invite thoughts and comments. Be aware that I will revise this once the expansion launches and I get a look at the job traits and any skills the devs did not reveal as of the time of this writing.