If this change were made, RDM would have a significantly different playstyle. You're talking anywhere from 14 to 33 mana every 2 GCDs: manafication might as well cease existing here. RDM would also be significantly closer to being a melee, and ignoring your potency increases, the mana increases alone would make its dps skyrocket to stupid levels.
So, a few things would be needed regarding this: global potency loss to make up for the ridiculous increase in mana generation (which itself isn't bad, it would drag RDM far closer to being a spellblade and they would use their melee combo much more often), spells which do not increase mana that can be used as filler so as not to overcap, and more mana spenders (anything from something like "Verblizzard" to expend black mana while at range to more melee combos).
To answer why the proc spells are weaker than the longcast spells: don't compare verfire to verthunder, because you'd never be choosing between the two to cast. Verfire/Verstone need to be compared to Jolt 2 and Impact, because those are the same tier of spell. RDM is specifically set up right now so that lack of procs does not harm it too much; it only has one force proc every 35 seconds, whereas MCH, a similar job, has 5 force procs per minute. Impact has the same potency as Verfire and Verstone, and gives comparable mana generation.
Fair enough.AOE rotation Adjustments
1.) Enhanced Contre Sixte (New Trait) (Level 56): After executing 3 Enchanted Moulinet your Contre Sixte becomes a proc allowing you to use it once without putting the ability on cooldown, or affecting the current cooldown timer of the ability.
Note: The AOE rotation doesn't have a burst combo finisher like verholy or verflare, so I thought why not make Contre Sixte proc after using your AOE melee rotation as a finisher. It adds additional AOE damage and makes the rotation feel more complete.
How long is this buff supposed to last? 20 seconds? It would only ever reduce to 7% damage up, that probably puts it in a realm above trick attack. They could do a flat 5% damage buff like hypercharge that lasts 20 seconds that could work well enough here.Embolden Adjustments
1.) Increases BOTH magical and physical damage of all nearby party members including self by 10%. Both effects are reduced by 10% every 6s.
Note: If we are supposed to be weaker than SMN and BLM due to the support we bring, then allow us to atleast bring a more potent raid utility to the party. We also shouldn't exclude any jobs from our boost that is ridiculous, that's like saying don't bring the BLM to the party because the RDM can't boost their damage. That should never be a discussion.
		
		
			
			
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