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Thread: RDM DoT idea

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  1. #1
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    Grimoire-M's Avatar
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    Quote Originally Posted by JunseiKei View Post
    So it'd end up being like 2.x barrage? Considering RDM only autos after it's double cast or melee phase, it doesn't quite sound very useful, considering we only need to be in melee range for a small portion of the entirety of our rotation.


    Personally, I love RDM because it doesn't have a DoT. All DoTs in this game (sans BRD) are strictly there for damage; they don't do anything extra. If it came with an additional effect, like someone suggested a way to refresh MP, then sure. IMO, all of the current DoTs should have an additional effect (combine MNK's blunt vulnerability from Dragon Kick into Demolish's DoT). As it were, 4.x saw the removal of a few DoTs (or at least, how many classes had an additional DoT because Fracture was accessible to many different DPS jobs).
    I was mostly referring to generating White/Black Mana over time being the main reason to have a DoT. I figured it would be a single target oGCD or an alternative weaponskill finisher regardless though. I'd much rather see a straight Osmose oGCD that grants RDM more mana based on their missing MP to solve their mana issues. Not that they couldn't be combined, but I figure the DoT would see more use.
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  2. #2
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    JunseiKei's Avatar
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    Quote Originally Posted by Grimoire-M View Post
    I was mostly referring to generating White/Black Mana over time being the main reason to have a DoT. I figured it would be a single target oGCD or an alternative weaponskill finisher regardless though. I'd much rather see a straight Osmose oGCD that grants RDM more mana based on their missing MP to solve their mana issues. Not that they couldn't be combined, but I figure the DoT would see more use.
    I could see the DoT messing with levels of white and black mana when you're forced to wait for mechanics and there's limited melee space. Suddenly you're tapped at 100/100 mana due to how the fight is designed (and, again, probably purposely designed to mess with certain classes/compositions more than others). Right now, RDM can sit on 8x/8x, 8x/9x or 100/8x (or 100/9x) if they line up better with how a fight (and rbuffs) is coordinated. A DoT that raises both mana takes away that flexibility.
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  3. #3
    Player
    Grimoire-M's Avatar
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    Quote Originally Posted by JunseiKei View Post
    I could see the DoT messing with levels of white and black mana when you're forced to wait for mechanics and there's limited melee space. Suddenly you're tapped at 100/100 mana due to how the fight is designed (and, again, probably purposely designed to mess with certain classes/compositions more than others). Right now, RDM can sit on 8x/8x, 8x/9x or 100/8x (or 100/9x) if they line up better with how a fight (and rbuffs) is coordinated. A DoT that raises both mana takes away that flexibility.
    That is a good argument to put it on the melee combo, but given how little use that sees, I don't think it would be a good idea. I'm an advocate for adding Verwater/Blizzard into the rotation as mana spenders/converters that you could use in place of Aero/Thunder in the current rotation, which would help with that problem. The conversion rate would be something like spend 7 black mana for 3 white mana for Verwater at 360-400 potency and vice versa for Verblizzard. The potency would be whatever it takes to come close to the melee combo in DPS. I figure they would get the Verstone/Fire proc as well. This would turn the melee combo into something you try to align with raid buffs and personal cooldowns rather than something you always fish for, which the DoT would help facilitate by keeping your mana relatively even in tandem with the spenders. That's the idea I had in mind for it, at least.
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