If I can make a few adjustments to your suggestion,
- In addition to Impact and the melee combo: Verfire replaces Verthunder when it procs, Verflare replaces both; Verstone replaces Veraero when it procs, Verholy replaces both.
- Instead of reducing the distance of Displacement or adding rotation-enhancing effects to Corps-a-Corps, just remove the damage from each so you're not compelled to use them on cooldown and can use them as-needed for movement, and displace the lost damage onto the melee combo.
(I suggest adding some type of CC effect to each instead, so it's useful in dungeons or the overworld and neutral in endgame content.)- Add a trait to have each Enchanted Moulinet reduce the cooldown of Contre Sixte by a set amount, and to have Verfinishers reduce the cooldown of Manafication as well.
(This way you always get the same amount of benefit each cast.)- Either add a trait for a combo'd Redoublement to restore MP, a trait to passively double our base MP regeneration, or a new rotational spell that restores MP as a side effect.
As I said though, you'd just use Acceleration to pop such a powerful ability as often as possible rather than situationally.
I don't see how much of a difference it makes compared to just using the proc before going into your combo, and using Acceleration on your Verfinisher if you ended up balancing/capping your mana before the combo.



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But let's say in that scenario that dualcasting VerThunder after VerFire would overcharge my black mana... you see what I mean, I want to have the option to dualcast VerAero. 

