Quote Originally Posted by royox View Post
I would make it so RDM has 2 phases.

The normal one: like now. Balance white and black for a melee + ver finisher.

New one: the ver-finisher gives you a buff. Verholy a White Buff and verflare a black buff. This buff gives +dmg to the same color of the finisher. Then you have to reach 100 magic points of that Color to unleash a super strong elemental melee attack. Then back to normal rotation.

Would love a "balance and unbalace" gameplay :3
I mean, we already have two phases - spells vs melee - and what you're describing would really add two more.

However, the "unbalance" gameplay you suggest just leaves us long periods of ignoring spells of the opposite element in favor of spamming the same black or white spells and Jolt/Impact.

But I think the major issue with something like this - much like the problems with suggesting a third Verfinisher to encourage alternating between Verholy/Verflare - is that it gives us the same issue Summoners have, where the peak of our output comes after several minutes of ramp-up, and an interruption like death (or possibly even just encountering a non-attackable phase) would not only inflict Weakness but set us back to the start of a very long chain.
I would much rather attempt to build off the base of our rotation rather than just its peak, especially considering how much buildup it takes to achieve our melee rotation in the first place.

Quote Originally Posted by Shewp View Post
My RDM is still lvl 60 so I don't know how much verholy/flare changes things but I want more melee hybrid rather than the caster with melee finisher we have now.

- Remove potency from the movement abilities and reduce their cooldown and then
- Add a melee combo to use when low/halfway mana. Have it increase mana or give a buff or something
I'm torn on this. My biggest conniption here is that at best we're making the base rotation more hectic by means of alternating between melee and range twice as often, and that being forced to significantly more time in melee range is not beneficial to us in any way.
Plus, giving us an entire extra builder combo would mean way more buttons for one goal.

While I understand you want a more magical melee class, the RDM is fundamentally a Disciple of Magic, and the addition of the melee finisher set is more just flair and flavor on top of our core spellcasting.