Quote Originally Posted by Archwizard View Post
I honestly don't understand all the knee-jerk reactions to the concept of any DoT spells whatsoever for RDM. I've seen it here, on Reddit, in-game discussions...
It’s not a knee jerk reaction, it’s being able to enjoy a job that doesn’t have to worry about dot maintenance. Yes this makes us fairly unique, and that doesn’t make us bad.

Our simplistic rotation gives RDM its extremely fluid gameplay. Any movement that needs to be done can be achieved during the GCD, you should be able to move all over the field and not miss a cast due to dual cast and the GCD. Giving us some traits to make things more powerful or some new oGCD abilities can easily make up for the lack of a dot. Personally I’d like to see less abilities going foreword and more traits that change our current abilities in new and interesting ways.

I’d rather they come up with something different than borrowing playstyle from other jobs (thunder and procs, bane/aero3).

RDM is fine without a dot, the only way I’d be ok with one is if it was added on as a bonus to our melee combo or spell finisher. For example, the 3rd enhanced melee strike cause a bleed on the target, or flare/holy causes the target to burn after the initial hit.

This would help maintain the fluidity of the job, which I feel is more important than trying to make us have a more complex rotation.