Quote Originally Posted by wereotter View Post

Manafication: Increase intelligence by 5%. Duration 12s

I've noticed that buff from manafication never fails to fall off within one second of casting Scorch. This buff should last at least until we can cast our strongest spell. Additionally this buff should apply to any skill we perform making it so that if can now also buff Fleche and Contre Sixte.

Jolt 2 : Deal unaspected damage with a potency of 270

Corps-a-Corps : Additional effect, increase strength by 4000. Duration 10s

Engagement : Delivers an attack with a potency of 200
1. By all means, extend the damage dealt buff on (Enhanced) Manafication by an extra two seconds, but we have no need to throw primary stats into the mix. Just leave the effect itself as is.

2. You realize how miniscule 20 potency is, right? The total of 6, down from 9, B/W Mana adds a bit to that, but even at an effective difference of say, 30 potency that just feels muddied and indistinct. You very nearly might as well remove the mechanic at that point.

3. Why? Why would you add a flat stat buff, greater than that of any melee job at present, just to support a pointlessly niche function for a brief time? Just to oblige RDMs to stay dangerously in melee range at least a third of the time? Does that sound like a gameplay buff to you? And consider -- that's not just going to affect auto-attacks. That will effect the melee skills as well. Giving 4000 Strength to a level 6, to affect both AAs and melee weaponskills? That doesn't seem well planned.

4. So... RIP Displacement forever?