I can appreciate that adding a combo action to Moulinet is something people might like to see, as it would be a little more interesting than 7xMoulinet spam. But even though we only have one AoE weaponskill, we have four AoE GCDs; this is already quite high. I think the next highest are MCH, GNB, and MNK at three. Did I miss a four somewhere? (I left out SMN because their multiple sets of actions are really just one set of trance actions that get reskinned depending on which phase they're in.)
Can we really afford the extra buttons there though? This is another one where I agree more actions could be more interesting, but something that'll always need to be considered for RDM is that despite the simplicity of its ST and AoE rotations, those simple rotations have a comparatively high number of buttons due to the duality of our spells. Extra spells for us don't pose a combat design problem so much as an interface issue.dual-Mana procs or oGCDs to accelerate the main combo without imbalance, or virtually any spell that could fit into our Shortcast-Longcast casting model. All that without having to add a second gauge (and we're one of the few jobs that doesn't have one, or any timers like DoTs or sustained buffs).
Certain types of spells would need to be added in pairs, so introducing certain mechanical concepts to the job increases the number of buttons quickly--one of the reasons I (probably unpopularly) don't think we should get Verwater and Verblizzard as new spells separate from what we already have. We got around this sort of problem this expansion by mapping Scorch, Verholy, and Verflare to Jolt, Veraero, and Verthunder, respectively, so that we could afford the extra buttons for Veraero II and Verthunder II.
We could accommodate more spells if we can fit them onto existing buttons, but adding separate buttons would be cumbersome. For this reason, I believe traiting up our existing actions is the only practical way to go:
- Ancient Magic Mastery basically analagous to Lance Mastery so we can do Enchanted Combo > Verflare > Verholy+ > Scorch, or E.Combo > Verholy > Verflare+ > Scorch. This alone would put us 9~12 mana ahead of where we would be after each of our current combos (21 mana gained, minus the cost of an extra GCD during which we would have cast another spell anyway), plus guarantee both procs.
- A trait that replaces Veraero II and Verthunder II with Verwater and Verblizzard. For example, casting Veraero II could have a 50% chance to upgrade your next Veraero II to Verwater, dealing higher damage and generating 2 extra mana.
- A mastery trait that upgrades the single target spells to tier III versions for additional damage.
- A trait that adds something more interesting to Fleche and Contre-Sixte but otherwise doesn't change what they already are. For example (but not necessarily for endorsement), maybe Contre-Sixte could grant 1 or 2 mana of each color for each target hit, or something.



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