This is a good question. However, the longer a combo string, the fewer opportunities the kit has by which to add options within and around rotational play.
That's especially if we continue with the XIV take on combos (single actions across multiple buttons that merely punish fat-fingering rather than offering any choice between combo fork and finisher).
Ideally, imo, we'd have XIV reimagine what a combo ought to be --such that they can actually be combinations of real skills rather than just a skill each across n GCDs-- and have DRG have longer, though still modular, commitments across those more organic combos.
That also is what arguably keeps DRG relatively brainless, though. Since everything can and should be used immediately now (apart from SSD effectively being a hit-twice 2-minute CD), in the same order each cycle, there's no value to be had from the bankability DRG houses (via things like Mirage Dive or Wyrmwind Thrust).LotD's rigidity stems from the fact that we must use everything on exact cooldown to avoid drifting. I find this a good thing because it's one of the core aspects of the jobs that needs to be mastered: learning to plan or know when you can or cannot use your abilities, especially jumps, so that you never have to delay them.
Note also, though, that 5 GCDs is already 12.5 seconds pre-Haste (or, 11.9 after animation lock). Doubling that by adding an extra scale before cap would push that to ~24 seconds pre-Haste would deny Wyrmwind any urgency.Wyrmind Thrust
A great addition to our arsenal due to providing a new interaction between GCDs and oGCDs that is often overshadowed by the fact that we cannot store it for long. It's meant to be a flexible action, but it becomes a bit rigid when there's only a window of 5 GCDs to use it.
This would push our first Wyrmwind up by 3 to 5 GCDs (in AoE and ST, respectively), but I'd rather have each feel more an earned reward than merely replace the baseline.Make True Thrust and Doom Spike permanently upgrade to RT and DF when the appropriate trait is learned and just have Draconian Fire give us a scale when these weaponskills are used.
Technically, you could also have only every other Doom Spike / True Thrust turn into Draconian Fury / Raiden Thrust and remove the scales (with every DF proc permitting Wyrmwind) and you'd:
- Have DF/RT feel (faintly) more like a reward,
- Have your first Wyrmwind become available 4 GCDs earlier, and
- Give Wyrmwind 10 GCDs of banking, up from its current 5.
Given LotD's current behavior, I don't think we'd lose anything to have the a proccing Geirskogul itself turn into a Nostrand (complete with 10s CD), the first of which would trigger LotD (offering 2 more uses within the next 30 seconds), and increasing Nostrands' potency by a third of a Geirskogul per hit to make up for the skipped cast.Allowing BL to last 20s for the DRG would help alleviate this problem. However, another perhaps-not-so-known problem is that the GSK action can't be queued when exiting LotD.
This doesn't quite make sense, though, seeing as we neither need nor want to make use of such flexibility. GSK should always be used before J/HJ anyways, and we want Jump's damage itself to fall under raid buffs, so there's actually no value in keeping those two effects separate.Mirage Dive can never be removed because taking it away and making HJ give the eye directly would remove all flexibility in regards to choosing when to enter a LotD window.
That's not to say that we should consolidate them, ofc. Rather, we should be adding more damage windows such that DRG again has some actual use for its banking.