This feels like just a far worse (less flexible, fewer options, less nuance) version of what we already have.
At present, Aero/Dia performs two functions:
- It adds damage over time, optimized by use "on CD" (replacing it before the server tick after it expires).
- It offers an instant cast for mobility, albeit at the cost of up to 250 potency (if chain casting Dia) relative to Glare III spam.
With your version --until the new trait which would require Regen ticks (and perhaps oblige it be maintained on multiple allies for overhealing)-- you now have one third fewer non-Glare casts per minute, because of the longer cooldown, and you will have cost WHM its instant-cast option.
With the trait in play, this becomes even more problematic, because the higher the CD (and thus the potency), the greater the value of CD-Reduction.
So now you're likely obliged to Regen (which will likely overheal and/or be far less efficient for actual healing across targets on which to maintain it than would an AoE heal), or else face even more Glare spam, and have no mobility option outside of Lily casts (with their likely overheal).
The solution, generally, would be to instead go the Thundercloud approach. Keep Dia a DoT, on its old duration or shorter (24 multiplies smoothly to 120 for raid cycles, though it does oblige a 2.4s GCD for perfect uptime, which then adds one Glare per minute). Have the proc instead make it deal its damage instantly atop inflicting the DoT, or even just upgrade the next use of Dia to deal all its damage instantly (no DoT), which then wouldn't mess with DoT timings (for better or worse).
Note: If you use an external element for the proc chance, then each the value of each proc-chance event will decrease as the remaining duration of the DoT decreases, unless the proc turns it into a DoT-less upgrade. Keeping the DoT even on the procced form then offers additional skill ceiling, but in a way that not everyone will necessarily appreciate, so balance per your preference.
Giving a damage value would be useless, as it'd depend on one's gear. That's the reason why our tooltips, for all their awkward language, tend to be far more useful than, say, WoW's, as they at least give us something that applies across multiple characters.
Useful will only be...
- Potency
- Filler casts' worth of potency (of like type, oGCDs vs. oGCD filler or GCDs vs. GCD filler).
- "Damage enough that it should be used <in X manner>"



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