Give us some more control over our Focus spending. Let our core Focus-spending or -generating SV skills—Kill Command, Raptor/Mongoose, Carve/Butchery, and Serpent Sting—deal more damage (at greater Focus cost or lesser Focus generation) the higher our available Focus.
So, Raptor Strike, for instance, might cost 20-40 Focus to deal, say, 67% to 133% its normal damage. Or, to account for the opportunity cost of the GCD itself, let’s say it varies from 75% to 133%.
(Technical details: These variable Focus costs would spend their minimum and then half of remaining available Focus. In this way you’re not just bottoming out faster, uncontrollably. At 60+ Focus, Raptor spends 40. At 40 Focus, it spends 30. Etc.)
That’s it.
For those who want further concrete examples...
Raptor Strike – 20 to 40 Focus | 80% to 135% of Attack Power
- Currently 100% AP at 30 Focus
Mongoose Bite – 20 to 40 Focus | 72% to 105% of Attack Power
- Currently 90% AP at 30 Focus
- Faint complicator as a Mongoose buff:
- Mongoose increases from consuming 25% of all available Focus beyond its minimum cost at 0 stacks (30 Focus spent from 100 Focus) to 100% of available Focus at 5 stacks (40 Focus spent even if at only 40 available Focus).
Carve – 20 to 40 Focus | 20% to 72% of Attack Power, up to 5s CDR (WFB)
- Currently 28% AP in itself or 65.5 – 78% including 5-hits’ CDR; 35 Focus
Kill Command – Generates 10-20 Focus | 94% to 47% of Attack Power
- Currently 63% AP at 15 Focus generated
Serpent Sting - 15-30 Focus | Lasts 9 to 18 seconds (8% AP per second) + 25% AP direct damage (faint buff)
- Currently 20 Focus for 12 seconds (8% AP per second) + 20.3% AP direct for 115.3% total.
The idea here is to improve our opening burst, the value of burst generators like Death Chakram or Flanking Strike, and allow for a bit more manipulation as to where we spend our Focus via when and how we fill GCDs.
Prepping for Volatile Bomb, for instance, gets far easier because although consuming Focus causes the duration on each successive target to diminish faintly, only the first target was ever really the bottleneck, and now you instead have all these many durations fading nearer to at the same time. Put simply, you can poison more targets for Volatile Bomb (without any of those DoTs fading off before the bomb is thrown).
Tip of the Spear? Same idea. The same Kill Commands that load up your next Strike also prep its Focus for a harder hit for it to synergize with.
Mongoose? You now load up its stacks more cheaply, and then better capitalize on those increasing stacks (effectively consuming that damage bonus, via its Focus spent, over fewer GCDs).
And Kill Command? When it’d otherwise overcap Focus, it does more damage. And when you’re really starved it sacrifices some damage to give yet more Focus. It just naturally gives you what you’d most want when you’d most want it.
Such should help greatly with the flow of the spec and its sense of agency.