I'm ambivalent at best about RoP. If we do an encounter retrospective here, here's what I think:
-Shannox: No - Traps spawn on players and the tanks will kite Shannox away from Riplimb a lot
-Beth: Maybe - As long as you're not on spiderlings/drones it'll work though the beginning of P2 is a big burn.
-Baleroc: Maybe - Have to move for countdown/soaking, could drop it on the clean ranged spot with mild success. There's no burn phase here particularly.
-Alysrazor: No - Works fine for the burn phase, but Invocation would be better to cast as the tornadoes are ending. Can also cast Evocation on the move with feathers.
-Rhyolith: No - Too much movement
-Domo: No - With a 0/7 strat (no scorpion slashes), there's too much movement during cat/flame orb/seed phases
-Rag: No - Works in a couple of phases, especially P4 in the frost patch, but the rest of the fight is a lot of movement. Having to move back after getting knocked back or being forced to move for smash/engulfing makes it much more penalizing. If I move for Smash, I'd rather just stay there and keep casting. Getting 1 meteor was also a huge burn.
-Morchok: No - Too much movement if you're soaking, and some knockbacks. Usually Fire on this fight for that reason.
-Warlord: Yes - Could see this working on this fight, though there's a pretty big burn phase at the end during the last black phase. I'd go Arcane for this fight every week if it wasn't for Cauterize soaking.
-Yorsahj: Yes - Works great here, though you'd probably want Invocation for Burst on adds.
-Hagara: No - Invocation for burst phase on Hagara, and you need to move for Ice Tombs/Ice Lance soaking. There's plenty of down time during the lightning phase to get an Evocation off.
-Ultraxion: Yes - The perfect RoP fight.
-Warmaster: No - Way too much movement.
-Spine: Yes - Great RoP fight.
-Madness: Yes - Works fine here too.
As you can see, a lot of comes down to fight mechanics. FL wasn't RoP friendly at all, but DS had some fights it could work on.
Here's what I'd suggest to make RoP more viable and fun:
-Increase the duration to last an entire encounter. The Demonic Circle for locks lasts 6 minutes. We should be able to plan where to drop a second Circle for certain movement phases, and have it actually last for when we get to that point, like the stack up for Warlord during Black Phases. There's hardly any forethought at all when you don't have to make the decision until its time.
-Make it instant cast or at least .5 sec like Demonic Circle, would be great for Arcane. It is an option to pick up Ice Floes, but I kinda want to have Scorch as a mobile filler sometimes. I love casting RoF on the move in Cata, and the cast time they're adding just makes it all clunky.