+1, Thank you magnanimousCynic x)
Printable View
+1, Thank you magnanimousCynic x)
Guarantee come 5.0 they merge Jolt II and Impact like they should have in the first place.
I also find Acceleration useful for guaranteeing that I come out of my melee combo with both procs. For example I am at 75/82 Acceleration > Swiftcast > VerAero. Gives higher white mana and a VerStone proc so I will get a VerFire proc from VerFlare. Especially useful if Manafication came off CD while I was above 50/50 and I want to get set up for it ASAP.
I do agree about Impact though... There is no reason to ever cast Jolt II when it is up so it seems like pointless button bloat. I feel it should either be something like a +potency, autocrit, or extra mana on your next Jolt II, or have some extra effect that makes it worth holding on to until the right moment. Maybe make it empower your next VerAero to do a dot or your next VerThunder to do an aoe. Maybe give it a lower proc rate and make it eat whatever VerReady procs you have to do different things, like crit buff from verfire ready, a Det buff from verstone ready, and 400 potency but no buffs from both (please don't quible about which buffs or numbers these are just random examples). Not looking for buffs, obviously numbers would need to be balanced. It just needs to cause some sort of decision to warrant a separate button from Jolt II
I'd just get rid of the cooldown and have jolt II turn into Impact while the buff is up. Slims down the hotbars a bit.
You just can use a macro that uses Impact first and then Jolt. If Impact is ready it will be used, otherwise it uses Jolt.
Only tradeoff: In a few cases it happens, that Impact Ready runs out during casting time, so one cast gets lost.
acceleration is great don't change it.
Both abilities are just fine how they are. You dont always need to press all the buttons all the time.
Acceleration is central to your rotation and should be used on cooldown 99% of the time to ensure more procs and help balance your white/black mana. Impact is pointless busywork to give RDM some complexity in the most uninteresting way possible. Make it do something interesting or remove it and adjust other potencies.
I like the idea of Jolt II becoming Impact, and I do believe they should remove:
Acceleration and make it a trait instead like it increases Proc rate for VerStone / Fire by a base of 10% then increases by 2% after each tier of the trait.
For example Acceleration I-V