Personally I would say have Impact scale its Mana generated based on the number of targets hit. Say, 2/2 per target, perhaps with a cap at 3-5 targets.
... and maybe drop each V2 to 5-6 Mana.
Printable View
Personally I would say have Impact scale its Mana generated based on the number of targets hit. Say, 2/2 per target, perhaps with a cap at 3-5 targets.
... and maybe drop each V2 to 5-6 Mana.
But how much faster do you even get moulinet spam if you're only getting 1 extra mana every 5 seconds, [at the cost of 100 potency minimum.]
<[0/7] [7/0]> <[0/7] [7/0]> <[0/7] [7/0]> <[0/7] [7/0]> <[0/7] [7/0]> <[0/7] [7/0]> <[0/7] [7/0]> <[0/7] [7/0]>
56/56 over 16 GCDS
vs
<[0/7] [3/3]> <[7/0] [3/3]> <[0/7] [3/3]> <[7/0] [3/3]> <[0/7] [3/3]> <[7/0] [3/3]> <[0/7] [3/3]> <[7/0] [3/3]>
52/52 over 16 GCDs.
It's the same mana generated with less mana overcap when interacting with Manafiction for 50/50 into 100/100 while doing 800 more potency.
I guess I just find impact as one of the better things that did come out of this expansion, so I just don't want people to miss out. Like all things, it could be better, but eventually you have to draw a line. It's great at its job now and outpaces the filler aoe.
I dunno I find tyhe new AoE atleast more visually Appealing..
I kinda wish u had a additional proc off the two Additional AoE Abilities, Just had a AoE of Verstone and Verflare it could even proc over the two same hotkeys while using AoE Rotation.
I feel it woulda Spiced it up alittle more and been able to give generation alittle more pace then it does currently which can feel slow.
Why would you want to do "as much DPS as back in SB" when you're fully able to do far more by just using Impact properly? You're gaining 1 extra Mana per Dualcast cycle at the cost of 100 potency in an AoE situation where our AoEs have no damage falloff... All so you can get Moulinet 1 GCD faster? When Moulinet actually does less damage than Impact?
If you really want to play that way, you should still be using Impact most of the time;
Verthunder II > Veraero II (7/7) > Verthunder II > Veraero II (14/14) > Verthunder II > Veraero II (21/21) > Moulinet (3 Dualcast cycles) - Combined potency - 920 per mob
Verhtunder II > Impact (10/3) > Veraero II > Impact (13/13) > Verthunder II > Veraero II (20/20) > Moulinet (3 Dualcast cycles) - Combined potency - 1120 per mob
But lets just do things properly instead;
Verhtunder II > Impact (10/3) > Veraero II > Impact (13/13) > Verhtunder II > Impact (23/16) > Veraero II > Impact (26/26) > Moulinet (4 Dualcast cycles)
Now, doing a combined potency for that is a bit unfair, it has a whole extra Dualcast cycle in it, after all... Lets just compare in terms of GCDs though. Both previous methods had 7 GCDs worth in them for their potency. Lets take the first 7 GCDs from above and combine their potency - 120 + 220 + 120 + 220 + 120 + 220 + 120 = 1140 per mob - Do I even need to bother saying more?
Alternatively, I'd rather Scatter / Impact be the starter and have a built in effect.
Impact
Spell
2.5 Seconds
Effect: Deals damage in a 5y radius to the target for 130 Potency. Grants "Scatter", causing the next spell to target all enemies in a 5y radius and deal 35% less potency.
Fact of the matter is this exchange gave Red Mage slightly better AoE at the cost of hotbar efficiency. Bleh. Feels awful.
I like it the way it is, but I just wish that Impact would have an “enhanced Impact”, even if it were a 20% chance, that went from giving 3/3 >> 5/5. Just feel the mana accumulation on AoE is far too slow.
My guess is that this was a very poor attempt at making the job more "complex". Because from a "what would make more sense perspective", Impact into Verthunder II/Veraero II is what we should have, just like we Jolt II into Verthunder/Veraero.
I think the current sequence puts it more in line with the rest of RDM's attacks, actually.
Your basic combos are Jolt-Aero and Jolt-Thunder, so why not Jolt-Scatter to go with it?
It's a bit odd yeah, though mostly I'm sad they went with these spells and not VerBlizzard and VerWater to give red mages access to all six elements.