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  1. #61
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by JustMatt View Post
    Well, it is still two gcds isn't it? It is more like 240 per cast in the build up phase. The potency of the blm spells is far higher here? I.e you would still start your third cast at 5 seconds and the blm would not be far behind. Honestly, the potency of the rdm skills look a little low to me (could be completely wrong as I have not got to 70 yet or do any actual testing beyond simply looking at the potency of the skills).
    No that's not actually how it works...

    Think of it this way...

    Jolt is a 2 second casting time... ANY spell done after the first is like using Quick Cast on it... so its instant. There's no buildup. I guess you just have to do it or see it. Then it makes all the sense in the world to you.

    So basically its... Jolt + VerThunder instantly.

    So you literally are casting a 180 potency spell directly in tandem with a 300 potency spell. There's literally no buildup. It's instant. And this is with EVERY spell.... not just that spell.

    Its what the Devs were saying all along... and now that I've done it... they were right.
    (0)

  2. #62
    Player
    Hanmerreborn's Avatar
    Join Date
    Sep 2013
    Posts
    204
    Character
    Kara Zorel
    World
    Brynhildr
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Draxxion View Post
    It would shave off a bit of time, but not much. Jolt and Jolt II have a rather short cast time. If you do that I would also pull with Accelertion up. Then you get a duel cast from vercure and an immediate proc of Verfire or Verstone that you can follow up with Verthunder or Veraero.

    Edit: Had to wait till lunch to edit this as I couldn't do so on my phone. I would not recommend this for one reason, Impact. Once you Jolt II you also gain Impact and the Impactful effect. You want to do Jolt II and then follow it up by Impact and then go into the rest of the "rotation"
    You want to replace the next jolt with impact, not follow up with it.

    Impact is basically jolt 3
    (1)

  3. #63
    Player
    JustMatt's Avatar
    Join Date
    Aug 2013
    Posts
    14
    Character
    Marius Nelha
    World
    Cerberus
    Main Class
    Thaumaturge Lv 80
    You are not factoring in the gcd it doesn't matter if it is instant. You are still locked by your gcd. If you swift cast fire 4, you cannot just start casting a fire 4 spell straight after. You have to wait for the gcd and this applies to RDM too.

    You have to look at the overall time it takes. 5 seconds for 2 spells is still 5 seconds for 2 spells whether one of those is instant doesn't matter.

    The benefits are that is gives us great mobility, It makes it easy to weave without clipping and we get quite good burst every 2 gcds because of it.
    (6)
    Last edited by JustMatt; 06-20-2017 at 05:11 AM.

  4. #64
    Player
    Draxxion's Avatar
    Join Date
    Feb 2015
    Posts
    231
    Character
    Draco'li Tayuun
    World
    Faerie
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Hanmerreborn View Post
    You want to replace the next jolt with impact, not follow up with it.

    Impact is basically jolt 3
    Thank you for that. Still not high enough to have dealt with it. It would still most likely apply to this situation though that you don't want to delay Impact further. It would require testing.
    (0)

  5. #65
    Player
    Shirolumi's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    154
    Character
    Nova Phantom
    World
    Cerberus
    Main Class
    Gunbreaker Lv 90
    Does anyone agree that Impact seems a little redundant of a skill. Like they only gave it to us to make RDM "a little more complicated". Only 30 more potency and 1 more of each mana than Jolt II, but taking up another hotbar slot. Seems like they could've used that slot for something more fun and impactful to the job (pun intended) rather than what is essentially Jolt III.
    (1)

  6. #66
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Shirolumi View Post
    Does anyone agree that Impact seems a little redundant of a skill. Like they only gave it to us to make RDM "a little more complicated". Only 30 more potency and 1 more of each mana than Jolt II, but taking up another hotbar slot. Seems like they could've used that slot for something more fun and impactful to the job (pun intended) rather than what is essentially Jolt III.
    I like it. Impact is your second or third choice. A backup after stone and fire procs run dry.
    (0)

  7. #67
    Player
    Hanmerreborn's Avatar
    Join Date
    Sep 2013
    Posts
    204
    Character
    Kara Zorel
    World
    Brynhildr
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Rawrz View Post
    I like it. Impact is your second or third choice. A backup after stone and fire procs run dry.
    Except it isn't. Its basically empowered jolt 2. If it's up it just takes the place of jolt 2. There's no "choice" about it. Arguing for impact to be a separate skill would be like making every empowered melee skill its own button.
    (1)

  8. #68
    Player
    Sarennie's Avatar
    Join Date
    Jun 2016
    Posts
    3
    Character
    Sarennie Nova
    World
    Cactuar
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Draxxion View Post
    Thank you for that...It would still most likely apply to this situation though that you don't want to delay Impact further...
    Honestly, the only time you'd want to prioritize Impact over Fire/Stone, is if Impact + Aero/Thunder will get you your melee phase two GCD's faster. That means one mana level is 77-79 (37-39), the other is 65-68 (25-28), and you don't have a Ver-ready proc for the lesser. Outside that, you're always going to be better off clearing out your Ver-ready procs first; Impact should be what you use to proc a dual cast for Aero/Thunder, and Jolt becomes your filler to proc dual cast and Impactful.
    (0)

  9. #69
    Player
    Sephorai's Avatar
    Join Date
    Aug 2015
    Posts
    33
    Character
    Sephorai Sertorius
    World
    Ultros
    Main Class
    Dark Knight Lv 65
    So Ive been doing some bosses and I wanted to get some opinions

    I havent quite done the math yet BUT I think there are times you may want to spend mana without enough mana to do the entire combo. Let me elaborate

    Ive found that quite often your embolden+manafication are like 10-15 seconds away from coming off CD right when youre sitting at 30 or so mana. So what do we do in this situation? Build up to 80 and hold the CD's to use it them OR (and this is what i think is better), build up to like 70ish mana, use the first part of the combo, Pop Embolden+Manafication right as they come off CD, and proceed to do your combo without having to hold those cooldowns.

    Like i said i havent done the math but i think this may turn out to be a DPS increase since we end up not having to delay our strongest cooldowns.

    TLDR: You guys think its a good idea to spend mana on a single part of combo just to decrease it to levels where we can use Manafication+Embolden without having to delay it?
    (0)

  10. #70
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Hard to say,

    I have only run into one situation so far where I was low or out of MP. I was doing a Boss Mob Fate in Castrum area and there were only 6 of us doing it. But other than that,no normal dungeon so far has brought me further than 3/4ths down. And I've done Hullbreaker, Sohr Kai, and Sirensong Sea.

    Usually because you're only clearing Trash mobs up to that point I've rarely used melee on them. Usually just a lot of scatter and then standard Jolt + VerAero/VerThunder on the last one that goes down because its really low.

    So I've usually got my full melee attack series for the Boss mob.... and its my opener.

    I'll lead off with that... Corps-a-corps>Riposte>Zwerchhau> Redoublement>Embolden>Displacement

    So I'll drop my Embolden on the melees as I back outside of Melee Range at that point, and doing my standard Dual Casting Jolt +VerSpells, building up my guage again.

    And just as a practical matter, Embolden is rarely ready before my next melee attack series is ready to go anyway. But I suppose you could force one early using Manafication.
    (0)

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