Embolden works on the enchanted melee combo so you're kinda wasting the self-buff aspect.
Embolden works on the enchanted melee combo so you're kinda wasting the self-buff aspect.
They could actually share the same button and it wouldn't make a difference, right? In the priority list of spells to cast I would always want to cast Impact over Jolt 2, if I was able to and there were no Ver-ready procs available....
Are you sure about that?
That's nowhere in the description.
Basically as soon as I kick it in, I watch the Embolden buff words float over the other melees and my head too... so while I admit I'm usually engaged in other things at that point and haven't looked at the row of buffs by my party icons... its actually buffing everyone.
EDIT: Nevermind I thought you were implying it dropped off if you moved out of range. But you actually meant for your own physical attacks. For that, well it only says it buffs your magic damage... not your physical. Hence why I drop it on party members and then back out with Displacement and do spells.
Last edited by Silverquick; 06-20-2017 at 01:48 PM.
There is a ton of incorrect information going out. For the integrity of the guide, I would like to clear things up. First
This is 100% False. Damage is calculated as Damage Per Second. It is not a 480 potency attack. It is a 180 potency attack and 300 potency attack in two GCDs. Only with Dualcast, the second spell is executed at the beginning of the GCD, just like a weaponskill. Its still a GCD and you can't cast another spell in that time period. Regardless of how you try and spin it, it is 100% false. It is two 2.38 GCDs. plain and simple.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.
I've stated this previously in the thread. Embolden does increase the Enchanted Version of your melee combo.Are you sure about that?
That's nowhere in the description.
Basically as soon as I kick it in, I watch the Embolden buff words float over the other melees and my head too... so while I admit I'm usually engaged in other things at that point and haven't looked at the row of buffs by my party icons... its actually buffing everyone.
EDIT: Nevermind I thought you were implying it dropped off if you moved out of range. But you actually meant for your own physical attacks. For that, well it only says it buffs your magic damage... not your physical. Hence why I drop it on party members and then back out with Displacement and do spells.
No its not... its ONE...
It's a 2 second cast time (mine reads 1.8) and a 2.5 second recast for the whole thing. Go ahead and test it. They aren't two stacked recast timers... its only one.
Well if you've tested this.... and the description for the tooltip is incorrect that's a different story.... so that would need to be fixed.
But the Tooltip is pretty specific, it states it increases magic damage for the Red Mage and Physical Damage for the other party members.
Increases own magic damage dealt by 10% and physical damage dealt by nearby party members by 10%. Both effects are reduced by 20% every 4s.
Duration: 20s
In a nutshell, no. Using the first part of your combo isn't very potent. Also, Manafication does nothing but double the gauge. Meaning, you don't need Manafication + Embolden to happen at the same time. Also, it doesn't take too long to build up your gauge from 30 to 80. If you are wasting 30 mana to only use Riposte, you are losing dps.
I completely understand your logic and how you came to that conclusion. But no, you should never only be doing half of your full combo.
Bud, I'm really trying to help here. You are incorrect. Capitalizing anything you said, won't make it correct. It is two gcds. That is basically saying If you swiftcast a Fire IV, that it doesn't cost you a GCD.
Something I haven't seen here.
But isn't it more potency and a better start off in our opener to Accelerate + Swiftcast VerAero or Verthunder at the start of a combat encounter? It's both more DPS and more Mana gain, it's also an instant start to good mana gain, and, provided the realism of a combat situation, swift cast's 60 second cooldown will have that ability back up in fairly short order to make use of it again whenever available.
My primary use for Swiftcast thus far has been opener, and to push Mana to ~80/80 to save a GCD. (As opposed to using Jolt/Impact to proc Dualcast.)
Opening with Swiftcast also opens up me using Fletche/Contre Sixte Earlier in my opener, so that's nice.
Also Silverquick, Garotte14 is correct. What you are thinking is cast times. No matter what we do, if we hit a main spell, we're triggering a Global Cooldown. It just so happens that our cast time can be pushed lower than our GCDs with Dualcast. Best way to show/prove that. In a Dualcast situation, remember how there's still a downtime after you instant-cast a spell. That's the Global colldown triggering. You don't notice it on the first cast because of the cast time. Global cooldown starts at the beginning of cast time.
Last edited by Hyrist; 06-20-2017 at 03:30 PM.
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