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  1. #111
    Player
    Tide's Avatar
    Join Date
    Jul 2014
    Posts
    53
    Character
    Tide Coldwater
    World
    Behemoth
    Main Class
    Gladiator Lv 67
    Quote Originally Posted by Silverquick View Post
    Well that's not happening and as I said, I literally did test it. Multiple times.

    Are we really sure here that the Dual Cast isn't functioning as a Proc rather than an actual spell with a GCD.
    When you cast a spell and follow with a dualcasted instant spell you should be seeing the cooldown pinwheel on the skill icons spin twice. Honestly, if you are still arguing that it isn't doing that then I'm afraid I'm going to need to see a video of you doing your test in order to believe/understand what you are saying is happening.
    (1)

  2. #112
    Player
    Tide's Avatar
    Join Date
    Jul 2014
    Posts
    53
    Character
    Tide Coldwater
    World
    Behemoth
    Main Class
    Gladiator Lv 67
    Quote Originally Posted by Sacerdos View Post
    snip
    I can appreciate your work, but why go through every possible situation of starting with white or starting with black and then every single GCD of with proc and no proc. opener rotations wont work with this class, its more about teaching the priority and following it, the real work comes down to how long it takes to get to 80/80 with all your cooldowns to use embolden for the melee combo wit flare/holy. I dont see holding off on things or using things at certain times to be any use since it takes varying number of cooldowns to reach to 80/80 each time. I see the priority list as this.
    (0)

  3. #113
    Player
    Tide's Avatar
    Join Date
    Jul 2014
    Posts
    53
    Character
    Tide Coldwater
    World
    Behemoth
    Main Class
    Gladiator Lv 67
    Spell priority(no cooldowns)
    1. Use flare if black is lower, use holy if white is lower
    2. Use melee combo Riposte/Zwerchhau/redoublement with at least 80white/80black
    NOTE FOR MANA SPELLS- Keep white and black within 30 points of each other.
    - Slightly unbalanced by the time they are at/above 80/80.
    3. Use Thunder/aero to generate white/black mana if under dualcast
    4. Use fire/stone to generate white/black mana when procd and not under dualcast
    5. Use impact when not under dualcast, when available
    6. Use Jolt2 when not under dualcast

    That is the rotation. without cooldowns. Aoe is as follows.
    1. Use moulinet with at least 30/30 mana
    2. Use Scatter
    (1)

  4. #114
    Player
    Tide's Avatar
    Join Date
    Jul 2014
    Posts
    53
    Character
    Tide Coldwater
    World
    Behemoth
    Main Class
    Gladiator Lv 67
    Finally where to use your cooldowns.(granted I could stick these in the above priority but its rather long enough and there are only a few of them)

    Fleche, use on cooldown after using thunder/aero as they will be instant giving you time
    Contre sixte, use also on cooldown after using thunder/aero.
    Acceleration, use on cooldown, ideally during the melee combo or after a thunder/aero
    Embolden, use prior to melee combo(exact timing I have no idea. testing needed for optimal time)
    Manafication, use after a melee combo(maybe in the opening part of fight as well) after getting to 40/40(unbalanced slightly) but before 50/50.
    Lucid Dreaming, on cooldown once you get down to 60-80% MP
    Swiftcast, use when building mana, replace jolt 2 to try for another proc.

    god i hate 1k limit
    (0)

  5. #115
    Player
    Sacerdos's Avatar
    Join Date
    Sep 2013
    Posts
    71
    Character
    Xinni Sacerdos
    World
    Gilgamesh
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Tide View Post
    I can appreciate your work, but why go through every possible situation of starting with white or starting with black and then every single GCD of with proc and no proc. opener rotations wont work with this class, its more about teaching the priority and following it, the real work comes down to how long it takes to get to 80/80 with all your cooldowns to use embolden for the melee combo wit flare/holy. I dont see holding off on things or using things at certain times to be any use since it takes varying number of cooldowns to reach to 80/80 each time. I see the priority list as this.
    Someone asked about the opening, I was going through the best and worst cases proc wise in the opener, to show that:

    1. You'll always hit 40/40 in at most 9 GCDs.
    2. You'll never hit 40/40 faster than 7 GCDs.
    3. If you use Swiftcast in the opener, you can guarantee 40/40 in 8 GCDs.

    I'm actually not sure of the impact of getting into Melee combo faster is DPS wise though.
    (0)

  6. #116
    Player
    Fortune_Cookie's Avatar
    Join Date
    Jun 2017
    Posts
    63
    Character
    Eden Dawn
    World
    Louisoix
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Sacerdos View Post
    I'm actually not sure of the impact of getting into Melee combo faster is DPS wise though.
    In the opener this will presumably depend on the timing of raid cooldowns?

    From a sustained dps perspective, getting into melee 2 GCDs earlier or later shouldn't make a difference of itself. RDM is limited by the amount of WM/BM it generates. You can do one melee combo for each 80/80 mana you generate; going slightly earlier or later just shifts the same damage around in time a bit.

    (Obviously, if the reason you're going into melee earlier is because you got more procs and hence more mana that equates to more damage. But it's really the additional mana that results in additional damage - outside openers/burst windows of course.)
    (0)

  7. #117
    Player
    Tide's Avatar
    Join Date
    Jul 2014
    Posts
    53
    Character
    Tide Coldwater
    World
    Behemoth
    Main Class
    Gladiator Lv 67
    Quote Originally Posted by Sacerdos View Post
    I'm actually not sure of the impact of getting into Melee combo faster is DPS wise though.
    Remember that our hardest hitting spell, holy and flare are off the melee combo, getting there faster means squeezing in more melee combos in a fight duration. as for the start of a fight using manafication, as someone else had mentioned, perhaps raid buffs or fight mechanics, ultimately you will want to learn to cater to the fight, making sure you are ready for a melee combo for a dps check phase etc.
    (0)

  8. #118
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,174
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Silverquick View Post
    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.
    You don't understand how recasts work.

    If something has a 2.0 second cast and a 2.5 second recast, you spend 2.0 seconds casting the spell and then you can't cast any other spells for 0.5 seconds. Total time committed to the spell is 2.5s, the recast time.

    When you dual cast a 2.0/2.5 and a 2.0/2.5 spell, you spend 2.0 seconds casting the first spell, then you can't do anything for 0.5 seconds, then you cast the second spell instantly and still have to wait the 2.5s cooldown. Total time committed to the two spells is 5.0s, the sum of the recast times.
    (1)
    Error 3102 Club, Order of the 52nd Hour

  9. #119
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,174
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by spelley View Post
    It's been tested using various means and confirmed that the melee combo, when Enchanted, is considered Magical for the purposes of Embolden. You can test just by using your combo on a dummy, getting their damage numbers then doing it again with Embolden. Repeat to satisfaction. A new development is that it appears Fleche & Contre are considered Piercing physical damage and are NOT affected by Embolden.
    Quote Originally Posted by Silverquick View Post
    Ahh key word... when enchanted.
    While the word "Enchanted" is suggestive, the actual functional difference is

    Normal weaponskill: "Delivers an attack ...
    Fleche/ContreSixte: "Delivers an attack ..."

    Enchanted weaponskill: "Deals unaspected damage ..."
    (3)
    Error 3102 Club, Order of the 52nd Hour

  10. #120
    Player
    Sephorai's Avatar
    Join Date
    Aug 2015
    Posts
    33
    Character
    Sephorai Sertorius
    World
    Ultros
    Main Class
    Dark Knight Lv 65
    Please stop arguing with Silverquick, he does this in every single thread he is in. Stop feeding the troll
    (1)

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