Does anyone know why this change happened? It's completely undocumented and seems completely pointless.
Does anyone know why this change happened? It's completely undocumented and seems completely pointless.
Now I'm just curious. Why would you want to click it off?
For openers. Don't want to instant cast into the pull and waste a precast in dungeons. If you want to click it off, place the Aethercurrent compass onto your bar and use it. It will remove dualcast and has almost no animation time.
You could also vercure yourself on the way up the steps![]()
Don't get it either... just hardcast prepull or use cure to trigger dual - what's the benefit of canceling insta casts? .___.
You shouldnt need to be using anything involving dual cast before a pull.
In dungeons, use veracure on yourself to get rid of it.
On raids, dont use it pre pull.
The question is why do you have dual cast on before a dungeon/raid boss pull?
Is it on? -> veracure to get rid of it
Why is it on? -> I used it on something -> veracure to get rid of it.
It's a niche situation where your tank pulls the boss quickly after the last pack of mobs. But by all means, keep picking at practical advice to a problem OP had. Triggering dualcast to fall off with vercure can eliminate the advantage of precasting, if the tank pulls during the gcd of the instant vercure tick. Take the knowledge and move on.You shouldnt need to be using anything involving dual cast before a pull.
In dungeons, use veracure on yourself to get rid of it.
On raids, dont use it pre pull.
The question is why do you have dual cast on before a dungeon/raid boss pull?
Is it on? -> veracure to get rid of it
Why is it on? -> I used it on something -> veracure to get rid of it.
If you're pulling to the boss room, which is usually about 2-5 seconds before you reach that room, you should be able to get your dual cast off before you even hit the room. But by all means, keep picking at the simplest solutions the OP had. If you're a smart rdm, you should be able to control your quick veracure before the boss room or even entering and hitting the middle room of the room. I can't think of any dungeon that wouldn't allow you more than 2-4 seconds, where dualcast couldn't be turned off by the time the boss room is hit or the pull begins, especially at 70 >_>It's a niche situation where your tank pulls the boss quickly after the last pack of mobs. But by all means, keep picking at practical advice to a problem OP had. Triggering dualcast to fall off with vercure can eliminate the advantage of precasting, if the tank pulls during the gcd of the instant vercure tick. Take the knowledge and move on.
The minute the last mob is about to die, how are you not using dual cast veracure to get rid of it? What are you waiting for exactly? The end of time? I'm curious, as this has never been a problem, whether pug, potd, raids and trash mobs, but seems to be a simple solution. Understandable you're trying to maximize your dps, but unless it's raid/savage content, may be thinking a bit too much about the situation o.o
Last edited by Elkanah; 10-19-2017 at 10:58 AM.
To answer the question, I've actually run into this situation a few times during trials/raid/the new 24 man boss fights.
Sometimes, rarely but sometimes, the boss will phase with the timing of getting a full cast, but the boss disappears in the 0.5 seconds between the cast and using dualcast. In this situation, you're left with 15 seconds of a dualcast buff. The other half of this "once in a blue moon" situation is when the phasing itself takes 16-17 seconds... or less than 2 seconds after dualcast expires. In this situation, I can't gain some potency on my first gcd without somehow getting rid of dualcast before it actually expires. Every time this has happened before 4.1, I would simply click off the buff and then cast vercure.
Now, I do understand that RDM has next to zero mana problems. It's why I'm willing to rez a death or two, or spot the healers some mana shifts. It's totally managable for me to get rid of dualcast with vercure, then just simply vercure again. But before, I didn't have to. I could have saved that 600 mana, and in a situation where the healer needed me to give one too many mana shifts, that 600 mana might even be the stuff that lets me continue casting the whole time I'm waiting for lucid dreaming.
No it's not a big deal, but it's just really confusing why they made this change and it wasn't in the patch notes. Might not be "actually a nerf", but it's just kinda out of the blue you know? I'd rather they give RDM some love. It's kinda the lowest dps in the game at the moment.
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