Quote Originally Posted by wereotter View Post
In my experience since the change, while it might be a gain, and it's definitely nice for the opener, it's made the job feel like I'm tripping over the rotation (or at least the rotation I'd been using) because I used to very heavily rely on acceleration being up at specific times. Now I find that it's often either still on cooldown when I used to rely on it, or using it when I would have before means I can only get two procs before I start to overcap on mana making its timing worse, or both.

This change alone, again for me, has made the job feel so bad to play that I abandoned it entirely in favor of summoner, which now has a much better flow and better mobility than the red mage while also doing a lot more damage. The way they changed acceleration feels like a bandaid type of change to address issues with one specific part of a fight while ignoring the knock on effects of those changes for the entire remainder of an encounter.

They really need to look into how they want all the skills on this job to interact and make more adjustments accordingly, because it really just feels like a mess since this patch.
There's two things to remember with Acceleration nowadays.
1) we have Reprise to solve/minimize overcapping.
2) It's 100% okay to only get 2 procs out of Acceleration.

With those two things in mind it's even okay to press Acceleration closer to 70/70. Additionally, with the 2.5s GCD BiS, RDM rarely runs into issues with Acceleration coming up really late in the cycle.

I am glad you're enjoying SMN though, and I wish you the best of luck!