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  1. #1
    Player
    Sephorai's Avatar
    Join Date
    Aug 2015
    Posts
    33
    Character
    Sephorai Sertorius
    World
    Ultros
    Main Class
    Dark Knight Lv 65
    Quote Originally Posted by Garotte14 View Post
    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.
    i dont understand how it would be a loss of DPS though, wouldnt it be a larger loss of DPS to have to hold Manafication? Also ideally im pretty sure you want to keep embolden and manafication synched right? I mean manafication directly enables the situation you want to use embolden on.

    Ill try to math it out today but I really do think it is worth it to spend excess blackwhite mana to get yourself to 40ish on each so that you can pop embolden and manafication together as they come off CD every time.

    Also can we please ignore Silverquick, arguing with him is a waste of time and space
    (0)
    Last edited by Sephorai; 06-21-2017 at 12:36 AM.

  2. #2
    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)

  3. #3
    Player
    Rbstr's Avatar
    Join Date
    Aug 2013
    Posts
    512
    Character
    Robin Ster
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Embolden works on the enchanted melee combo so you're kinda wasting the self-buff aspect.
    (0)

  4. #4
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Rbstr View Post
    Embolden works on the enchanted melee combo so you're kinda wasting the self-buff aspect.
    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.
    (0)
    Last edited by Silverquick; 06-20-2017 at 01:48 PM.

  5. #5
    Player
    Garotte14's Avatar
    Join Date
    Oct 2013
    Posts
    525
    Character
    Alayna Lazriel
    World
    Gilgamesh
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Silverquick View Post
    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.
    I've stated this previously in the thread. Embolden does increase the Enchanted Version of your melee combo.
    (0)

  6. #6
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Garotte14 View Post
    I've stated this previously in the thread. Embolden does increase the Enchanted Version of your melee combo.
    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
    (0)

  7. #7
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    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.
    (1)
    Last edited by Hyrist; 06-20-2017 at 03:30 PM.

  8. #8
    Player
    Rinion's Avatar
    Join Date
    Nov 2014
    Posts
    97
    Character
    Lapiz Lazuli
    World
    Phoenix
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Hyrist View Post
    Using Swiftcast early
    I don't mean to sound stupid (cus I've only got RDM to 52 myself XD) but wouldn't it be better to pre-cast veraero/thunder (like how sch/smn used to start casting shadow flare just before the pull happened). Then you get to save swiftcast for when you need it/can use it on either veraero/thunder (whichever you didn't use as the first cast). Although it does make sense to also use swiftcast so that to can use fleche right at the start ^^

    But yeah, didn't think about using Swiftcast until you said this tbh (cus of Dualcasting being instant) ^^ thanks for the idea Always better to have even more mobility as well if you need it <- more of a note to myself XD
    (0)
    Last edited by Rinion; 06-20-2017 at 10:40 PM.

  9. #9
    Player
    Rbstr's Avatar
    Join Date
    Aug 2013
    Posts
    512
    Character
    Robin Ster
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Rinion View Post
    I don't mean to sound stupid (cus I've only got RDM to 52 myself XD) but wouldn't it be better to pre-cast veraero/thunder (like how sch/smn used to start casting shadow flare just before the pull happened).
    The problem with this is that your dualcast is now procing on the wrong spells, if that makes sense. You'll now swift the readied stone/fire, which forces you to jolt to get dualcast ready for the next aero/thunder. If you swiftcast the opening aero/thunder you hardcast the stone/fire and have a dualcast to go right into the next aero/thunder.

    Basically, swiftcasting or getting dualcast with a vercure will keep dualcasts in the right order and keep you from having to use jolt inbetween.
    IMO, precasting Jolt as the opening spell isn't that bad of an idea either. If it's well-timed there's not much functional difference in any of these options.
    (0)

  10. #10
    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 Rbstr View Post
    Basically, swiftcasting or getting dualcast with a vercure will keep dualcasts in the right order and keep you from having to use jolt inbetween.
    IMO, precasting Jolt as the opening spell isn't that bad of an idea either. If it's well-timed there's not much functional difference in any of these options.
    When you open with a hardcast Verthunder/Veraero, your next cast is the opposite spell, then Swiftcast Verthunder/Veraero if you don't have a Verready proc for one of them, then Verfire/Verstone.

    Acceleration -> Hardcast Verthunder -> Dualcast Veraero -> Swiftcast Aero if no Verstone proc -> Verfire -> Dualcast Verthunder-> Continue Hardcast/Dualcast rotation

    At least that is my understanding of it. I don't see why Vercure is necessary, Verready procs are 30s duration and it isn't necessary to consume them right away, just make sure not to override procs.
    (0)
    Last edited by Sacerdos; 06-21-2017 at 12:12 AM.

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