
Thanks for the tips =^ω^= I'll give the a try now that I'm home from work. So start casting around the 3-4 second mark depending on much spell speed you have I take it?Enhanced redoublement is great potency and magical damage, I'd suggest using embolden after zwerchhau or even after riposte. Without a countdown, cure for dualcast before a pull is nice. With a countdown, if you can prepull hardcast veraero/verthunder you can back to back your 11 mana generating 300 potency spells. It is most delicious.
In an optimized party comp, you'll want to embolden early in your rotation to line up with Trick Attack, Battle Litany, and Chain Strategem. It should be around the 3rd gcd.

Couple of things I've found is: Use Corps-a-corp and Displacement early in your rotation as fillers. I basically use them just like I use Fleche and Contre Sixte, and the reason for that is if I am using Manification in my opener, I get those off of CD anyway, so that's just extra potency I can throw in there, and adds up throughout the course of a fight. Basically, RDM already has so much potential for mobility, and I see so many RDMs use Corps-a-corp/Displacement ONLY for getting in and out of their melee - throw those bad boys in there!
Also, I do prefer Embolden early because I'm looking at the overall effective DPS I gain from it. Sure, it may not give me as much of a boost, but I have a 3 physical DPS comp and that extra deeps using it early on with cooldowns is pretty substantial.
Long story long: Use those oGCD fillers, even your mobility ones! And are you in a 4man? Save Embolden for yourself (after Enchanted Riposte). 8-man content? Share that Embolden love!

Why do you use embolden so late? The rest of the party debuffs will be gone by then and you've used all your skills before it? Surely you would pop this before you go in for melee combo?You don't need swiftcast at all for RDM, just simply cure yourself pre pull. Then i would do something like vercure > acceleration > diversion > veraero/verthunder > fleche > contre sixte (i can fit both without clipping) verfire/verstone > veraero/verthunder > corp-a-corps > displacement > then fill manas to 40/40 (with one more) > manafication > corps-a-corps > melee combo > displacement > embolden > verholy/verflare. This allows you to get maximum damage from corps-a-corps/displacement from manafication. I'm sure someone much more hardcore than me will get a better opener, but this is what i have come up with thus far
Player
Sorry! I forgot to check on this one...But uhm... Ive read all of these posts, all of you seem to have many ideas, and I just though why not change change the thread so that everyone can post their own RDM opener, and we can pick at them and stuff?



I'm reading your opener and want to understand the difference between your choices and mine.
So what I'll do prepull is pop acceleration and diversion, then hard cast verthunder > dualcast veraero > flèche > verfire > verthunder > contre-sixte > then the rest is based on procs verstone if I got it in my first casts, verfire if I have that, rinse repeat until I can manifaction and to the melee combo and embolden during that combo to try and get it off with trick attack and finish it off with my appropriate verflare/verholy and usually acceleration the opposite mana.
I notice you do hard cast verthunder/veraero then dualcast the next level spell of the same mana color. Is there something I've missed here that's losing me damage in my opener compared to what you're doing?
Mine is certainly not optimal by any stretch but it's done this way for reasons. 4 Sec pre-pull <Diversion> -> <Acceleration> -> <Swiftcast> -> <Fluid position><Embolden> -> VerThunder <Tired of <>>-> Fleche -> VerFire -> VerAero(Imbalance established) -> Contre Sixte From here it's a bit proc based and situational to 40+/40+ -> Manafication -> Melee Combo -> VerFlare/Holy. Before the salt begins, i do it this way to quickly get into the flow of casting, which means a lot more in the end then a bit more potency in awkward ways. Things like suddenly using Corps-a-corps and displacement runs a high risk of clipping a GCD at least for me, and in the time that it's going on i could be relocating to a more favorable position on the field as during the initial opener i haven't moved an inch from where i started.
Embolden is by default there simply to help the party's openers more than mine. So what if i get a little bigger hits on my melee, if the tanks and the other 3 dps are doing more over their entire openers it's worth it. The reason i say it's fluid position is it depends on the fight. It needs to be up for any DPS checks, so depending on the timing on those it may be moved farther back to line up better in that case. For example in that position it's coming up right at the first sword in Susano Ex. I can choose to use it there or at the second depending on the group comp and how our numbers are looking thus far. So it will move situationally.
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