Since we're in QoL changes this shouldn't happen either. Once a spell has begun casting losing the proc shouldn't interrupt it.
Macros are bad on a skill like this.
I was kind of surprised when this wasn't the case considering the Ruin IV thing.
It's really only bad for losing the queue but if you find yourself accidentally using jolt II instead of impact proc, then the macro would do more dps. Repeatedly failing to impact when available is a much bigger loss than the queue.
Using macro on GCD skills is like saying "let's get a negative spell speed bonus".
The problem with macro is they are made on purpose to not being castable before being available unlike real GCD icons. So as you can't select them before in order to land a skill as soon as it's available, you will lose precious seconds over time pushing the button after the skill is available. In other words, there is no way to optimize our dps this way.
They don't want us to make macro to simplify the job that much and especially that way, or they would just have made the job directly not needing the macro for such used skills.
I actually did several macro to try it and saved up to 8 keys to press. One button for VerFlare/VerFire/VerThunder (2 less icons), same for VerHoly/VerStone/VerWind etc (2 less icons, total 4), one button for Fleches and Contre sixte (one less, total 5), one for Acceleration and Swiftcast (one less, total 6), one for Impact/Jolt II / Jolt (yes for roulettes in low level dungeons, it matters) (one less, total 7), 2 buttons to the 1/2/3 melee combo (one less, total 8).
It's a lot easier to read, but it's way slower to play because of the way macro are made to be slower.
If someone is curious to try it I can give them to you. But be aware of what i said before.
This is why we train. The job is easy enough to learn to get the reflex of using Impact.
I've had plenty of instances where I got back to back Ver procs long enough for the Impact buff to fall off. It definitely does happen. If you're prioritizing Impact over anything other than Jolt II you're doing it wrong.
It's a rare case to have both VerFire + VerStone both up all this time. If you like to spam only one until it's over, then it's your fault.
And if you happen to be lucky enough to get them all, you are lucky enough and it's ok to lose one stack of Impact. It's a 50% chance to have VerStone/Fire (even if some people tend to say it's a fake number which procs way more often), then it means you had it like 5-6 proc in a row and that you had both VerFire and VerStone both up.
The "plenty" of times it happen to you mean :
1) you're lucky enough.
2) the game actually has wrong tooltip.
3) you're not realizing you just spam one magic while you could have use Impact to try to proc the other one.
If it doesn't happen plenty of times, then it doesn't matter enough as you are already very lucky to get other spells providing more total magic and more potency.
Btw, he said "you shouldn't", which is not a "that never ever happen, I prioritize Impact over everything". You exagerate what he said.
Edit : Having 5 VerFire/Stone in a row has 3,125% chance to happen. The thing is we all feel it does happen more than that. Are we all lucky? Are the RDM ghost buffed? No one knows...
Last edited by Fannah; 07-18-2017 at 11:26 AM.
The point I'm trying to make is that replacing Jolt II with Impact would cause issues on occasion because there are instances where you aren't casting it before the buff runs out, or is below 2s left (in which case your cast will be cancelled and thus lead to a loss of that GCD). They could fix this by making it so that as long as you begin casting Impact before the buff runs out it'll go off regardless, in which case replacing Jolt II with Impact would be fine.
Also, why would you need to cast Impact to proc the opposing magic? You can just go from Verstone -> Verthunder to attempt to proc Verfire. I'm not sitting around casting one side of magic to build that meter up, as you have to keep them balanced or you waste casts rebalancing. I have no idea where your assumptions that I'm 'spamming only one until it's over' is coming from.
Last edited by Eliniell; 07-18-2017 at 11:44 AM.
Just to mean that as both spells are as powerful (Impact and VerFire/Stone), and that both last 30sec, you can use Impact instead of VerStone to try getting VerFire (or VerFire to get VerStone). As no one's sure it will work, you use the one with the lowest timer buff left. If it works, it's great, if it doesn't, just try with the VerStone to get a VerFire.
It just depends, it's what the Red Mage is about. And sometimes the luck makes our black and white magic unbalanced, so you will prefer only have +4/+4 than +9/+0. It depends.
Edit : When he said "It shouldn't take you 30 seconds to get your Impact off anyway", he never meant anyway like "even when you have less than 2sec left to cast it even if it will be canceled". It was kinda obvious to me. No need to be accurate about this.
Replacing Jolt by Impact would mean the system would be made to make it work, so getting rid of this stupid cast cancel at the end of the buff. For now it can work this way as they are not on the same icon. But SE is not stupid enough to make such system if it was on a single icon and even if they would do it, they would fix it.
Last edited by Fannah; 07-18-2017 at 08:27 PM.
And for this you lose the ability to queue, and Impact will typically be skipped over, straight to Jolt, if within a minimum wait period (1 second) of a previous command.You could use a macro.
/macroicon "Jolt II"
/ac "Impact" <t>
/ac "Jolt" <t>
That casts Impact if available, otherwise Jolt, which becomes automatically Jolt II after you get the level lvl 62 trait. Or you could also use Impact for macroicon, if you need a more visual clue when it's available.
Frankly, I'd consolidate the melee combo before impact. Impact still offers a fairly compelling choice depending on your mana needs and thus having a separate button for it is fine to emphasize that weight.
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