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  1. #33
    Player
    Trespar's Avatar
    Join Date
    Feb 2014
    Posts
    129
    Character
    Miakis Lunefalena
    World
    Cerberus
    Main Class
    Red Mage Lv 70
    I'd give RDM a trait that adds the additional effects of Impact(+30 potency +1 B/W mana) to the next Jolt, rather than replacing Jolt with Impact, this would be to prevent Impact from failing if cast with too little time on the buff.
    If the buff expires, you'd simply cast Jolt II at 240 potency and 3 B/W mana. If cast with, it's Jolt II at 270 potency and 4 B/W mana.

    And change Impact to always be active and instead have a 5 sec cast time, and have 120-150 aoe potency.
    This to spice up our aoe, because just spamming Scatter doesn't feel like it fits with the spirit of the job.

    If necessary, take some of Scatter's potency to keep our aoe potency same as before.

    About Acceleration, maybe it could cut down the global cooldown on whatever next skill you cast with Dualcast in addition to its usual effects?
    Say that it lowers the gcd by 1 second, you'd get a Jolt(2.5s gcd) into an instant, but 1.5s gcd Verthunder.

    Personally I don't think Acceleration needs changing, though.
    But something like that could be somewhat interesting at least.

    However, Impact is probably my least favorite skill in the RDM repertoire, because it just feels like unecessary clutter, and I like the idea of completely redesigning it to have it spice up our aoe, and retain the neat animation.
    Its animation being as flashy as it is, fits aoe much better, anyway.

    I don't know how others experience it, but in a single target situation, its animation is actually kind of distracting in a way.
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    Last edited by Trespar; 07-28-2017 at 12:34 AM.