Quote Originally Posted by Snow_Princess View Post
so when it is up, I use thunder/ aero insta casts ONLY (3+) off scatter to get it up 50/50 (or slighty under) asap? What if it is scatter > aero > scatter > stone > scatter > thunder>scatter <fire (if you get lucky) to get 50/50?
Ok so the biggest thing to understand is that RDM is about making a long cast time shorter.

Verstone, verfire, jolt and impact are all short spells so that your next long spell [veraero or verstone] becomes instantcast.

When i say basic math its: damage potency divided by seconds to cast.

You use verstone/fire/jolt ii/impact when scatter is worth less than 270. Scatter is worth 100 potency per mob. On 3 mobs its worth 300 potency. 300 from scatter is greater than 270 from verstone/fire/impact. You may realize that veraero/thunder is worth 300 potency, WITH a larger mana gauge gain, which results in reaching moulinet faster! So at 3 targets you scatter-> instaveraero/thunder, alternating to increase the gauges together. They must stay within 30 or mana gain of the weaker side is halved, which slows your consumption of them. At 4+ targets scatter is worth 4 x 100 or 400 potency, which is significantly better than veraero/thunder, so you just spam it until you can moulinet. When the mobs trickle down to 2 remaining, you can go back to using verstone/fire/jolt/impact as your hardcasted fodder, alternating targets to displace aggro.

The colors show the following:

Purple- too much black mana. White mana gain halved.
White- too much white mana. Black mana gain halved.
Red- Within balance. Above 30 black and white mana.
Black or Empty- Below 30 black or white mana.