When Impactful procs, turn Jolt II into Impact. This should be a thing because having a dedicated button for Impact on my hotbar is dumb. PVP does this really well.
When Impactful procs, turn Jolt II into Impact. This should be a thing because having a dedicated button for Impact on my hotbar is dumb. PVP does this really well.
Only if the proc isn't timed, otherwise you could cast impact with 1 second left and then, interrupted. How fun that would be.
As others have mentioned in previous topics, it could easily be made to function like how Ruin IV procs for Summoner. Ruin IV replaces Ruin and Ruin III when proc'd, and also isn't interrupted if proc is lost while casting.
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.
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.
It's SE's (completely uninteresting) attempt to add complexity to RDM. It's a stupid skill that shouldn't exist in the first place since it doesn't do anything interesting at all.
But IF they simplify it, it should become a trait that improves Jolt II (dotted lines around the skill) and just add that 30 potency that way.
It shouldn't take you 30 seconds to get your Impact off anyway...
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.
They should remake Impact, it has such a cool animation to just be pruned, but the way it is now it is nothing but a improved jolt II, you could very well just call it jolt III.
I'd rather them add some kind of new mechanic around impact. Red mage is really fun, but was definitely designed with the mindset of older jobs being simplified. That being said the job already has a fairly simple rotation around a couple of procs with a few oGCDs to weave in, but I would rather not see the job simplified down even further. Ruin IV for SMN feels really lazy to me.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.