By 70, Verfire and Verstone are actually not that random. Between Acceleration and Verflare/Verholy, you get the procs more often than not.
Much of the optimization of RDM involves deciding when casting the "wrong" spell is actually the better choice. You'll see more of this once you get Verflare and Verholy, and it will involve not just those spells but also making judgments about which Verfastspell-Verslowspell combinations to use leading up to a melee combo.
Do you have a third row? If so, save space for Verholy and Verflare above the corresponding Verslowspells and Verfastspells. Also save space for Impact at shift+Jolt.
I don't think I'd necessarily assign jolt to 1 just because it "is used often". I'm not saying it's a bad place for it, just the reasoning gets thrown out the window later. You actually want to do everything possible to avoid casting Jolt! This includes
1) Precasting a Verslowspell if there is time before the pull. Start casting at 5s on the countdown, if available.
2) Using Swiftcast-Verslowspell when you have no Verfastspells ready. A single 300 potency GCD is better than 180+300 over two GCDs (later 240+300).
3) Using Impact if it's about to expire, even if you have Verfastspells ready. If it falls off and you get no procs from Verfastspell-Verslowspell, you're left with Jolt. If you use Impact, you have a chance to get another proc or refresh an existing proc -- in either case, you'll do more damage than with Jolt.
I must respectfully disagree here. Max melee range is often the best place for a RDM. It allows you to use your movement abilities independently of anything in your rotation, and is especially important if the boss has absurdly large cone attacks that will be impossible to dodge at range.
Being in melee range puts you in a better position to handle most mechanics, and PBAoEs are not a heavy burden on RDM given its high level of mobility.



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