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  1. #1
    Player
    LitheSuxman's Avatar
    Join Date
    Oct 2021
    Location
    Limsa Lominsa
    Posts
    98
    Character
    Lithe Xus
    World
    Diabolos
    Main Class
    Arcanist Lv 27
    Quote Originally Posted by FusiaRain View Post

    All you have to do is jolt valaero/thunder for single and when proc throw out verfire/verstone use your accelerate to get procs more. Use your shiny sword range attack at full gage stab in do mele combo jump out repeat later on using upgreads like verholy,verflare rather simple outside buffing party.

    Using jolt to get autocast and vercure to rez is all you really have to know outside using your charged up powers for mele
    But that's only the basic, it becomes very overwhelming as I've said when it comes to optimizing, not even max, just to have a smooth, no downtime play seems very difficult because of the extra variations of the same skills which mess up keybind and the fact that you need to constantly look at the balance gauge puts you in danger in mechanics.
    I usually set up a action bar and set transparency to 30-35 and enlarge it to 160% just to check the progs, but with RDM it's not just the procs matter, it's what kind of procs also matters (balancing the mana guage), so it seems an extra layer of complexity in the job comparing to, let say NIN, which basically just faceroll and leave no downtime just like any other jobs because whatever procs means damage. In RDM if you don't pay attention to the type of procs it costs you imbalance mana and dps loss.
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  2. #2
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,252
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by LitheSuxman View Post
    with RDM it's not just the procs matter, it's what kind of procs also matters
    The procs don't matter anywhere near as much as the follow-up cast.

    If only one of the Stone/Fire spells is available, you use it and flow up with whichever element is currently lower on the gauge.

    If both spells are available, you cast whichever one is lower on the gauge and follow up with the matching element.

    It's very simple maths/anticipation every turn – which is not to say there's something wrong if you can't grasp it, but if you have the kind of mind that grasps it then it isn't complicated at all. On the other hand I mess up the classes with more fixed rotations, but RDM is very "decide whether to do based on what is currently in front of you" which I find easier.
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