Loving new RDM so far. Being able to burst three combos at the start of a boss fight, tap a couple instant GCDs and go straight into a fourth is a game-changer for the job. For all the people who wanted more melee for the job... well, you have it now, right?
Plus the Mana Stacks system actually makes me less afraid to Moulinet trash packs before a boss pull, since it doesn't feel like a waste of a single-target combo.
And the best part of the crunch to our Mana gain? Now we have room for even more spells to bump it a little faster, no more complaints about how "you can't increase the gain any more without creating big Mana imbalances." (Still want Verwater/Verblizzard and I don't care how we get them, and with WHM getting those extra water-themed skills in EW... soon, my children.)
Acceleration's change took a second to get used to, but I'm all for it now. The old version I just toggled every time it came off cooldown and forgot about it, to the point I could macro it as soon as it came up, and all it contributed was a string of bad luck protection; theoretically those procs still could have happened without it, so it wasn't particularly exciting to use outside of enforcing a specific timing for your opening burst window.
Now, not only does it actually fit its name, but it means I can hit four Longcast abilities back-to-back-to-back-to-back between it, Dualcast and Swiftcast – you can tangibly feel the difference it makes rather than just assuming one. It even adds just a little spice to the AoE rotation, especially with it boosting Impact.
Admittedly, I still think it's a failing that our AoE spells don't scale any Mana return off the number of targets hit, which would be a nice round way of evening out the time it takes to fire off three Moulinets without offsetting the single-target rotation. Even if the return was capped between 3-5 targets per cast.
Would also like to see the Mana return gap between our single target spells (at least the longcasts) and Jolt widen, just to feel more like a more impactful boost when you tap Swiftcast or Acceleration.
Tiny thing, doesn't impact our damage at all, but... I'd also have liked to see Vercure get an upgrade to do a small splash heal, like Cure III or Curing Waltz. Would pair nicely with Magick Barrier and make Vercure feel like more than just "cast this to build Dualcast when the target is gone" – especially in those scenarios where the party is stacking mitigation and topping everyone off in preparation for a nuke.
I mean, if Vercure isn't going to give us Mana during downtime because that would be too easy to abuse, boosting its utility would be the least it could do.


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