Dualcast
The basic pattern to learn is the Dualcast mechanic, which basically gives all your hardcast spells "Additional effect: grants Swiftcast". Note that the Dualcast mechanic doesn't mean you can cast two spells in one GCD, a somewhat common misunderstanding among people who don't RDM; the next spell still consumes a GCD but it only takes 2.5s instead of whatever its cast time would have been.
Fast spell > Slow spell [oGCD][oGCD]
The fast spells (2.5s cast time) are Jolt, Verstone, Verfire, Veraero II, Verthunder II. The slow spells (5.0s cast time) are Veraero I/III, Verthunder I/III, Scatter/Impact. Don't hard cast the slow spells; they are not worth the doubled cast time. The exception is opening a fight with a countdown or while waiting for someone to catch up, in which case you can start casting 5s before the fight starts, opening with Veraero-Verthunder or Verthunder-Veraero.
After you learn Vercure, you can use it as a Swiftcast when you have no targets to attack, so that you can cast a bigger spell immediately when the boss returns.
Mana
Keep your black and white meters close, but not exactly equal. At lower levels inequality doesn't matter, but you don't want to develop a habit of keeping them exactly equal because you will need to break that habit later when you learn Verflare and Verholy, which work best when your meters are uneven.
In general this means you will want to alternate colors; however, there is one special case to get used to early. If your meters are only different by 1 point, don't alternate because your meters will equalize if you start with the wrong color.
For example:
(starting) [44|45] > Verfire [44|50] > Veraero [50|50]
Instead, use the same color twice to avoid equalizing or start with the lower color:
(starting) [44|45] > Verfire [44|50] > Verthunder [44|56]
or (starting) [44|45] > Verstone [49|45] > Verthunder [49|51]
Movement
Because of the Dualcast mechanic, you have about 3.2s of mobility out of every 5s. You can move as the hardcast finishes and continue to move through the instant cast and oGCDs. Get used to living in melee range so that you can enter a melee combo without having to change your position and so that you can use Corps-a-corps and Engagement on cooldown. The movement windows from Dualcast and melee attacks will be wide enough to handle most mechanics. If a particular fight requires you to move quickly at specific times, save a charge of Corps-a-corps and/or Displacement for those cases.


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