Results 1 to 6 of 6
  1. #1
    Player
    Garash's Avatar
    Join Date
    Jun 2015
    Posts
    28
    Character
    Garashi Yakumo
    World
    Siren
    Main Class
    Thaumaturge Lv 100

    Grand Impact is Frustrating

    I strongly dislike how it locks you out of acquiring dualcast by casting jolt.
    One common play pattern I enjoyed was to prepare a burst of mobility by using acceleration, then casting a jolt, I would get to use 2 instant casts back to back.
    A second grievance is that I can't do jolt > verraise anymore if grand impact is up.
    Both of these scenarios are assuming no procs are available, which kinda adds to the frustration. Sometimes the lines are available, and sometimes they aren't.

    Please give us a way to still cast Jolt when Grand Impact is up.
    (7)

  2. #2
    Player
    Jade_Tyrant's Avatar
    Join Date
    Apr 2022
    Posts
    85
    Character
    Tyra Jade
    World
    Famfrit
    Main Class
    Red Mage Lv 100
    I'll second this. Hasn't been as big an issue for me, but I think it'd be pretty reasonable to have it just replace Impact and not Jolt III as well. Would allow us to cast Jolt III as a filler to hold Grand Impact for movement or burst, or just for timing weave windows for oGCD usage.
    (1)

  3. #3
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    762
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    The former point is meaningless because going jolt->verthunder->veraero is functionally identical to grand impact->verthunder. You still have 2 GCDs of movement, it just changed it from a jolt prep into simply casting acceleration and having it, which is overall an upgrade in my eyes. Plus it means you can jolt->verthunder->acceleration->grand impact->veraero and have 3 GCDs of movement, a demonstrable upgrade over what RDM had in EW.

    The verraise one is a bit more pertinent, but an extra GCD before you can res someone isn't as bad as needing to finish an entire melee combo, and the class still has swiftcast on a shorter cooldown for both doing a back to back verthunder/aero after a grand impact and verraising, so I am not quite understanding the actual frustration here as the class still has multiple avenues of movement and a generic instant cast if desired without strictly needing a jolt. I also tend to acceleration just before I need it, and if someone dies during that time, it's typically movement and I've already use grand impact, so jolt's often available. Short of using acceleration early during a melee combo, I just don't see this as a big issue.

    That said, given that the devs added the ability to toggle off skill swaps, I'd be rather okay with them allowing this all the same. I'm a fan of improved usability, and if you want to prep acceleration and then jolt, I'm okay with grand impact being toggled to be an impact upgrade. It is in the name, after all. And as a vital component of the aoe rotation, it's usually quick access I'd assume and would interestingly greebl the single target rotation even if forced on everyone.
    (0)

  4. #4
    Player
    Pyitoechito's Avatar
    Join Date
    Jun 2017
    Posts
    181
    Character
    Baragara Nazzlohsyn
    World
    Cactuar
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Taranok View Post
    That said, given that the devs added the ability to toggle off skill swaps, I'd be rather okay with them allowing this all the same. I'm a fan of improved usability, and if you want to prep acceleration and then jolt, I'm okay with grand impact being toggled to be an impact upgrade. It is in the name, after all. And as a vital component of the aoe rotation, it's usually quick access I'd assume and would interestingly greebl the single target rotation even if forced on everyone.
    This is one case where they'd either have to separate or keep them together with no toggle, simply because having them separated significantly changes how the skill can be used. When they're together, Jolt is unavailable, while separating them allows Jolt to be cast while under the effect of Grand Impact Ready.

    Personally, I really don't want to have to change my hotbars to accommodate for having a separate Grand Impact. Maybe move Grand Impact to swapping with Acceleration would be better, but I dunno. It's not a huge deal for me, either, as I usually have procs ready so I can cast Verfire/stone instead of Jolt (Jolt 3 you so ugly and big omg). If I don't have a proc, I can always get one from the Accelerated Verthunder/aero. Jolt is the last spell anyone wants to be casting on RDM, aside from Enchanted Reprise (which technically isn't a spell).
    (0)

  5. 07-31-2024 07:27 AM

  6. #5
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Kinda surprised grand impact isn't just on acceleration after you press it. With how all of new RDM abilities were like this I think the only reason why this one isn't like this is because CBU3 realised that it looks really bad that the 90-100 abilities were all the same shit.
    (1)

  7. #6
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,002
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    I dislike Grand Impact because it throws off the one-two rhythm of casting.

    Up until now, everything in the casting phase has come in pairs: either [quick-cast spell > slow-cast spell] or [primer > slow-cast spell] but Grand Impact changes the pattern to a trio: [Acceleration > Grand Impact > slow-cast spell].

    It really messes with my sense of what instant-cast buffs I currently have.
    (0)