So I was thinking about the not so great DRK rework and how it might play. This was when i stumbled upon something interesting and imo rather bad. Warning long text incoming TLDR at the end.^^
You know in a raid setting you should optimise your stuff around raid cooldowns, most famously around trick attack. A lot of you might now realize what the problem is going to be.
So let's look at the start of a boss fight:
Disclaimer: I'm not going math out 100% exact mp numbers, but it's still going to speak for itself. 1 Edge more or less is not really going to change anything. And yes I'm obviously going of media tour tooltips.
So we start with unmend and a soul eater combo on contact we use edge of shadow on the enemy, to get darkside running and immediately use blood weapon to start to regen back the mp just spend and to get blood for the shadow, also pit down salted earth. So far so good.
Then trick attack hits and the „fun“ begins.
We have an almost full mp bar all our ogcds are rdy, delirium is also good to go, so let's do some bursting. The now following gcds are gonna look something like this:
- bloodspiller + edge of shadow + carve and spit
- bloodspiller + edge of shadow + living shadow
- bloodspiller + plunge + Abyssal drain
- bloodspiller + edge of shadow + plunge
yes those are 4 gcds with double weaving and yes this is a mess, but the worst is yet to come. Now let's look at where we stand:
3k mp roughly (started at 10k used 12k generated 5k by means of blood weapon, delirium, 1 syphon strike and natural regen)
20 Blood
still 1 bloodspiller left from delirium, which is gonna be our next gcd (without an ogcd even)
all ogcds are on cooldown
Ignoring the double weaving mess above we still have enough mp for tbn so we aren't sitting ducks, so not too shabby.
But let us continue. Next gcds is the last delirium bloodspiller. Then Soul eater combo it's not like we can do anything else and mp needs to be build up again. Next up is another soul eater combo, followed by a bloodspiller, neat. Then soul eater again, after this another soul eater combo and after this one you might think hey bloodspiller time again but nope, let's start saving up blood for later, so another soul eater combo it is. Followed by, you guess it another soul eater combo. After this one you might use a bloodspiller, so you wont overcap, but only one don't be greedy, we should be halfway there, so keep on smiling and using that soul eater combo. Oh and don't think about that plunge we are going to need both charges so better save it. Also I'm just going to jump ahead in time now to the next trick attack, the mp is probably enough to use edge once before the next trick attack without endangering the window, but I'm not bored enough to completely math it out( hard to believe after this paragraph, I know but it's true^^)
So the next trick attack window. It's basicly the same as the opener, just the initial edge gets moves inside the window, there is no shadow and only 2 bloodpillers (pooled blood). I think everybody can guess the other 2 gcd skills used.
This cycle repeats somewhat similar the whole fight, every 2nd trick living shadow gets used, every third Delirium, also every second in between window has a delirium to make it at least a bit less tedious.
Darkside is not going to fall off, because between the last one used in trick attack and the first one in the next are roughly 50 seconds, so no danger there.
I really don't think this is the intended way to play the new DRK, but it seems to be the optimal one in a raid setting with raid wide dmg cds. On longer raid cd windows at least abyssal drain and carve and spit unsync from the burst window and you do get 1 charge of plunge, if you don't let it overcap on charges.
TL.DR.: optimized DRK gameplay in high end content with raid buffs, is going to be 10 seconds of double weaving and 50 seconds of almost exclusively using soul eater combos. Repeated every minute.
I do have a few minor ideas to mitigate the long dry spell, but nothing that would fix the double weaving.
If someone can prove me wrong , outside of just don't play optimal then, I would really be happy, because if this is the way DRK is gonna play in savage, I'm not going to play DRK in savage, because this is simply not fun.