Originally Posted by
Shurrikhan
I don't see how ABABAB and nothing of value on which to spend what B affords is any more interactive, really, than AAAAA and a decent Flood.
At least with a decent Flood I have better AoE-downtime value, allowing me to bank for a large pull, whereas (still assuming starting from full MP) if Flood were more thoroughly afforded over uptime and nerfed accordingly, I'd have dealt less damage over the first 15 seconds or so.
You're effectively trading 3.3 charges of Flood, accelerated by a CD (Blood Weapon) for 3.3 charges of a weaker Flood that's accelerated both by a CD and, much more significantly, every other GCD. Do you want a greater amount of potency bankable and less uptime generation (which is equally greater downtime generation, relatively speaking) or less potency bankable and more uptime generation? That's all it comes down to. It isn't so cut-and-dry, DRK-got-screwed-again-in-such-an-obvious-way. The throughput is there and there's quite a bit more control and burst in DRK's model of AoE over those levels than on any other tank over those levels (save perhaps GNB's capacity for, situationally obligatory, focus-target damage).
So let's actually define what appeals to you in that interactive gameplay. Is it the uptime generation, similar to WAR's reducing the CD of Infuriate per BG spender (but in this case Flood via each SS cast, via MP)? Do we just want to see one skill being more dependent on another, or less of a skill's throughput being dependent on CDs or single-target (situationally damage)? What is the appeal of that economy?
I don't think there's just one right answer, but if we're just copying over the other tank's models on the assumption they must be better and no more thought-out solution is worth the effort compared to slapping another's on more directly or earlier, we've already seen how that goes.