Quote Originally Posted by Duelle View Post
As for Acceleration, I'm so-so on that one. When Yoshida talked about adding charges, I though it would be like Intervene that could be used multiple times, with each use having its own cooldown. What we instead got was a 20-second window in which to spend 3 stacks of Acceleration. This is great at the beginning of a fight when you start at 0 mana, but I find myself reluctant to use it if a) Manafication is near or off cooldown or b) I'm anywhere close to 60 mana on either bar. On the other hand, making Acceleration work like Intervene would have made for spammy oGCD shenanigans, so maybe that's a good thing.
To put it into perspective. The old acceleration gave you three charges every 105 seconds. The new acceleration gives you three charges every 55 seconds. Sometimes you need to park on acceleration (and you did with old accel) but in this specific case, in order to lose charges vs the old regime you would have to sit on that acceleration for 50 seconds. Meaning, you pretty much have to decide not to use it for its entire cooldown before you start to lose vs the old system.

It's a net-gain, even if you're holding it for a few seconds to get through your combo. The new acceleration requires you to practically forget it exists in order for it to not work. Not to mention, it lines up with manafication in your 110 second rotation, so if you're doing the 110 and save accel after it, you've immediately solved your problem for the rest of the fight. If you're doing 120 however, feh. Delay, it's still better than before.