It... doesn't, though. It lives or dies primarily by its damage buffs. We can only get up to 15% additional speed, but up to a constant 50% additional damage (a relative 88+% during CDs, depending on existing Crit pre-IR). And unless running a specific Skill Speed build, there is zero specificity to GL speed either.
Unless you're at a tight rotational breakpoint from heavy speeds, you can use the same rotation in GL0 as GL3. It's just the first 3-4 GCDs and then... you simply play with a lower GCD than others; if not for Tornado Kick being too overtuned to be a balance option at low Skill Speeds the system wouldn't impact the gameplay itself except, again, at specific breakpoints. (That and tools like Riddle of Earth becoming important and in that skills like Tornado Kick and Riddle of Fire can actually hard where they could not if left without compromise (be it in base potencies or those skills themselves).)
Personally, I like playing with and around a mechanic, rather than just treating it as an intro to gameplay to be suffered through. Without RoW-TK, whilst now leaving TK underpowered compared to Anatman (assuming they fix Anatman's current massive design flaw), we don't have a unique and core mechanic in Greased Lightning any more than, say, Shifu or Jinpu are together a "unique and core mechanic". At this point the only time you'd get a sense that GL even really exists -- the only time it would alter what you do -- is when punished for death or stupidity.
If we're going to do so little with the mechanic... why have it? We've been saying the same of Fist Stances for years, so why is GL some strange exception, especially when we've already gutted any alternative use for PB by squishing ppgcd deviation, across ST and AoE combat both, between different forms' weapon skills. It now exists only, and only sort of, in Anatman. Why? Why isn't it being expanded upon instead of further trimmed away?



Reply With Quote



