As Kabooa pointed out, haste doesn't have an effect on passive MP regen ticks. Those are based on server ticks and live independent of the GCD. The only place haste would affect resource gain is through the combos and even that would be minimal since your GCD rotation cycle speed would have to be increased quite a bit before you would notice much in the way of gains and I've already talked about the problems such a drastic increase in GCD speed could result in.
In regards to oGCD frequency and GCD variance, and whether through MP gain increases or other methods, I don't think that it is really an "either/or" situation and the best way to tackle it overall to make DRK feel "fast" is to do both in a measured fashion.
I am not sure that increasing MP gain is really the way to go for increasing oGCD frequency since DRK is pretty good with the frequency of MP ability usages, that and increasing MP gain has ripple effects that need to be accounted for and so any tweaking to that should be precise injections of MP at specific points to address certain issues. For example, the one place that I feel DRK really could use more incoming MP is during Delirium since you are burning through so much for your burst that you end up relatively dry after, leaving you with virtually no oGCDs to use and then you end up with that dreaded period of Soul Eater spam that is so maligned. If Delirium just provided a tad bit more MP per hit, it would not affect that much but that little bit extra is during the DRK's biggest dry spell and it will make DRK feel much better by helping to alleviate that. That is something that is relatively easy that I could see be implemented in a patch mid-expansion.
Other oGCDs could be tweaked to provide more frequency but those might require a little more tweaking, so it is tough to say whether the devs would be willing to do that mid expansion.
The easiest would likely be decreasing Carve and Spit's recast to 45s or 30s and adjusting the potency and MP gain accordingly to compensate. This would also work great for being able to line up with Delerium's 90s recast better, allowing you to use it to top off MP a little bit more right before Delirium or to help recover a bit more MP right after.
Other stuff like creating more variation in GCD rotations is a bit bigger and would require more sweeping changes that would likely need to be reserved for changes accompanying an expansion.
As I've said in other posts, I feel the way to do that is to take a note from GNB where they break up GCD rotations with more frequent cartridge abilities, with DRK's equivalent being Blood. This would require a slew of things including a potential rebalalencing of potencies for a few abilities to compensate for more frequent usage as well as adjustments to how Blood would accumulate. Do you just simply increase the Blood gain from combos? Do you add Blood gain elsewhere? Do you redo the Blood resource entirely to make it more like the Cartridge system on GNB? How does Blood Weapon fit into this all? How is Delirium affected? There are a lot of questions that would need answering, but it could be done, just not mid-expansion.



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