i love how short the cooldowns are, too. gives you more shit to do instead of encouraging the "well i might need that later" mindset BITCH HELL NAW TEAR SHIT UP
i love how short the cooldowns are, too. gives you more shit to do instead of encouraging the "well i might need that later" mindset BITCH HELL NAW TEAR SHIT UP
i waffle. i think it's fun in pvp because there's an obvious skill cap there you can use to beast other players. but when i'm doing dungeons or something mundane i really don't want to do whack a mole tanking.
but why would you play drk in PVP when you can play war lol
cause i have a lot more fun on drk than war and i also played a lot of WD where the cap is 50 and drk is very strong.
i also don't necessarily buy into the kool-aid others are drinking when it comes to war being better than drk in 60 cap. a lack of off global offensive abilities means that a good healer can better anticipate and handle incoming burst from a warrior. drk is a lot less predictable.
It's the sound of it and the way it blasts through at warp speed, though, really satisfying.
I was about to say Carve and Spit is like Fell Cleave but not as strong due to it's other MP regen effect, but I really don't think that'd be any more OP than something like Equilibrium tbh, if C&S was actually strong.
Quick question about doing things right on DRK.
Right now my opener when Grit is down is DA+BW > Plunge > Scourge > C&S > HS > Salted > Syphon > DP > DA+Souleater > Low Blow
After that I keep up with the HS > SS > Del or DA+Souleater and keep everything on cooldown. ACT is still not working from what I remember so I've never really gotten to parse myself yet, but something is telling me there's a way better way to be doing this since timers are off a lot of the time.
ACT is working