View Full Version : How much haste is too much haste?
cs01bw
09-04-2007, 08:08 AM
<p>Hi</p><p> I have been reading for a Good high dmg spread high delay weapon you want alot of haste.. </p><p>Now what i want to know is how much haste is too much? (i only have a 2sec delay weapon atm - but am looking to get Vilucedes)</p><p>I am currently not specced in Int as i like the Agi for encounters better atm.... but once i get a better 1hr - i would prob shift to at least 448 Int</p><p>Now raid buffed - and with the cloak of flames (working on that atm) would i not end up with "too much" haste... this is my concern</p><p>any help would be appreciated </p><p>Baz</p><p>PS posting this in Zerk forum too</p>
Docimodo
09-04-2007, 08:59 AM
<p>Right here you go.</p><p>get fully buffed with whatever buffs you are likely to have running during a fight (acceleration strike and whatever else ur mates have)</p><p>now look at your regular single target combat arts and add the casting time to the recovery time and note that number down as your 'effective combat art delay' </p><p>Now type this in a chatbox:</p><p>/weapon</p><p>If the 'actual weapon delay' listed here is below your 'effective combat art delay' calculated above then you have more haste than you need and your autoattacks will be waiting for you to 'recover' before triggering (You are recovered when your hotbars light up again, unless they changed that) and you will simply have to wait for them to light up before clicking the next skill (depending on your ping to server you might have to just get a feel for the rythm of clicking instead of waiting for the visual clue, it's pretty easy tbh).</p><p>If the 'actual weapon delay' listed is above your 'effective combat art delay' then you will need to leave the difference between them after your recovery before clicking the next CA. Now if you happen to acquire something with a pretty long delay your 'actual weapon delay' may approach or exceed twice your 'effective combat art delay' in which case you may now start chaining pairs of CAs followed by a pause to allow an autoattack to trigger.</p><p>Ofcourse this isn't the only way you should cast CAs as chaining CAs situationally is needed often aswell as the fact you will be recieving a lot of buffs that will vary your haste and recovery throughout the fight. You just need to get a feel for when to click and when not to!</p><p>Cheers!</p><p>PS this is why I find the INT line to be one of the best lines for warriors</p>
Wilin
09-04-2007, 04:19 PM
<p>Just to add, INT 448 is not quite as good as INT 484. You have to put 8 points into Accelerated Strike in order to keep it running during long fights because adding points to it not only adds haste but also duration, and point for point, it gives the same haste as the pure haste ability. So on shorter fights, it's basically a wash(skipping the detailed math). But on fights that last longer than 30s, Int 484 wins out. I've found that Int 488 is not too much haste for vilucidae's.</p><p>The quick math is that you won't hit 100% haste without outside buffs so you'll always be above 1.5s delay on vilucidae's in your typical non-hasted MT group. I'm pretty sure all of your combat CAs will cast and recover in that time except Besiege and Goading Assault.</p>
Docimodo
09-04-2007, 09:06 PM
<p>Yeah. I think even 7 points is enough for keeping it up all the time if you have the int endline ability!</p><p>But yeah with the haste it's all about trying to get your weapon delay to slot in nicely just after the appropriate number of CAs, but hell why not just get everything as high as possible <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p><p>I can't wait to get my hands on a 6 delay two hander! Had to sacrifice for the cause and take the soulfire gladius :/</p>
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