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NEWS
TheoryCraft 101: Caster haste

TheoryCraft101 is here to introduce the more hardcore aspects of theorycrafting in a more casual approach. Do you need to know how quickly you can get that spell to cast? We've got your answers right here!

Welcome back once again to another installment of TheoryCraft 101. Past TheoryCraft 101 articles have already covered aspects of spellpower and melee hit; this week we are going to be discussing the ins and outs of caster haste. Haste, unlike other mechanics within the game, is a rather flat system. Haste is universal. There isn't a long list of exceptions, as you find with spellpower; every spell's cast time is changed by haste in the exact same way. Although boring, there is something beautiful in the simplicity of haste. The stat is so clean, the rules so set, that it is actually easy to predict.

For how simple the mechanic is theoretically, it is far more convoluted in practice. Haste is an odd stat in that it is the only DPS stat people stack that doesn't directly increase the damage potential of their spells. A hasted Fireball will do exactly the same amount of damage as an unhasted Fireball; it will merely do it faster. For this reason, haste is something of a fickle mistress. Haste is beautiful in that is holds no RNG variables in theory. 1% haste is always 1% haste; a spell's cast time will always be changed by the exact same amount without fail.

 

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