This is how I use them. I am no min-maxxer by any means, so I use them to get an idea of the priorities and talent powers. Ultimately though, I may choose a talent with a lower theoretical dps simply because I want a simpler rotation or it fits my playstyle better. Mok'Nahal talent is a good example of this.Rikaku wrote:I would also keep in mind that Icy Veins is a guide, not a set of regulations you must follow. While it may be the closest thing to min-max'ing, if you find there is a talent choice whose synergy works better for you and keeps you going through your rotation better, then you should use that talent. Especially if its a crowd-control or movement talent.
And in regards to IV guides, I know that the same author works on both the BM and SV guides - Azortharion. They have their own twitter and number-crunching information on their own sites and google documents as opposed to putting it all on IV. So if you really wanted to see or ask what made him choose those particular talents, you could always try contacting the author.
Aspects cooldowns are too high for it's benefit
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- Quiv
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Re: Aspects cooldowns are too high for it's benefit
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Re: Aspects cooldowns are too high for it's benefit
And yes, IV is not a set of regulations that one must follow. But as you said, Rikaku, it is probably the closest thing anyone can get to min-maxing - to truly understanding and mastering your spec.
Re: Aspects cooldowns are too high for it's benefit
im not used to just sitting around doing nothing all the time lol.
- Sukurachi
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Re: Aspects cooldowns are too high for it's benefit
If anything, this expansion has made BM hunters far less an "active" class than at any time in the game's history.sasrei7 wrote:BM seems to be the master of the constant cds.. im so used to always spamming cobra shot but now I find myself just sitting around watching cds and not fully paying attention to the boss.. kinda annoying and boring..
im not used to just sitting around doing nothing all the time lol.
It is a serious design flaw to regress and make a class rely on sitting there waiting on cooldowns.
Now, if the reason we're waiting all the time is because of some "missing element" that is brought into game by our relic weapons, I consider THIS to also be a design flaw. It means that with the next expansion Blizzard will be forced to redesign our class yet once more.
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Re: Aspects cooldowns are too high for it's benefit
Artifacts are going to require design changes for all specs likely after Legion, but thats not entirely uncommon for expansions (revamps like Survival and Combat being the exception). Lets hope the next one is nicer to us.Sukurachi wrote:Now, if the reason we're waiting all the time is because of some "missing element" that is brought into game by our relic weapons, I consider THIS to also be a design flaw. It means that with the next expansion Blizzard will be forced to redesign our class yet once more.
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Re: Aspects cooldowns are too high for it's benefit
A bit of palindromic wisdom:
"Step on no pets!"
Casual player.. don't raid, don't PvP. Suffer from extreme altitis
I love pets - combat or non.
<That Kind of Orc> guild on The Scryers, small, casual LGBT and friends guild, join us Horde-side.
Re: Aspects cooldowns are too high for it's benefit
Also, and this may just be me, but who else feels like the artifact mechanism feels a lot like the spheres in Final Fantasy X/X2?
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Re: Aspects cooldowns are too high for it's benefit
Nope it's not just you! I was thinking the same thing. The artifact system is just like the sphere system in FFX.Nachtwulf wrote:Also, and this may just be me, but who else feels like the artifact mechanism feels a lot like the spheres in Final Fantasy X/X2?
But I do agree the CD on AotC is bit too long. It's not making running Gnomer for the sword needed to tame the Sentient Mechano-Strider any easier.
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Re: Aspects cooldowns are too high for it's benefit
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Slickrock wrote:Given their current trend, we'll probably get a spirit toucan that farts loops.
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Re: Aspects cooldowns are too high for it's benefit
Well they have charge and then theres the coolest* mobility in the game with Heroic Leap (and a talent that gives them a small speed boost afterward), but your point still stands cuz they still plod along.Rhyela wrote:I...kinda don't care as much as I thought I would. It's annoying having something changed so drastically from what we've known for so long. But, at the same time, classes like warriors have to slowly plod along everywhere, unless they have something I'm unaware of. Obviously, the change is nevertheless most unwelcome and I'm not trying to trivialize it, it's just that I'm not as steamed as I thought I'd be.
*At least its the coolest mobility in theory. No one can use it because NO PATH AVAILABLE >:|
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Re: Aspects cooldowns are too high for it's benefit
When I play my warrior, I don't worry about it because other than "Charge" they've never had an out-of-combat speed boost.
Druids have had an O-o-C speed boost since the beginning, Rogues had one with a talent (though I'm relatively new to Rogue so no idea how far back that went), Priests had for a short while a glyph or talent related to Levitate (so not had it long enough to really complain about it now missing).
But Hunters have been able to give a speed boost to their party, or to themselves, since the beginning. It feels really crappy to suddenly have them remove this after 12 years, for no real reason.
A bit of palindromic wisdom:
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Casual player.. don't raid, don't PvP. Suffer from extreme altitis
I love pets - combat or non.
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Re: Aspects cooldowns are too high for it's benefit
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Slickrock wrote:Given their current trend, we'll probably get a spirit toucan that farts loops.
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Re: Aspects cooldowns are too high for it's benefit
As Nacht said, you can't really top most of the Artifacts. Plus, what would the reason be that we aren't using the old ones? At best, we continue to use the same Artifacts into the next xpac. At worst, they revert the changes that the Artifacts brought.Sukurachi wrote:the only way I can see Blizzard getting by the next expansion wold be to continue with the concept of a relic weapon into the next expack. You start the new quest lines and earn a new relic weapon specific to that expack.
Re: Aspects cooldowns are too high for it's benefit
Ya, heroic leap takes a lot less aiming skill than disengage+post haste, but "you can't use that here" gets frustrating on a warrior. I've been practicing my disengage+posthaste spin, getting it to go off at exactly 180 is tricky. I have gotten across the Shrine balcony gap, but only from a standing start. I hope there's a legion version of "mark of supreme doom". It made doing old raids and dungeons doable for many more classes/specs (with the leech) and less tedious (with the speed).Quiv wrote:Well they have charge and then theres the coolest* mobility in the game with Heroic Leap (and a talent that gives them a small speed boost afterward), but your point still stands cuz they still plod along.Rhyela wrote:I...kinda don't care as much as I thought I would. It's annoying having something changed so drastically from what we've known for so long. But, at the same time, classes like warriors have to slowly plod along everywhere, unless they have something I'm unaware of. Obviously, the change is nevertheless most unwelcome and I'm not trying to trivialize it, it's just that I'm not as steamed as I thought I'd be.
*At least its the coolest mobility in theory. No one can use it because NO PATH AVAILABLE >:|
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Re: Aspects cooldowns are too high for it's benefit
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Slickrock wrote:Given their current trend, we'll probably get a spirit toucan that farts loops.
Re: Aspects cooldowns are too high for it's benefit
I made a forum post. Post on it so the devs see it and I'm not tootling my horn alone in the dark.
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Re: Aspects cooldowns are too high for it's benefit
But remember, blizzard balances abilities/talents around combat, not around running through a cleared part of a dungeon/instance. Paladins have to close distances in combat that mm/bm don't have to as frequently.
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Re: Aspects cooldowns are too high for it's benefit
Harpoon doesn't require combat, but it does require a target at least 5 yards away from you.Xota wrote:so perhaps harpoon could at least be tweaked to not require combat.
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Re: Aspects cooldowns are too high for it's benefit
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