Yea too much either way is bad. And some people like feral as it is now, I'm just saying personally I would like a little less John Madden so I can enjoy the social aspect a little more
I think having a full rotation is good, but I don't think dot snapshotting is compelling gameplay. And this is coming from someone who mained an affliction warlock in wrath.
I find it funny that it's mostly the human faces that are getting shit on, Night elves, orcs, gnomes, everyone seems to like them, simply because they're 'exotic' and we don't compare them to real life. Humans, on the other hand, have to conform to our mental issue of what a 'human' looks like.
I view being completely and utterly GCD capped to be a bad thing and shows a failure of class design. This means that you get absolutely fucked if your latency drops below a certain threshold, have thing going on where you are unable to fill those GCDs because of movement and/or have to do other things that aren't damage, but either eat into GCD (hand spells for ret paladins) or making sure to pool enough resources to something like interrupts. In fact, one of the primary reasons that I hate GCD capped models, is that really fucks over specs and classes, who are expected to utilize non-dps abilities throughout a fight, that prevent filling every GCD with a dps ability (aka they get to choose between being bitched out for not using their utility or being called a "baddie" because their dps should be higher). The other primary reason I hate them, is that they overly penalize people for who focus more on staying alive than getting the highest dps possible because "dead dps is zero dps" and those people get bitched out for not having the best possible dps, after a boss kill, by geese that die early in the fight.
That said, there is also an issue where a rotation has too many empty GCDs. That isn't fun either because you're stuck waiting around, until you're allowed to do something. Auto-attackidin was not fun. The slightly more active ret paladin set up in TBC wasn't fun. Most melee didn't enjoy having a majority of their dps determined by how well they could stick to the asses of bosses, so that they got maximum white damage uptime.
There needs to be a middle ground. Ideally every spec comes with a rotation that has enough consistent buttons, one or two procs to break up the tedium, that they are active enough where they feel like a full rotation, even if every GCD isn't filled. At the same time they have a small number of empty GCDs that could alleviate some dps loss, when people have to move for various reasons (staying in range, not dropped bad shit in the raid, not blowing up the raid or getting out of bad shit) or if they need to use some non-dps utility to improve the raids odds of getting a kill (hell, sometimes it's required).
Slowing things down is one thing but if we end up in a situation where there is just nothing to really do for several gcds while simultaneously being capped on resources it is going to really annoy me. Some of the stuff coming out of the beta, especially the warrior bit but also other classes, seems to indicate that this might actually become a problem adding to the feeling that the ability pruning is headed up by monkeys and not the smart ones at that.
Fury plays much the same, prot plays the same. Arms is the only one that plays significantly different from now.
DKs play much the same. You're always going to hitting buttons as frost and unholy. Blood has significant worry about downtime that they've said they will address.
Enhance plays exactly the same, elemental is as boring as ever, haven't tried resto yet.
Windwalker plays the same.
I don't know if there's a difference in ret because i haven't played ret since wrath but you are hitting a button every gcd. Holy seems like you're busier because you have no more instants outside of shock.
Haven't tried mage, rogue, druid, warlock or priest yet.
0
AngryThe glory I had witnessedwas just a sleight of handRegistered Userregular
And I'm sure this is a bug, but right now DW frost has absolutely no priority for killing machine procs. Obliterate and frost strike do the exact same damage.
On the whole I am less concerned with the big sweeping changes like arms warrior stuff because if they completely foul that up it will have to get fixed, what concerns me more are the little changes that might end up skewing a class in a direction I won't enjoy.
Making jab costing 50 energy for windwalkers, up from the current 40, or reducing the amount of combo breaker procs will most likely slow the class down somewhat which seems to have been intended as they have expressed concerns about gcd capping. It might not be a problem but the fact that they removed some of the neat little utility spells from the windwalker while leaving tiger fucking palm unchanged gives me zero confidence in the devs right now. Hopefully at some point TP will get removed but for now it seems we will be dragging that shitty thing with us to level 100.
Feral druids know how you feel. So do rogues I imagine.
Why does Inquisition get the axe but other specs/classes still have a self-buff to maintain? I guess you can't cookie cutter everything but does anyone have fun with Tiger Palm or SnD or roar?
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AngryThe glory I had witnessedwas just a sleight of handRegistered Userregular
I'm curious myself, if I ever play again, I won't miss Inquisiton. MoP more or less fixed the biggest problems with Inquisition (namely, by making sure there was readily available holy power to keep it up full time without wasting chunks of the duration)
If it makes you feel better, it looks like ret gets fucked over by having emp. seals and Searphim, which do a similar thing. From what I'm hearing, emp. seals is fucking awful and we're seeing one of the few times where WoW players are using the term clunky right. Seraphim is also no that great being a 5 holy power spender, when the system wasn't designed for that and being a 10s buff on the GCD, with a 30 CD, it doesn't exactly feel smooth (also has the issue that it'll likely be crap at the start of the expansion, since there won't be enough secondary stat rating to support it).
after playing primarily FFXIV the past year with its long GCD and more deliberate combat I've got to say the return to wow with its add gcd and (comparitively) constant button spamming...it isn't pleasant at all. combat actually feels far less engaging or thoughtful than ffxiv. yet somehow despite lacking as much thought it is still somehow more exhausting. I'm not sure what the changes in word will do for this but I feel like a major major overhaul is due.
SnD is only passive for Assassination. It was already essentially passive for them, since Envenom reset the duration to max anyway. It stills needs to be maintained for Combat and Sub. They really do like having a maintenance for DPS specs, but there are some that are much worse than others. The two worst were easily Invocation and Inquisition, which have both thankfully been removed.
Not immediately. It turns passive at some point between 91 and 100. At 92 I don't have it yet. But my vendetta is better then usual, since you know, I use that a lot on mobs I two shot while leveling.
Not immediately. It turns passive at some point between 91 and 100. At 92 I don't have it yet. But my vendetta is better then usual, since you know, I use that a lot on mobs I two shot while leveling.
I despise short term buffs that have to be re-applied every 30 seconds to maintain optimum dps. Hated it with seals for pallies, I hate it for rogues and feral druids. I'm going to be glad when it becomes a passive.
I despise short term buffs that have to be re-applied every 30 seconds to maintain optimum dps. Hated it with seals for pallies, I hate it for rogues and feral druids. I'm going to be glad when it becomes a passive.
I agree but at the same time I'm terribly concerned with what it means for Combat.
Granted, I gave up trying to make sense of the class changes for WoD until they're more complete, but if Combat is getting SnD as a passive then uh...Combat will be a 2 button class.
Maybe 3 if your SS combo points line up correctly and you Revealing Strike.
Combat aint getting passive SnD, so don't worry about that. I haven't tried it yet, but on paper Combat looks to be exactly the same as it is now just without the absurd amount of combo points from Shadow Blades. Adrenaline Rush does look a bit shit for people like me with lag, because it's reducing the GCD even further with the new perk. As if the button mash wasn't bad enough.
I might actually go test it out now. I did discover that the default UI is a nightmare for playing something like Feral or Sub because there's so much to track. I miss my mods already.
I despise short term buffs that have to be re-applied every 30 seconds to maintain optimum dps. Hated it with seals for pallies, I hate it for rogues and feral druids. I'm going to be glad when it becomes a passive.
I agree but at the same time I'm terribly concerned with what it means for Combat.
Granted, I gave up trying to make sense of the class changes for WoD until they're more complete, but if Combat is getting SnD as a passive then uh...Combat will be a 2 button class.
Maybe 3 if your SS combo points line up correctly and you Revealing Strike.
Well, that kind of sucks....
To be fair, I haven't paid much attention to the expac fight changes. I just figure that Blizzard has 4-5 months to figure out which things work, and which things don't.
Combat aint getting passive SnD, so don't worry about that. I haven't tried it yet, but on paper Combat looks to be exactly the same as it is now just without the absurd amount of combo points from Shadow Blades. Adrenaline Rush does look a bit shit for people like me with lag, because it's reducing the GCD even further with the new perk. As if the button mash wasn't bad enough.
I might actually go test it out now. I did discover that the default UI is a nightmare for playing something like Feral or Sub because there's so much to track. I miss my mods already.
Oh I thought the SnD thing was a universal rogue thing.
Good, Combat keeps it's 4th button. :P
I can't possibly see what gameplay benefit AR reducing the GCD on an already super small GCD class, would be.
"Hmm...combat is boring to play; how can we make it more fun? Oh Oh I know! Lets make them push the exact same buttons...faster!"
New build just went up on Beta. Most of the changes just seem to be tooltip updates, but I have noticed some interesting changes here and there. Don't know if any of these were already in, but they are the ones I spotted looking through the notes.
Brain Freeze apparently makes Frostfire Bolt instant again? It was recently changed to a Chaos Bolt style long ass fucking cast time, but unless it's a tooltip problem it seems to be reverted. EDIT EDIT: Nope wrong a second time. Ice Lance damage was buffed so that it's the same as it was before. FFB still instant.
Deep Freeze will break on damage (!)
Longer CD on Cone of Cold and Frost Nova (Ice Nova unchanged)
Sinister Calling (the +15% Agility buff for Sub Rogues) now causes your bleeds to tick once every time you multistrike.
Rip no longer lasts 16s + 6 from using Shred, instead just lasts 24s (obvious change now that Shred is usable from the front of the target)
Mistweavers have a chance equal to their multistrike to not put Renewing Mist or Rising Sun Kick on CD when used.
Elemental Shaman mastery change. Lightning Bolt/Chain Lightning/Earth Shock now have a chance to grant an Electric Charge. At 3 stacks, it does nature damage. Lava Burst/Lava Beam/Flame Shock have a chance to grant Rising Heart. 3 Stacks does fire damage.
That's the the interesting things I found. Will test some of them when I can get on.
On the whole I am less concerned with the big sweeping changes like arms warrior stuff because if they completely foul that up it will have to get fixed, what concerns me more are the little changes that might end up skewing a class in a direction I won't enjoy.
Making jab costing 50 energy for windwalkers, up from the current 40, or reducing the amount of combo breaker procs will most likely slow the class down somewhat which seems to have been intended as they have expressed concerns about gcd capping. It might not be a problem but the fact that they removed some of the neat little utility spells from the windwalker while leaving tiger fucking palm unchanged gives me zero confidence in the devs right now. Hopefully at some point TP will get removed but for now it seems we will be dragging that shitty thing with us to level 100.
tiger palm is aggravating as hell for brm too, since you have to be mashing it at all times you're not hitting other buttons or you're wasting damage.
Can't say I dislike the Ele mastery change. Multistrike made our current one kind of redundant. Speaking of which, they also buffed Ele's multistrike, putting it in line with our current mastery.
Should probably go test it out.
Edit: Some other changes I noticed.
-Marksmanship mastery changed to Sniper Training. Do not see a similar buff to mastery as elemental.
-Black arrow multistrikes proc L&L
-Various abilities do additional damage when they multistrike for Unholy.
-Holy gets additional damage and healing from multi strikes.
-All stealth-only attacks add a colossus smash effect for Subtlety
-SnD gives energy regen as well
-Ruthlessness gives CD reduction for various abilities per combo point spent, as well as energy regen.
Edit 2: Not noted in the patch notes about the new ele mastery is that Elemental Blast can proc both types of discharge.
Those rogue changes are just combining passive effects (Expose Weakness, Energetic Recovery, and that one Combat thing that reduces CDs) into others or into active effects. Functionally nothing has changed with regards to that. SnD energy regen is still Sub only.
Those rogue changes are just combining passive effects (Expose Weakness, Energetic Recovery, and that one Combat thing that reduces CDs) into others or into active effects. Functionally nothing has changed with regards to that.
Ah. I know nothing about rogues. Thanks for the clarification.
Good lord those new Fire Elemental models look rad as all shit.
That's what I want to turn into on my Shaman, not the lame Cata ascendant.
EDIT:
Also olol at a stormcrow, flying, mount as a WoD reward. Funny, Blizzard.
EDIT EDIT: You know, with each new set of T17 and S16 gear that is datamined, I'm starting to wonder if they actually intended on the LFR gear looking horrible, or if they're just entirely missing the mark for all sets for 6.0. Only a couple of them look cool, many look really, really, bad.
I find it amazing how much I was looking forward to warrior ability pruning
Now I am amazed at how much they want to make the game boring and seemingly force just about every warrior to be Gladiator so they can actually hit buttons and enjoy playing.
It is cool they want Fury to be the "dual wield" spec with Execute hitting with both weapons and all, but why would you not apply that to all of the abilities? Why is Arms going back to vanilla, but worse? Why do dps warriors still have a talent that replaces heroic strike if you are seemingly removing it from both Fury and Arms?
I really, really dislike the guild leveling removal because I fear they will use it as an excuse to stealthily excise all the perks associated with it. The latest thing I heard was that the Bountiful Bags might also get the axe.
All this quality of life stuff they are going back on is worrying.
honestly, that's the sort of thing that probably ought to be removed. It just winds up being something that they have to tune around anyway, since basically the entire playerbase has access to it. I don't particularly care about bountiful bags specifically, but in general you might as well just remove things like that and tune around the new status quo.
hold your head high soldier, it ain't over yet
that's why we call it the struggle, you're supposed to sweat
They should get rid of the passives like the money/rep/exp boosts and just have everything give you however much exp. They should add in more active benefits though, or maybe add in some of the ones they removed.
The deep freeze change was needed IMO, I say this as someone who was on the receiving end of 3 mages in the last SSM I was in.
Last night, I was in a SSM and there were 7 hunters on the other team. I don't think I've seen so many health bars since I was knocked into Onyxia's eggs.
Is new Balance druid still looking/feeling weird for those in Beta? Please let it not suck T_T
I spent some time with it again last night on the new build (it's still crashing my computer unfortunately).
--One problem is that by having Moonfire and Sunfire share a button you either need to pop Celestial Alignment right off the bat or suffer with only one DoT on the mob for the first 20 seconds of the fight. In addition you have to be very careful to not hit the button too soon as the Eclipse changes or else you're overwriting your 100% Moonfire with a 0% one.
--Next problem is that Sunfire's duration is too short to last a full Eclipse cycle, so to maximize DPS you need to do something unintuitive: you cast it right away as you enter Solar then once again around 80% on the return trip (i.e. after 100% has been hit). Due to how DoT effects refresh now that point is the first point you can extend the existing DoT's timer to be long enough to stick around until the next Solar.
--Next problem is Starsurge's buffs being locked to the Eclipse it was casted in. You need to have the time after a Starsurge cast to cast 2 Starfires or 3 Wraths based on the Eclipse you're in, so on the return swing there's a point where casting it isn't a good idea. From my calculations you'd want to primarily cast Starsurge right before you hit 100% so the buffs are active during your most powerful hard casting time and potentially one more at the start of an Eclipse (most likely Lunar). If you always cast it at the same time the cooldown will be up by the time the cycle gets back to that same location.
--Next problem is with Shooting Stars: since it can add a charge back in at any time and there's a cap of 3 charges, you need to continually make sure your charges are less than max so when there's a proc or a cooldown completes there's somewhere for that charge to go rather than being wasted.
--Next problem is that since Starsurge is locked to specific parts of our rotation for maximum DPS, you can't reliably use it for burst or movement dps. Moon/Sunfire are also not good for movement DPS anymore, so basically the only thing you can do is hope for Shooting Star procs while you're moving.
--Next problem is the lvl 100 talents aren't that good:
---Euphoria doesn't seem like a dps increase. The cycle time is halved but spell casts are only shortened by 20%. Since the cycle shortens to less than the Starsurge cooldown time Shooting Star procs become required rather than something to bleed off. Moonfire's duration is now twice as long as the cycle rather than exactly as long, so you only need to cast it once every two Lunars while now Sunfire can be cast at 100% and only once.
---Balance of Power's increase of duration only really helps Sunfire: Moonfire's is so long already that increasing it doesn't do much besides potentially switch it to being cast every other Lunar 100%. Since Wrath is a 2s cast baseline and you need 5 Wrath casts in a span of just over 10s to make casting Sunfire at 100% loop around to the next Solar 100%, it works out (asssuming you don't have to move or anything, which is a real sticking point).
---Stellar Flare is okay in that slots into the rotation reasonably well, the only problem is that you need to cast it as close to 1.5s before 0% as possible to get the best benefit. It's probably the best out of the three since it's not bad like Euphoria and not broken by movement as badly as Balance of Power.
There's probably other problems, but I got tired of examining after 3 cycles of crashes.
Posts
WoW
Dear Satan.....
That said, there is also an issue where a rotation has too many empty GCDs. That isn't fun either because you're stuck waiting around, until you're allowed to do something. Auto-attackidin was not fun. The slightly more active ret paladin set up in TBC wasn't fun. Most melee didn't enjoy having a majority of their dps determined by how well they could stick to the asses of bosses, so that they got maximum white damage uptime.
There needs to be a middle ground. Ideally every spec comes with a rotation that has enough consistent buttons, one or two procs to break up the tedium, that they are active enough where they feel like a full rotation, even if every GCD isn't filled. At the same time they have a small number of empty GCDs that could alleviate some dps loss, when people have to move for various reasons (staying in range, not dropped bad shit in the raid, not blowing up the raid or getting out of bad shit) or if they need to use some non-dps utility to improve the raids odds of getting a kill (hell, sometimes it's required).
battletag: Millin#1360
Nice chart to figure out how honest a news source is.
Fury plays much the same, prot plays the same. Arms is the only one that plays significantly different from now.
DKs play much the same. You're always going to hitting buttons as frost and unholy. Blood has significant worry about downtime that they've said they will address.
Enhance plays exactly the same, elemental is as boring as ever, haven't tried resto yet.
Windwalker plays the same.
I don't know if there's a difference in ret because i haven't played ret since wrath but you are hitting a button every gcd. Holy seems like you're busier because you have no more instants outside of shock.
Haven't tried mage, rogue, druid, warlock or priest yet.
2h is working like live.
Making jab costing 50 energy for windwalkers, up from the current 40, or reducing the amount of combo breaker procs will most likely slow the class down somewhat which seems to have been intended as they have expressed concerns about gcd capping. It might not be a problem but the fact that they removed some of the neat little utility spells from the windwalker while leaving tiger fucking palm unchanged gives me zero confidence in the devs right now. Hopefully at some point TP will get removed but for now it seems we will be dragging that shitty thing with us to level 100.
Why does Inquisition get the axe but other specs/classes still have a self-buff to maintain? I guess you can't cookie cutter everything but does anyone have fun with Tiger Palm or SnD or roar?
If it makes you feel better, it looks like ret gets fucked over by having emp. seals and Searphim, which do a similar thing. From what I'm hearing, emp. seals is fucking awful and we're seeing one of the few times where WoW players are using the term clunky right. Seraphim is also no that great being a 5 holy power spender, when the system wasn't designed for that and being a 10s buff on the GCD, with a 30 CD, it doesn't exactly feel smooth (also has the issue that it'll likely be crap at the start of the expansion, since there won't be enough secondary stat rating to support it).
battletag: Millin#1360
Nice chart to figure out how honest a news source is.
Do they still have that talent that duplicates specials for x seconds? I mainly PvP, and that sounds sexy.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
The random perk thing is the dumbest thing.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
WoW
Dear Satan.....
I agree but at the same time I'm terribly concerned with what it means for Combat.
Granted, I gave up trying to make sense of the class changes for WoD until they're more complete, but if Combat is getting SnD as a passive then uh...Combat will be a 2 button class.
Maybe 3 if your SS combo points line up correctly and you Revealing Strike.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
I might actually go test it out now. I did discover that the default UI is a nightmare for playing something like Feral or Sub because there's so much to track. I miss my mods already.
Well, that kind of sucks....
To be fair, I haven't paid much attention to the expac fight changes. I just figure that Blizzard has 4-5 months to figure out which things work, and which things don't.
WoW
Dear Satan.....
Oh I thought the SnD thing was a universal rogue thing.
Good, Combat keeps it's 4th button. :P
I can't possibly see what gameplay benefit AR reducing the GCD on an already super small GCD class, would be.
"Hmm...combat is boring to play; how can we make it more fun? Oh Oh I know! Lets make them push the exact same buttons...faster!"
:rotate:
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Brain Freeze apparently makes Frostfire Bolt instant again? It was recently changed to a Chaos Bolt style long ass fucking cast time, but unless it's a tooltip problem it seems to be reverted. EDIT EDIT: Nope wrong a second time. Ice Lance damage was buffed so that it's the same as it was before. FFB still instant.
Deep Freeze will break on damage (!)
Longer CD on Cone of Cold and Frost Nova (Ice Nova unchanged)
Sinister Calling (the +15% Agility buff for Sub Rogues) now causes your bleeds to tick once every time you multistrike.
Rip no longer lasts 16s + 6 from using Shred, instead just lasts 24s (obvious change now that Shred is usable from the front of the target)
Mistweavers have a chance equal to their multistrike to not put Renewing Mist or Rising Sun Kick on CD when used.
Elemental Shaman mastery change. Lightning Bolt/Chain Lightning/Earth Shock now have a chance to grant an Electric Charge. At 3 stacks, it does nature damage. Lava Burst/Lava Beam/Flame Shock have a chance to grant Rising Heart. 3 Stacks does fire damage.
That's the the interesting things I found. Will test some of them when I can get on.
tiger palm is aggravating as hell for brm too, since you have to be mashing it at all times you're not hitting other buttons or you're wasting damage.
it's just a terrible spell all around.
Should probably go test it out.
Edit: Some other changes I noticed.
-Marksmanship mastery changed to Sniper Training. Do not see a similar buff to mastery as elemental.
-Black arrow multistrikes proc L&L
-Various abilities do additional damage when they multistrike for Unholy.
-Holy gets additional damage and healing from multi strikes.
-All stealth-only attacks add a colossus smash effect for Subtlety
-SnD gives energy regen as well
-Ruthlessness gives CD reduction for various abilities per combo point spent, as well as energy regen.
Edit 2: Not noted in the patch notes about the new ele mastery is that Elemental Blast can proc both types of discharge.
Steam: pazython
Ah. I know nothing about rogues. Thanks for the clarification.
Steam: pazython
That's what I want to turn into on my Shaman, not the lame Cata ascendant.
EDIT:
Also olol at a stormcrow, flying, mount as a WoD reward. Funny, Blizzard.
EDIT EDIT: You know, with each new set of T17 and S16 gear that is datamined, I'm starting to wonder if they actually intended on the LFR gear looking horrible, or if they're just entirely missing the mark for all sets for 6.0. Only a couple of them look cool, many look really, really, bad.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Now I am amazed at how much they want to make the game boring and seemingly force just about every warrior to be Gladiator so they can actually hit buttons and enjoy playing.
It is cool they want Fury to be the "dual wield" spec with Execute hitting with both weapons and all, but why would you not apply that to all of the abilities? Why is Arms going back to vanilla, but worse? Why do dps warriors still have a talent that replaces heroic strike if you are seemingly removing it from both Fury and Arms?
Meh hopefully it'll start to make sense soon.
All this quality of life stuff they are going back on is worrying.
that's why we call it the struggle, you're supposed to sweat
Last night, I was in a SSM and there were 7 hunters on the other team. I don't think I've seen so many health bars since I was knocked into Onyxia's eggs.
I spent some time with it again last night on the new build (it's still crashing my computer unfortunately).
--One problem is that by having Moonfire and Sunfire share a button you either need to pop Celestial Alignment right off the bat or suffer with only one DoT on the mob for the first 20 seconds of the fight. In addition you have to be very careful to not hit the button too soon as the Eclipse changes or else you're overwriting your 100% Moonfire with a 0% one.
--Next problem is that Sunfire's duration is too short to last a full Eclipse cycle, so to maximize DPS you need to do something unintuitive: you cast it right away as you enter Solar then once again around 80% on the return trip (i.e. after 100% has been hit). Due to how DoT effects refresh now that point is the first point you can extend the existing DoT's timer to be long enough to stick around until the next Solar.
--Next problem is Starsurge's buffs being locked to the Eclipse it was casted in. You need to have the time after a Starsurge cast to cast 2 Starfires or 3 Wraths based on the Eclipse you're in, so on the return swing there's a point where casting it isn't a good idea. From my calculations you'd want to primarily cast Starsurge right before you hit 100% so the buffs are active during your most powerful hard casting time and potentially one more at the start of an Eclipse (most likely Lunar). If you always cast it at the same time the cooldown will be up by the time the cycle gets back to that same location.
--Next problem is with Shooting Stars: since it can add a charge back in at any time and there's a cap of 3 charges, you need to continually make sure your charges are less than max so when there's a proc or a cooldown completes there's somewhere for that charge to go rather than being wasted.
--Next problem is that since Starsurge is locked to specific parts of our rotation for maximum DPS, you can't reliably use it for burst or movement dps. Moon/Sunfire are also not good for movement DPS anymore, so basically the only thing you can do is hope for Shooting Star procs while you're moving.
--Next problem is the lvl 100 talents aren't that good:
---Euphoria doesn't seem like a dps increase. The cycle time is halved but spell casts are only shortened by 20%. Since the cycle shortens to less than the Starsurge cooldown time Shooting Star procs become required rather than something to bleed off. Moonfire's duration is now twice as long as the cycle rather than exactly as long, so you only need to cast it once every two Lunars while now Sunfire can be cast at 100% and only once.
---Balance of Power's increase of duration only really helps Sunfire: Moonfire's is so long already that increasing it doesn't do much besides potentially switch it to being cast every other Lunar 100%. Since Wrath is a 2s cast baseline and you need 5 Wrath casts in a span of just over 10s to make casting Sunfire at 100% loop around to the next Solar 100%, it works out (asssuming you don't have to move or anything, which is a real sticking point).
---Stellar Flare is okay in that slots into the rotation reasonably well, the only problem is that you need to cast it as close to 1.5s before 0% as possible to get the best benefit. It's probably the best out of the three since it's not bad like Euphoria and not broken by movement as badly as Balance of Power.
There's probably other problems, but I got tired of examining after 3 cycles of crashes.
Steam: pazython
What's the deal with all the "broken promises" chatter I keep seeing, did they change plans for something?