| WotLK talent musing
Well, been reading the beta forums and it seems like most of us agree that fury needs a better rotation. One Idea that's been tossed about quite a bit is getting a talented WW back to 9s again. To go along with that, why not reduce the cooldown on BT to 3s? This would have a variety of effects that seem to work well with the dev's direction for the tree.
First thing we see is a lessening of the impact of our 51 point counterbalance since BT now requires a weapon. This should make it much more likely that we can find a comfortable middle ground as far as stacking hit so that we don't need to be fully (or near fully) hit capped to be effective.
Second, it makes bloodsurge feel less like it's doing nothing... more BTs = more crit BTs = more procs. Makes it more likely we have something to do on every GCD. As is stands right now, (at least on the PTR) bloodsurge feels like it doesn't happen enough to be worth it. Yes it does provide a decent dps increase, and may need to be rebalanced down slightly (or changed to use some other attack) with this change. The problem on this one is that a proc on 30-40% of uses of a 6 second cooldown abillity just doesn't happen all that much (every 18 secondsish if you land every BT). When you are already fighting a 24% miss penalty on BT as well as the slams that proc, it happens even less and gives the perception on being bad.
Third, it buffs the healing component of BT without having to do so directly. Though you get less than the one time 1.5% x5 swings every 6 seconds unless you're getting all 5 attacks in the 3 second time frame, your regen becomes much smoother, and more likely to be there when you need it most.
Fourth, it helps bring us back to being the sustained dps tree. With the switch to Titans Grip being the capstone, we went from a fairly sustained and even output of damage to feeling rather "bursty" I Walk up to lvl 70 mobs on the PTR and either explode them with a flurry of yellow crits or else I whiff a few and it takes considerably longer to git 'er done. This is one of the reasons that I never liked playing arms outside of PvP. I prefer my dps to remain constant and steady over the general course of things with cooldowns to give me the burst when it's necessary rather than getting it at random points in time (a problem that even worse in the current incarnation of the arms tree).
Somewhere along the way I prolly lost the omg OP! QQQQQ crowd. I realize that doubling the usage of an abillity that makes up 15-20% of our dps is significant and possibly too much w/o a nerf to the damage of BT, but we're still low man on the totem pole for dps from what I understand by reading the beta forums. Well, as has been repeated many times by GC, there still hasn't been a final numbers pass. If giving us this raises us up too high we can always be scaled back down again, and it should be easier to do at that point via numbers than in the current incarnation of the tree. This is also one of the problems I have with the idea of bringing enraged assault back. Much harder to balance that abillity than one they've been dealing with for years. Also, the mechanic never made much conceptual sense to me. I don't want to have to decide to sacrifice damage for damage, or possibly nerf my entire group's dps for a few seconds just so I can see a big yellow number. Sacing an enrage to stay alive so that you can continue doing your job just makes more sense to me.
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