Maybe for a boss fight but i don't want to loose my Nephlam MF buff.
04/24/2012 03:55 PMPosted by mistrfantasyLets look at it this way: With 4 slots as spirit generators, you get a measly 32% dps boost assuming you can keep the passive buff @ 100% up time. If you replace 1 of those spirit generators with Mystic Ally, you have a about a 120% additional damage(its 40% weapon damage + whatever rune ability you pick(approx 80%-120% weapon damage) vs a 32% boost over * 110% weapon damage) in addition to a 24% boost from the passive. As you can see, picking mystic ally would be way better then picking up a 4th ability. This is generally true for most spirit generators, as they deal significantly less damage then the abilities that spend spirit. You would severely gimp your damage in most cases if you went with a 4th ability. The opportunity cost of spirit spenders is just too high.
04/24/2012 04:16 PMPosted by AmyntasIdk about you guys, but I for one would think using the same four abilities the whole game would get extremely repetitive. Even if it does increase your damage output, I think using other skills would be way more fun overall.
04/24/2012 04:08 PMPosted by SpacelyI do not believe this is correct. You can only spend time doing one thing at a time. If that thing is attacking, which attack you are using of 6 possible skills makes no difference.
I do not believe this is correct. You can only spend time doing one thing at a time. If that thing is attacking, which attack you are using of 6 possible skills makes no difference.
That's all speculation and completely wrong. Yes you can only use 1 ability per GCD, but that doesn't mean all GCD's are created equal. For Mystic Ally, that's damage above your base generator output. Just using mystic ally as an example, you cast it once, and you get 40%*(# of attacks) + (80%-120%*# of special attacks) + 24%*(base generator damage). There is no way Mystic Ally won't beat a +8% passive bonus damage to your base generator damage. Just look at it from a design perspective, there's no way an ability that gives you spirit will out-damage an ability that COSTS spirit. Per GCD, a spirit-costing ability will either out-damage a spirit generator or provide key utility(like mobility, heal, or protection). Just look at abilities like 7sided strike, cyclone strike, exploding palm, lashing tail strike. All of them all deal more damage per GCD than any generator. Too many generators are simply redundant, as equipping multiple generators will NOT increase your spirit generation rate.
04/24/2012 05:41 PMPosted by mistrfantasyIt's not +6 spirit per spirit generator ability I have, it's +6 spirit per spirit generator attack. Having 3 or 4 abilities will still only produce spirit @ the same rate as having only 1 generator ability. The only reason you would ever equip more then 1 spirit generator is for the specific effects the runes can produce(such as FOT->CW->WoHF, but this is impractical and almost impossible to achieve on a consistent basis, as they MUST hit in sequence for it to be worth it. A macro will not keep this in sequence over consecutive uses), but even then, you'd still be sacrificing dps and survivability, as they could be replaced by better spirit spenders.
04/24/2012 10:49 PMPosted by GerulfmanWhat i'm gathering from this is that a 1 spirit generator build can build spirit just as quickly as a 3 generator build due to the fact that you can spam 1 generator just as quickly as you could 3 or 4. The only benefits i'm seeing for a 2-4 generator build is that you will have a few more buffs and debuffs going on as you execute your combos.
04/25/2012 12:06 AMPosted by SnooIt's hard to say but probably the most rewarding spirit generators (purely for the sake of generating spirit the quickest) will be either FoT(Quickening) or Deadly Reach (Strike from Beyond). It's debatable which, because FoT attacks faster but doesn't AoE until the third strike, whereas Deadly Reach AoE's at least the second and third strike with significant range on the third. So I could use just one of those combo spirit generators if I wanted the quickest spirit return, right? But where's my Teleport. Where's my crippling wave debuff. Where's my APS/movement buff from Blazing Fists? I want it all! :O
Well like i said the buffs/debuffs are the difference. But, are they really worth having over LTK knockback/stun? Or blinding lights cc? I mean if you use 4 generators and a mantra how much utillity can you actually squeeze into the build?
04/24/2012 08:09 PMPosted by mistrfantasy^ per the above, you use 2 crit +spirit runes on 2 different abilities. Again, that's redundant as hell, considering one ability will do it just as well. If you think deadly reach is faster, then by all means use deadly reach, but if you then a +10 spirit crit is worth 1/6th of all your abilities, you're crazy. And it doesn't really solve how you plan maintaining the combo sequence. Look, every build is "viable" for play just like frost mage is viable for WOW PVE, Carriers are viable in Sc2, or Scouts are a viable unit in Brood War. It doesn't make them good.
04/25/2012 09:34 AMPosted by ZanathosI've even considered going with 2 mantras so that I can get different buffs depending on my situation although the idea of doing this makes the min/maxxer in me go nuts.
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