I don’t like to complain. It’s part of my branding, “relentlessly positive, actually terrible”. I try to put a positive spin on everything in this game because that’s the way I like it. But I do have one complaint I can’t find a positive spin for.
Today I want to talk about these two talents and how I really enjoy what they do to the rotation. They are both alternate resource consumers, acting as a compliment to Soul Cleave. Soul Cleave takes pain and souls and turns that into healing and damage reduction. Fracture is half of that, taking pain and turning that into potential for healing and damage reduction. Spirit Bomb is the other half, taking souls and turning that into actual healing and damage reduction. (And the damage reduction I’m talking about in these cases is Painbringer and Fueled by Pain.)
It seems that with Legion, or perhaps my increasingly aging brain, classes have gotten very complicated. It used to be that a proper guide only had to outline the rotation and stats and talents and be pretty solid. That’s 90% of the way to understanding a class!
Some classes are built around pooling resources. That is, their abilities consume only a portion of their max, allowing them to use multiple of the same or similar abilities in quick succession, and allowing them to save resources when they’re not needed. Poolable resources act like a buffer against unpredictability or mistakes. Brewmasters are the classic example. They have three to four charges of brews, allowing them to use a few at the same time or recharge for later. They have ox orbs, which can be pooled during low damage times for a big heal at high damage times or small heals over time.
Playing both my DH and my monk regularly, I was surprised that I can keep them both competitively geared and at decent artifact levels. I mean, I’m definitely behind on those, but not in a detrimental way, and that’s more due to my casual play time outside of raids than due to splitting mains.
I need to get back in the habit of writing regularly. Especially these microblogs, which are good for accomplishing small things every few days.
Wow, I’ve been doing this a long time. The big events this year were Legion beta, Legion release, and all the new raids and guides that come with that. It’s been a big year for this site. I’m particularly proud of how far my guides have come. My raid guides have more polish, my class guides are more streamlined. I’m happy with the microblog series, giving me an opportunity to blog without the overhead of a polished opinion. Where this time last year I was feeling like I was failing the blog, now it feels like it’s thriving!
The other day I was playing a console game and struggling with a boss fight. I’d been working on it for many attempts and failing miserably to get the boss anywhere close to dead.
After tolerating a half hour of raging, my boyfriend borrowed my controller and, after having never played this game, killed the boss in one try.
Long time readers might be familiar with how I chose talent recommendations, and might know that it’s a little different than most guides out there. I think what surprises most is that I don’t rely on sims. They’re a part of the equation, but not the last word. I value many other things when it comes to talents.
In no particular order:
- Ease of use
- Personal preference
- Sims & Logs
That’s just for recommendations in my guide. When making actual talent choices in game, there’s an important #1 addition: fight mechanics.
Talents are more than just the damage / healing / damage reduction benefits, there’s always something more. As tanks, we are especially well served by being able to trade objective benefits for subjective ones.
Ease of Use
We are not computers, so in contrast to sims, anything that doesn’t demand extra attention gains some points from me. Just having a talent that doesn’t serve as an extra distraction while learning a fight is a powerful thing, even if that talent might not be the final choice when you kill the boss.
Some talents are really strong in niche situations, and others are just modestly strong in all situations. In a guide, since I have no way of knowing what content you’re trying to tackle, I’m going to lean toward recommending general talents.
I don’t know what other people like, but there are a few talents I’m just fond of. I can’t completely separate my own biases from this blog, nor do I really want to.
Keeping in mind my own bias, sometimes I’ll adjust my talent recommendations based on what the community as a whole prefers, even if it’s not my favorite thing. Just because I don’t like a talent doesn’t mean it’s a bad recommendation for others.
Sometimes I recommend talents because I love finding uses for all of them. Even if there’s a super-niche talent, I want to find a case where it’s valuable and talk about it.
Simulations / Logs
Sometimes the numbers speak for themselves, and even the utility benefits of some talents are overshadowed by poor simming and logging.
Example: Special Delivery (before the latest buffs to its siblings)