I do not make plans. My answer to the classic interview question “where do you see yourself in a few years?” is a pause followed by “huh, I never thought about that before. Wherever I end up I guess.” My most distant plan is a trip in September that my friend made me plan a while ago. I would have waited to plan until a month prior if allowed. I got a headache when my boss asked me for yearly goals, since I cannot comprehend what anything will be like in a year, let alone plan for it!
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’s still in rough draft state since some bosses don’t have a lot of information out there, but at least every one has a basic guide!
7.2.5 is coming on Tuesday, and both classes I main are getting some big changes!
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.
The second class around took a lot less time, but was still pretty difficult! Where the DH challenge tested my timings and burst damage management, the monk challenge tested my situational awareness and self healing.
Some things, like movement and ranged damage, were much easier on the monk. Some things, like healing and dealing with knockbacks, were much harder.
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.