Quote:
Originally Posted by Strode
although turn strike is nice i have seen it fail more than it has worked, casting it 2 sec befor the AE, its on my spell effect window, then i still get AE'ed and die. im not sure if its broken or what but its not worth the risk of having it work 50% of the time.( mostly fails in VP).
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I agree. Here's the major issue I have with turnstrike:
Only lasts 10 sec (11 w/ harmonizations) - Considering many mobs have a 5 sec variance in their AOE timer's, that's not leaving much room for mistake when calculating the timer. Because of this, often times you'll notice yourself waiting until the AOE has 3-4 sec remaining to use it, because god forbid you use it and it expires before the AOE lands. Now you're vulnerable to it missing and you getting caught by the AOE hitting on time or a second or 2 early.
Also consider the fact that ~70% of our DPS can be done from 10 meters away from the mob and ~30% from 30m. To joust from melee range to 10 meters out to 30 meters out for an AOE doesn't decrease our DPS by that much, probably ~50% for 5-10 seconds - which in a 5-10 minute fight is minimal.
Lastly, everyone loves to DPS, and I'm as pro-DPS as anyone on these forums, but you can't leave out the fact that dying as a troubador is a huge problem for the raid. Your group loses its deaggro, some power regen, and DPS which will cause the mages to get aggro and die, or even wipe the raid. Also, we have 13 buffs I think to cast after being rezzed, which takes a good 40 seconds of doing nothing. Also, if there's one thing that'll really fuck up your DPS, it's dying.
With all that being said, I still think turnstrike would own for zones like Protector's Realm, but I'd be hesistant to use it in VP, I just feel the risk/reward isn't worth it and Rhythm Blade (which can be used in every situation) is a better choice.