Quote:
Originally Posted by Pinski
I know, it's like really hard to cast a group buff with a 1s cast time :\
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Of course add the cast and recovery time of the group buff to the "effective cast time" of rays when calculating the dps of Rays. Any time wasted as a result of Rays must be added to the Rays cast time. That's wasted time that could be spent casting another nuke or two. Maybe Rays isn't so bad if someone's doing like 6k dps or less, and assuming the wiz gives you warning so you're not just about done casting a long nuke before it hits and interrupts it. What's a reasonable cast time for Rays, with adding in the wasted time, 3 seconds? If rays hits for 18k, that's like 6k dps for it. Big deal. Kind of sucks as most of us are doing better than that most of the time. I've just never been able to understand how Rays adds a measurable amount of dps to an illusionist doing good dps to start with. Don't be blinded by the big nuke that has a long effective cast time associated with it. I know when I'm casting at hyperspeed and Rays hits out of the blue it completely sucks..Rays seems to take forever (2 seconds??) and then it's a wasted second or more to get perp 5 back up. Unless someone's dps without Rays sucks, I just can't see where the "win" from Rays is. At best it seems like something to tolerate.
How anyone thinks it's ok for a wiz to interrupt the other mages in his group and FORCE them to cast Rays is beyond me. Then there's the time when you need to hit a cure potion to clear something off yourself, it's about finished and then damn Rays hits, which has happened to me.