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12/06/06, 8:02 AM
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#26
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Bald Bull
Tauren Druid
Lightbringer
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Sorry, but seeing another Loatheb thread when the survival thread is on page 2 and 4 pages long doesn't strike me as necessary.
I also don't see how disconnects would at all effect a static rotation any more than a reactive rotation. Taking Falk's example, what if it's Healer 2 that DC's That puts a delay of ~10 seconds during burst damage where no one can heal? What if it's Healer 3 that is DCing before his first heal, it will take until Healer 4 for people to react to the damage.
However, looking at the my damage logs done by Loatheb ... it's rather irrelivant. He really doesn't hit very hard, when looking at a tank with 14000 health. It's just somewhat intimidating when you're using a standard 8k hp tank for practice runs, you start looking at his ability to burst for 6k (doom and 2hits) and it's a bit intimidating until you realize just how much HP the tank is going to have on a real attempt.
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12/06/06, 8:15 AM
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#27
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Don Flamenco
Draenei Shaman
Kazzak (EU)
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Originally Posted by falkon2
Agreed... we toyed around with the idea of a static rotation here, but after having random healers (and not even the same ones between attempts sometimes!) disconnect, we just got ahold of SnagaLoatheb and worked from there.
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Erm, you serious? A guy in my guild wrote that as his first pet project with mods :D
Im off to tell him, he'll be SO happy :)
(Its what most of our guys use too, although we use bigwigs to set a general rotation)
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12/06/06, 8:22 AM
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#28
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Piston Honda
Undead Priest
Al'Akir (EU)
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Originally Posted by Boevis
I also don't see how disconnects would at all effect a static rotation any more than a reactive rotation. Taking Falk's example, what if it's Healer 2 that DC's That puts a delay of ~10 seconds during burst damage where no one can heal? What if it's Healer 3 that is DCing before his first heal, it will take until Healer 4 for people to react to the damage.
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In a static rotation, there is no such thing as people "reacting" to the damage. It's the very definition of the static system, where your healers are casting at predefinite moments (60s/X healers = every Y sec). For every disconnect, you have a gap where it is possible for your MT to die. My combat log states he hits every 1.5s on average. So it's very feasible for him to get 4-5 hits, as well as a Doom in that 10s interval. If he wasn't at full health to begin with, or perhaps the MT is not extremely well geared (very plausible for guilds that are just learning him), it's perfectly possible to have your MT die. I'll always trust my healers to think and judge for themselves rather than put blind faith in a static system incapable of change.
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12/06/06, 9:21 AM
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#29
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Bald Bull
Tauren Druid
Lightbringer
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The exact same thing happens with reactive healing due to the debuff, unless you have an extra 3 healers (very unreasonable and unnecessary) having 1 person DC is going to create problems. In fact, reactive healing has the potential to create a greater than 10 second gap in the healing, while a static rotation has a max of 10 seconds.
Either way you run healing, you'll always have at least 1 healer sitting out of the rotation to cover problems like chains of hits + doom or DCs.
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12/06/06, 9:26 AM
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#30
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Piston Honda
Undead Priest
Al'Akir (EU)
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Originally Posted by Boevis
The exact same thing happens with reactive healing due to the debuff, unless you have an extra 3 healers (very unreasonable and unnecessary) having 1 person DC is going to create problems. In fact, reactive healing has the potential to create a greater than 10 second gap in the healing, while a static rotation has a max of 10 seconds.
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Ermm, no. With reactive healing, the moment I see the guy before me has disconnected (or that simply the tank's health has dipped dangerously low, because of the guy lagging or whatever reason), I simply step up and cast my heal. It's more flexible and easier to adjust in case of the unexpected happening - and the whole healing queue adjusts after me, not being tied into a rigid casting system.+
edit: the reason why this is possible is found is Shalas's excellent post below.
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12/06/06, 9:29 AM
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#31
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Bald Bull
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Originally Posted by Boevis
The exact same thing happens with reactive healing due to the debuff, unless you have an extra 3 healers (very unreasonable and unnecessary) having 1 person DC is going to create problems. In fact, reactive healing has the potential to create a greater than 10 second gap in the healing, while a static rotation has a max of 10 seconds.
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With reactive healing you usually have multiple people with the debuff off at a time. If someone disconnects or dies, you just skip them, and cast a heal when they would have. I generally end up casting a heal about once every 70 seconds with 13 healers alive/online. Less overhealing reduces the number of heals that need to be cast.
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12/06/06, 10:26 AM
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#32
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Von Kaiser
Night Elf Priest
Neptulon (EU)
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Originally Posted by Boevis
The exact same thing happens with reactive healing due to the debuff, unless you have an extra 3 healers (very unreasonable and unnecessary) having 1 person DC is going to create problems. In fact, reactive healing has the potential to create a greater than 10 second gap in the healing, while a static rotation has a max of 10 seconds.
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If there is a 10 seconds gap when using reactive healing that means that the main tank needed extra healing at some point. The corresponding situation in a static rotation would be that the main tank is dead instead. Is that better?
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12/06/06, 10:36 AM
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#33
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Von Kaiser
Murloc Priest
Lightning's Blade
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Originally Posted by Arawethion
On topic. Yes, to say different what someone said above:
The commonly noted objection to the "heal by watching tank HP scheme" is that "a gap in one rotation might lead to a gap at bad time in the next rotation." I don't see how this makes any sense.
If there's a lucky string of misses, and I don't need to heal until 12 seconds after the previous healer, the only way that this will cause a problem is if 60 seconds worth of damage get dealt to the tank within the next 48 seconds (causing the 12sec gap to reappear). And that possibly is equally deadly no matter which healing plan you use.
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I would like to point out that I was the one who made this point on our guild forums when we first discussed "lucky" and "unlucky" strings of hits or misses. :P
Aside from that though, the setup doesn't need to be terribly complicated. We use the Snagaloatheb mod (it's on curse-gaming.com) and it's pretty much idiot proof, as far as healing mods go. With it even a monkey could see when it's his turn to heal, and heal. If your tank get a lucky string of misses, it only screws up the rotation if one minute later your tank gets an unlucky string of hits, and such a string would be bad (possibly tank-killing) even if you didn't have that lucky string of misses. In other words, when it comes to MT healing, what happens in the past does little to affect how you heal in the future. Heal when you need to heal, don't heal arbitrarily just to stay "in order" in a silly attempt to hardwire each heal to a specific time.
EDIT: I posted the discussion we had about this on our forums below, for reference. (note: Gator is our MT.)
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Originally Posted by Hamlet
Well, here's my concern.
You guys run "each person heals in turn by Gator's HP," instead of "cast one heal every 60/N seconds," right?
The downside of this strategy is that it has potential to leave gaps. If Gator gets a huge string of avoids, leading to an 8-10 second gap between heals, that gap will be baked into the rotation 60s later. If the rotation is cutting it pretty close, bad things can happen.
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Originally Posted by Fancypants
I'm not seeing how a "gap" happens if Gator gets lucky with a series of avoided attacks. It doesn't change anything except allow healers more time to DPS while they wait for the tank to take damage. A gap only occurs when we're healing with a strat that forces healer to heal every x seconds, which is not what we're doing. So what if healer #1 is now tossing his second heal at 1:15 instead of 1:00? It makes absolutely no difference. In fact a string of avoids is the best thing that could possibly happen.
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Originally Posted by Hamlet
It's the best thing that could possibly happen at the present moment, but means that the next time around, you're cooling down that much later.
If I heal at 1:20, and then Gator gets lucky and you don't have to heal until 1:32 (even tough you were expected to heal at 1:25 or so), then there's a large gap in our cooldowns. A minute later, if I heal at 2:20, Gator probably dies. I have to make sure I can heal late enough for you to be okay, which means the person before me has to have healed late, etc. There has to be enough leeway in system that we can fill in the gap.
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Originally Posted by Fancypants
Ahh I see what you mean. What I think you left out was the fact that for you to need to heal again at 2:20, Gator must've been extraordinarily unlucky in the time between 1:32 and 2:20, avoiding much fewer attacks than normal (in essence, taking 60 seconds worth of damage in 48 seconds). If that is the case, then it would've been a problem even there wasn't a lucky chain of avoids between 1:20 and 1:32.
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Summary: Set a healing order (ideally one that spreads out the AF/Inspiration procs, as well as the 8/8 Trans procs), and don't have each heal linked to a specific time. Heal when you need to heal.
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12/06/06, 10:36 AM
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#34
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Bald Bull
Tauren Druid
Lightbringer
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Originally Posted by Shalas
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Originally Posted by Boevis
The exact same thing happens with reactive healing due to the debuff, unless you have an extra 3 healers (very unreasonable and unnecessary) having 1 person DC is going to create problems. In fact, reactive healing has the potential to create a greater than 10 second gap in the healing, while a static rotation has a max of 10 seconds.
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With reactive healing you usually have multiple people with the debuff off at a time. If someone disconnects or dies, you just skip them, and cast a heal when they would have. I generally end up casting a heal about once every 70 seconds with 13 healers alive/online. Less overhealing reduces the number of heals that need to be cast.
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And you can't do this with fixed healing because ... If I have 12 healers in rotation and 1 healer off, and all 12 healers are at 20+% overhealing ... I drop a person from rotation, it's not that big a deal.
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12/06/06, 10:59 AM
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#35
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Piston Honda
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Originally Posted by Boevis
Sorry, but seeing another Loatheb thread when the survival thread is on page 2 and 4 pages long doesn't strike me as necessary.
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Ohh god my eyes, 2 posts with the words Loatheb in the title!! Don't like it, don't look at it...
Regarding strategies, next we see Loatheb I'll try both static fixed interval rotations. If it doesn't click after like 5 pulls or show any improvement we'll probably try to fine tune our reactive setup. Again thank you everyone for the valuable responses.
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12/06/06, 11:28 AM
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#36
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Soda Popinski
Falk
Night Elf Druid
No WoW Account
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@Boevis: Why are you getting so worked up? :/ You brought up a point something regarding reactive healing which I felt I needed to correct slightly. As a strategy, it works; just as static healing does. You don't NEED to prove that static healing works... I don't dispute that. It works like a charm for you and that's all well good and fine.
I just wanted to clarify that one misconception regarding a possible alternative and equally viable strategy which may very well do the job for Apparition's guild.
In any case, good luck on Loatheb... many things have changed in both healing and DPS for 2.0, so maybe our experiences learning the fight up to the first kill won't be exactly the same, but there you have it- two different and seemingly antagonistic strategies that have worked for numerous guilds.
Edit:
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Originally Posted by Tel
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Originally Posted by falkon2
Agreed... we toyed around with the idea of a static rotation here, but after having random healers (and not even the same ones between attempts sometimes!) disconnect, we just got ahold of SnagaLoatheb and worked from there.
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Erm, you serious? A guy in my guild wrote that as his first pet project with mods :D
Im off to tell him, he'll be SO happy :)
(Its what most of our guys use too, although we use bigwigs to set a general rotation)
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Whoa, really? I remember seeing the mod somewhere on EJ a long time before we reached Loatheb and snagged it in advance just because I like to be thorough. It really saved us a -lot- of headache, as LV was too bulky for some people (me especially :( ) to use in fights like Loath./Thadd. I'm pretty sure a ton of guilds who lurk EJ forums would have had exposure to the mod as well.
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12/06/06, 11:36 AM
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#37
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Von Kaiser
Murloc Priest
Lightning's Blade
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This is probably one of those things like Patchwerk OT healing setups, or Twin Emps tanking setups, where there are multiple ways to do it but one is clearly better. I honestly don't see how a fixed interval healing rotation could possibly work better than a reactive heal-when-you-need-it rotation, for the reasons I mentioned above.
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12/06/06, 11:45 AM
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#38
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Bald Bull
Tauren Druid
Lightbringer
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I'm not disputing that, not anymore. As I said, it's rather irrelivant when looking at a tank with 14k+ Health, so long as Damage taken per minute stays the same.
One thing I've noticed, many people seem to be deisgning around the idea that healers are critting their heal, are you guys really giving all your healers the spore buff? If they spawn every 13 seconds, that's 104 seconds to get everyone the spore once, the spore buff lasts for 90 seconds, is healers critting heals worth your DPS spending 13% of their time without the buff?
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12/06/06, 12:28 PM
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#39
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Glass Joe
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If you have multiple healers disconnecting frequently enough on a 5 minute fight that you need to cater your strategy to it, I suggest they get better ISP's.
Static system is easier, less prone to error, and allows the healers to focus more on dps(just as hard for an undergeared raid as keeping the mt up) and surviving.
Wait to heal systems also make surviving more difficult for healers. What happens if the tank goes on a parry streak when it's time to bandage? I've seen our MT take negligible damage for 15+ seconds, that's too long to wait to bandage yourself.
And besides, there's a reason you have 1 (or more if you have lots of healers) person sitting out of the rotation. If someone disconnects he can cover for them.
10 seconds is very much a worst case scenario anyhow. I know of very few raids who bring only 13 healers to naxx. If you need to sit out that many healers just to have the dps to kill him, I would recommend world buffs, more mats, more gear, or learning how to dps, instead of implementing unnecessarily complicated healing strategies to make up for the fact that you're short healing.
Most of the time you'll probably have closer to 14 healers in rotation with 1 or 2 sitting out. Which means, even if one or both of your out of rotation healers are on timer, your tank will go at most about 8 seconds between heals. There's a reason your MT specs prot for last stand, has a lifegiving gem, and a healthstone.
Since putting this strat in place we've never had trouble keeping the MT up unless multiple people make stupid mistakes, which is a wipe with any healing strategy. We've had disconnects, premature healer deaths, etc. Unless your tank is seriously undergeared or you're lowballing on the mats, keeping the MT alive is really not that challenging.
I'm not trying to say a wait to heal strategy sucks or doesn't work. Both strategies are viable. I'm merely defending the static strategy. I've not once in 12 weeks of killing this guy thought 'Gee if we'd been using a wait to heal strategy that wouldn't have been a wipe!'. It just doesn't happen. Unless your healers are connecting to the internet using string and paper cups, the static strat is solid, reliable, and foolproof.
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12/06/06, 2:15 PM
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#40
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Soda Popinski
Falk
Night Elf Druid
No WoW Account
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Originally Posted by LiandraTich
Unless your healers are connecting to the internet using string and paper cups, the static strat is solid, reliable, and foolproof.
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Sometimes, connections aren't a matter of choice. Oceanic guilds raid with an average ping above 350-400ish, and that's with the best ISP's. I'm sure many Australians have choice stories to tell of multiple ISPs and their international links, but here in Sunny Malaysia, I can assure you the situation is... well... see for yourself - my beautiful green-glowing hands taking an eternity to conjure what is supposedly an 'instant' spell
http://files.filefront.com/Immortal_.../fileinfo.html
http://files.filefront.com/Immortal_.../fileinfo.html
*
When you ask a group of 13 odd people with similar connections (admittedly I skew the connection 'shittiness rating' curve on the high side) all you can do is hope for the best. At those latencies, the zaniest client-side twitches can push you over the edge of the client and server saying 'screw this out-of-sync bullshit' and waving good-bye to each other. I think we've had an average of 1-2 people disconnecting any given week on Loatheb, and at least 3 on Thaddius throughout the course of the fight. And they're never all the same people. We've just learnt to adapt strategies that are robust enough to account for a reasonable number of disconnects.
Sorry for the slight derail, but I suppose your raid's connectivity may be a factor in what kind of healing setup you want to use. Bad connections are mostly a matter of choice... but only in certain parts of the world.
*note-Was recorded, I think, a day right after the Swiftmend patch. Don't laugh at my noobgears.^_____^
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12/06/06, 4:57 PM
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#41
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Glass Joe
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Step 1: Everyone downloads Natur's EnemyCastbar
Step 2: Healers use this macro
/tar Roch
/cast Healing Touch XI
/ra .countsec 3 Aliria next!
/w Aliria your next!
Roch is our MT and Aliria is the next healer on the list. We use a reactive healing strat so my macro makes a castbar that the next person can watch. This has greatly reduced overhealing for my guild and at any given time, we have 3 healers not on cooldown. Hope this helps :)
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12/06/06, 5:12 PM
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#42
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<Druid Trainer> Emeritus
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Originally Posted by tritium4ever
I would like to point out that I was the one who made this point on our guild forums when we first discussed "lucky" and "unlucky" strings of hits or misses. :P
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I would like to point out that if you haven't started raiding again by the time we reach Sapphiron, Xix will call your boss and have you fired. ;-)
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And yes, this is a lot like the Loatheb consumable order discussion. We a bunch of people saying, "look, this way is strictly superior," and a bunch of other people saying, "it doesn't matter because we can succeed by doing it this other way." The whole point of this discussion is to try to inform people who are actually contemplating both options (and for whom it might make a difference between success and failure) which one is better.
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