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Old 11/05/09, 1:17 PM   #1
• bartolimu
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Mal'Ganis
Infraction for Lupius: 3. All discussion should be both polite and civil.

Post: Marksman questions
User: Lupius
Infraction: 3. All discussion should be both polite and civil.
Points: 1

Administrative Note:

Message to User:
Don't be a dick.
Original Post:
Originally Posted by Esoth View Post
Run speed effectiveness is not limited to long stretches of ground to be covered. In fact it's much more likely that the effectiveness comes from covering ground in about 1 second where it would be completely impractical to swap aspects. Running out of fire bombs on Goramok, positioning readjustment on jormungars, moving from nearby infernals on Jaraxxus, the entirety of faction champions, all movement on twins, phase two of Anub (and phase 1 repositioning after an emerge). In other words, there is still movement to be done even in situations where you are currently in range of the target and cheetah is definitely not always the best solution there.
I'm having a hard time understanding how run speed enchants would benefit those 1 second movements you described. All you achieve is being able to resume your auto shot 8% sooner, and you do it 2-3 times per fight (for beasts and jaraxxus, anyway). It's still difficult to justify using speed enchant over a more potent one.

I'm not saying there's not a lot of movement in ToC, but we need to categorize them to see which situations actually benefits from a speed enchant. Consider the following:

1. Small movement to get out of the bad (fire, poison, orbs), can dps on the move.
Benefit: resume auto shot faster

2. Long runs to get out of the bad (trample, spikes), no dps on the move.
Benefit: none, pop aspect you noob

3. Moving to get in range of target(infernos, FC, twins, scarabs), no dps on the move.
Benefit: significant

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