That's exactly my point, it can be refined even more than it has currently been presented. In my own experience I’m finding that some classes work much better when you define key mapped steps for one or two abilities and then stack a number of steps in a key map for that class / spec. In my observation it takes some of the randomness out of the basic priority system which to my knowledge is really just the game randomly picking a key to execute, it’s not really walking down the sequence.
Take my Prot Warrior setup for example, it’s a 3 step DPS rotation where each step is a similar set of abilities, each starts with ‘Charge’ which means no matter what he’s going to charge to the target if he’s got minimum charge range.
Step 1: Victory Rush, Shield Block, Shield Slam
Step 2: Shockwave, Thunder Clap
Step 3: Revenge, Devastate
By breaking things out in this way I’ve found that he’s much more probable to trigger a given ability on CD or when he has enough rage, much more so than when I stacked it all in a single step.
Again this is just my limited experience with this setup and for me I’ve found it able to get much closer to the DPS output of a played character than any other system I’ve tried with MoP.
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