So I wanted to do a small write up on how the ability Black Arrow used to work versus this one, and then analyze how the current iteration will interact with the MM kit.
The effect from Pre-Legion reworks was as follows:
Fires a Black Arrow at the target, dealing x damage over 20 sec. Your Black Arrow periodic damage has a 20% chance to trigger Lock and Load, causing your next two Explosive Shots to cost no Focus and trigger no cooldown. When Black Arrow is dispelled, its cooldown is reset. (35 Focus cost, 24 sec cooldown)
For context, Explosive Shot Pre-Legion was an instant cast ability with a 6 second cooldown.
This interaction had a fun gameplay loop. Whenever you would cast Black Arrow, you would end up with a cool proc that was easy to utilize, and felt impactful because it spiced up an otherwise simple rotation.
The ability for TWW seems to have little overlap with the historical ability due to how MM functions now. Aimed Shot now has two charges, and a 2.5 baseline cast time. Any resets on Aimed Shot are difficult to utilize because you spend so long casting after it resets. The TWW Black Arrow seems to be wanting to fill the niche of âhey hereâs some resets on your big damage ability, use it!â but at least with current wording, it is more along the lines of, âhey hereâs an ability reset, good luck utilizing it!â
Thinking rotationally, a possible setup for this ability in game would be:
- Use a charge of Aimed Shot and spend 1-2 globals spending Precise Shots (or ignore Precise Shots altogether)
- Use 2nd charge of Aimed Shot and spend globals on Precise Shots (or ignore)
- Black Arrow
- Kill Shot
- Rapid Fire and pray you donât get any resets on AiS during the channel because by this point youâll be close to overcapping charges of AiS
- Spend any Aimed Shot resets and neglect other spell priorities
- Steady Shot to get focus back/put up Steady Focus
- Insert any resets on AiS from Lock and Load or resets from Surging Shots for Rapid Fire.
This is without even factoring in the tight windows of using Trueshot. The pain points above are having to ignore Precise Shots (which has always been an issue with this talent), possibly missing out on Rapid Fire charges, and the long ramp up time to get your rotation going. Black Arrow also steps on the toes of talents like Lock and Load because it has the same functionality, but less reliable and useful because Lock and Load actually makes AiS instant cast.
The spec design itself really causes issues with this ability because of three factors:
- Aimed Shot has a long cast time, charges, and a cooldown and having to spend more time hard casting it is not fun
- There are very few globals to spare due to several talents like Precise Shots, Tactical Reload, Steady Focus, Deathblow, and Surging Shots. Incentivizing other casts is awesome, but on top of those, adding an incentive to cast our big hitter will overshadow all of those talent choices.
- The talent tree is full of pitfall talent options and stuff that should just be baseline for MM.
Overall, Iâm frustrated by these proposed talents because MM already has a problem with a lot of weird talent options. See: Serpent Sting vs Serpenstalkerâs Trickery; Crack Shot; Killer Accuracy; Improved Steady Shot; Precise Shots; Steel Trap; Multi-Shot. There are a lot of unfun nodes in our talent options, and others that overlap their functionality. I think Black Arrow in its current implementation is more of the same.