Hmm, interesting. My experience has been largely the opposite, where most duos that werenât especially synergetic with MM were wanting Venthyr Survival over anything else.
I think what I like most about the Arms tree, oddly enough, is its degree of redundancy. Normally, thatâd sound like a bad thing, but the way Arms does it allows you to have at least 2 ways to do any particular cool thing or meet a particular niche, evenâŚ
- across wildly different paths, and
- without removing the choice to take both/all such choices (if you really, really want to focus on the overlap even to the point of taking some anti-synergy).
- Both are affordances not available to choice nodes, for instance.
Do I want to chain cleaves via Exhilerating Blows and Battlelord? Just use it every other GCD via Reaping Strikes? Literally just AoE via CDs (Bladestorm, Warbreaker), Dreadnaught and Blood and Thunder? So many options for granular changes in capacity and playflow.
I fear I must have been unclear before.
My follow-up question was, essentially, what are the components âvisually, mechanically, in terms of affordance, etc.â that make Survival⌠Survival, to you? And then, how do you feel those components relate to one another?
Is Kill Command, for instance, more alike to Wildfire Bomb or to Mongoose Bite? Is Tip of the Spear a Kill Command talent (since there lies its first trigger and where the bonus damage is generated) or a Raptor Strike / Mongoose Bite talent (since there lies the second trigger and where the bonus damage is spent)?
More importantly, how many degrees of choice or interaction would you ideally like to see available each to, say, Mongoose Fury, to bombs, to poisons, to bleeds, etc.?