"Decreased dps output for increased duration." I don't think this elegantly solves the issue of a short Inquisition time--with a clunky rotation--because you're asking us to sacrifice dps (which we likely won't be balanced around), and this would have the effect of pushing us further down in the dps rankings.
Why not have a talent (Sanctity of Battle!) that would extend Inquisition automatically, similar to how rogue's extend their Slice and Dice? It could either extend the duration by a certain # based on the Holy Power used, or, more likely, refresh the duration of Inquisition back its original duration when using Templar's Verdict. E.g., if you started with a 1 Holy Power Inquisition, it would refresh it back to 11 sec, etc.
I think having a glyph that asks us to be weaker for a smoother rotation is a step backward.
Thoughts?
The intent is that it is not damage neutral. Yes, managing Inquisition should mean higher DPS, if you are exceptional at managing it. However, a lot of players find that they can’t operate their class at full effectiveness when they are actually in an encounter with all of the running around, target switching and other encounter mechanics that aren’t present when blasting away at a target dummy. One of the biggest differences we see between good guilds and best-in-the-world guilds is that the latter can maintain maximum DPS in almost any situation.
The hope by implementing a glyph like this (and we aren’t sure we will, which is why we want feedback) is that your empirical DPS with the glyph may be higher than your theoretical DPS without it. Players who ignored the glyph might do lower DPS (because they are mortal and sometimes fumble with Inquisition) than if they just used the glyph. This is the kind of idea that, if it works, would be something we could do it for most classes and specs: trade off higher theoretical damage / tanking / healing for an easier rotation that might just mean higher effectiveness for some players. |