Originally Posted by
Dracodraco
The fact that you think you're managing the pet is cute. Your pet is a big, clunky DoT. You stick it on a target and that target takes passive damage from the pets attack no matter what your input is (except for "remove dot"/put pet on passive).
In essence, as we ended up concluding in the previous discussion I had about this:
You're describing spec fantasy. Things like using dots or a pet to deal damage is qualities that goes under "class/spec fantasy", because ultimately, the delivery method doesn't matter in difference of playstyle; The different feel of the rotation does.
I'm describing spec mechanics. It doesn't matter if the damage is dealt over 3, 6 or even 24 seconds to me - if you're pressing the button once every 24 seconds, it's going to be an entirely similiar feel to play the spec as ANOTHER spec, that has an instant-damage button with a 24 second CD. The difference is spec fantasy, which, sorry to say, can never make your playstyle feel different. Mechanics can.
Playstyles were much the same. What trap utility did survival have that BM didn't? Are you talking about triggering an instant-LnL by trying to CC a mob...? That's literally all I can think of, because as you'll recall, all hunters had access to all traps back then.
As for LnL/Arcane weaving, IIRC it was actually found out that it was a DPS loss to weave arcanes compared to just waiting .2 seconds before firing off the second LnL shot. As for AOE, you had no spread AOE as surv. Your Multishot hit the same radius as BM's multishot/beast cleave. You could roll serpent stings on multiple targets if you really wanted to by arcane shotting each one individually, but the gain from it was absolutely miniscule.
But yea, if I click the button once every 25 seconds that's the same mechanic to me. Doesn't matter if it's a dot or a self buff, I click button every 25 seconds, damage results. I delay the click, I lose damage.
(Also you guys seem to think that specs are very "different" - this is probably why some of us do well on the vast majority of characters we play; We don't see individual attacks, and we certainly don't have to keep track of it all and learn it from scratch. Button #1 takes priority over #2, hit them on CD, hit #3 when it lights up, use button #4 as filler. That pretty much describes the base priority of almost every spec in the game, with minor variance like "don't hit #2 if you still have buff/debuff X up", or "#1 can proc a free hit, click when it lights up").