I responded to someone else about it. The idea would be either a talent or baseline trait that basically made it so you either accrued Wrath outside of combat passively (i.e. guaranteeing AW on pull for bosses), or killing enemies passive gave x amount of Wrath significantly speeding up the time in AW while out in the world. Hell could combine both honestly.
I have a sneaking suspicion I'm going to have to come up with a full talent tree setup now LOL. I already had some of the ideas in my head.
Common misconception. Having the choice is a good thing, because you may not want to activate it at x time for any number of reasons. Some examples from NH would be:
1) Skorpyron - boss has a damage up phase that lasts roughly 15-20s. If my AW came up 20s before that phase popped up, it could be beneficial to hold it rather than try to regen it during the damage up phase. Fight duration/experience would dictate best option.
2) Spellblade - could save for add phases, overlap with raid buffs, etc.
3) Krosus - hold for 1-3 GCDs until after bridge smashes or adds are dead to maximize uptime on boss, etc.
4) Elisande - if boss is 3% from triggering next phase, worth it to hold off for next phase rather than have it tick down during downtime, etc.
You get the idea though. adds, damage up phases, downtime, mechanics, etc. all are reasons you'd want to sit on it and still have the ability to contribute DPS, even if it's less than you would have you popped it immediately as long as the overarching effect makes up for it (and it does).
While it's true that the abilities don't 'change' per se, they do have additional effects that make the priority different so while a specific priority works best for Wrath Generation, it is not the same priority that does the most damage while under AW. I think that's actually good design. NOW - an alternative could be something like adding or repurposing a generator into a spender outside of Wings. This would make it so that you could prevent yourself from capping by dumping on an ability and then cap when you wanted too automatically triggering AW. It's a very fair idea.
Yes you were clear, but your post offered very little insight into why you said it. That's all. I have played MoP (& raided heroic in Cata as a Ret with 30s Inq). I have mained Ret since Vanilla including top 20 US raiding at points across a 10+ year tenure.
I am familiar with Inquisition and how it works. While my iteration has some bits of it, I think it mirrors Seraphim MUCH more closely than Inquisition wouldn't you agree? The difference between Inq and my AW is that you WANT to spend the Wrath on it because then you get your wings, your damage, your new abilities and more powerful effects. You want to spend as much time in AW as you can, and once you're forced out of it, you want to minimize the time spent getting back in.
Just out of curiosity did you happen to notice that while under AW your basic abilities are empowered with completely new effects, names, and characteristics? Did you not like any of their implementations? Did you not feel that their effects were fun or varied? I understand the concept that a high-low phase MAY not be for everyone, but it's been that way for a long time so I hesitated to change it.
I'm ok with the Spriest connotation. The DH one is concerning to me, and based on very cursory review, unfortunately looks more akin to my idea than I'd like. I still think it's different enough that it works, but I do see the correlation for sure.
What uniqueness about Ret are we losing here? I am very interested in this point, because even though I quite like the way Ret plays in Legion (minus AOE/ST talent forces) the gameplay is good. I find that we already feel like a walking watered down version of a amalgamation of specs, I also believe that this is a fairly general consensus on the forums as well, we get every specs broken toys as it were.
This is good feedback and something I had not considered. @
Katchii had good feedback that I think could help tie into your bit here. Transitioning one builder to a spender (outside of AW) that allowed you to translate excess Wrath to damage without using AW. The original idea I had was that each builder had a different mastery scaling and base value making some more important than others based on your personal stats (I quite liked that iteration). The problem was that with that concept my model was giving absurd AW uptimes and building max Wrath almost 50% faster. If I pull one generator out, it gives some room to shift the values around.
I don't agree with the macro bit. I've modeled like 6 different rotations and there is a huge difference between them in both potency (%WD) and Wrath generation.