I tend to agree with this. Unless your raid is struggling with the enrage timer on gorefiend, which I doubt any guild does nowadays with the ring, your primiary concern should be to kill the constructs and essences in a timely manner during the non feast-phase, which the class trinket does not help a lot with.
On the other bosses that Dazir listed, I agree with his points tho
I think people sometimes underestimate how little time it takes to build stacks, and just how powerful this trinket really is. Apart from that, I agree there's probably a threshhold where it would eventually fall below another trinket when rapidly switching targets.
Regardless, people not switching targets and prioritizing the right adds is not the fault of an item - that's a player issue imo.
"Falling from heaven is not as painful as surviving the impact."
DPS Loss - my guild on Proudmoore
The Old Guard - my guild on Earthen Ring
Revenant - my guild on Echo Isles
Well atleast in regards to my guild, during progres - most of the adds died in a few moments to the combined 1-2 spells each, from all the ranged. So for that I would say that another trinket would probably be more beneficial for that exact task.
On the other hand, you are also right that the trinket is just so good once it is stacked (almost 60% dmg in my case) that its kinda never worth playing without it, when playing cop.
Personally, my options for gorefiend are hc row, hc irp and m dsi, best results ive gotten with row + dsi. flay for stacks + mb/ms on targets above 20%, death otherwise.
we had just a few pulls until p2 so far, and only once been able to try p2 with almost full group.
We downed Gorefiend last week on first pull - that was unexpected! p2 damage was still relevant as we had a 3% enrage wipe a week earlier when 2 people went down in last p1. I actually went into gorefiend expecting the trinket to be too much of a drain on my ability to handle adds in p1. However if things go smooth enough inside, you are mostly using sw: death to kill the adds outside. You can then use the trinket to buff damage on the tank add in periods of downtime or use it to burst down the occasional high hp add with insanity. It's not really a liability inside the stomach either if you use your insanity on full hp constructs. Make sure to stock up on orbs before you go inside to minimize time spent either stacking up the debufff the bad way or spiking without debuff! Like I said, with this setup, I do the highest average dps inside for my guild.
And yes, many fights are about add control. But adds come in different variaties! Does an add need to die asap (like Doomfire) or can it be cleaved down before event X? Is it one big hp add or loads of small adds? The trinket isn't bad at all for target switching to bigger adds - if it is not an urgent switch, i try to time it so the debuff on boss runs out as i switch with insanity up. It is a small 'dps loss' compared to doing pure boss damage, but it is still good! You als have to take into account your team. If for instance the bombs(reaver)/small adds (killrog) are taken care of (mostly) by dps that has an easy switch, I just death snipe them and in the meantime bring the fight to an end faster by dpsing the boss or killing a big add. It increases overall damage of the team. Kormrok is the other side of that: let the warriors bro storm it out and if that finishes off the hands, just keep up the ST on boss.
I've been saying it about the trinket for a while. It has nothing to do with how good your uptime is. it just h as to beat the next trinket down to be the better option.
"Falling from heaven is not as painful as surviving the impact."
DPS Loss - my guild on Proudmoore
The Old Guard - my guild on Earthen Ring
Revenant - my guild on Echo Isles
Last edited by masterprtzl; 2015-10-28 at 01:24 PM.
Fire/Arcane Mage
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Shadow Priest
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