For ease of use, here's the above posters link: https://drive.google.com/file/d/0B_x...JFekdSX1U/view
It's pretty weird feeling swimming in energy if we do our rotation right. At 24% haste I just couldn't spend enough vs. what I gained. It's like it doesn't even matter if we had energy and they just kept TP as spammable tbh.
Without BoC I'm doing (if above line is available, it takes priority no matter the conditionals):
Code:
if ready( 'keg_smash' ) then rec( 'keg_smash' ) end
if ready( 'tiger_palm' ) and energy >= 90 then rec( 'tiger_palm' ) end
if ready( 'blackout_strike' ) then rec( 'blackout_strike' ) end
if ready( 'breath_of_fire' ) then rec( 'breath_of_fire' ) end
if ready( 'chi_burst' ) then rec( 'chi_burst' ) end
if ready( 'tiger_palm' ) and energy >= 65 then rec( 'tiger_palm' ) end
With that APL list, I almost never get to recommend Breath of Fire or Chi burst when they come available, since we go past the 65 Energy breakpoint so fast. They linger ready way too much.
I tested energy values of 60, 55, and even 50, but it doesn't help much at all, since BoS/KS come out of CD so often that using them on CD puts us so close to cap, or briefly at cap.
I'm wondering if I should just remove the "TP to avoid capping energy (energy >= 90) -> TP)" part.