
Thoughts on Misdirection v3
Wednesday, February 3rd, 2010Disclaimer: This post was accurate as of patch 3.3.2.
It’s been a few months since the latest overhaul of misdirect (v1 being the 2 min cooldown 3-charge style, v2 with 30 sec cd and 3-charge). I was unsure how I’d feel about this new Tricks of the Trade version, and I’m still not completely used to it. On the surface, it almost feels just like the old MD, but there are a few small but noticeable things that I miss. Allow me expatiate on them:
No cooldown. Ever since the cooldown went from 2 min to 30 seconds, I have become used to being able to pop MD while waiting for the tank to pull, and if it expired before he pulled I could just pop another right back up. Not anymore! While it seems like there’s still just a 30 second cooldown on MD, the 30 seconds doesn’t begin counting until your MD has expired (either through using it or through it falling off). This means if the tank takes 31 seconds to get ready to pull, I have to wait half a minute before I can put MD back up.
Selective MDing. This is a pretty specific case, but it still happens. An example is when we were working on Blood Princes. I was happy to help the shadow tank by MDing the purple balloons to him, but that would have been a lot easier with the old misdirect. Since it was 3 shots, I could take my time and target 3 different things with each shot and send them over to their target. But now I’ve only got 4 seconds, which really only lets me grab 1, maybe 2 if they’re close together. Also used to do this when farming Gorillas with my Gorilla.
Don’t get me wrong, there are plenty of benefits to make up for it – the most important being:
Volley! Need I say more?
Multiple MDs from multiple hunters. Boostah and I used to have a nasty habit of casting MD at the same time back in my 25-man days, which you might remember caused them to actually cancel each other out sometimes. It was almost not noticeable (until one of the hunters gets aggro off the bat, of course).
What do you think?





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