
[FEATURE] Outlaw Ghostly Strike - Hold Cooldown at Low Health
Grayfox2325 opened this issue ยท 3 comments
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- I checked for an existing, open ticket for this request and was not able to find one.
- I edited the title of this feature request (above) so that it describes the issue I am reporting.
Feature Request
Noticed that Assassination Rogue has a 'Hold Cooldowns at Low Health' experimental feature, and Subtlety Rogue has something similar for Garrote. Wondering if Outlaw could have something similar to prevent Ghostly Strike from being recommended on a target that is about to die. Toggles obviously fill this need to some degree, but with CDR and high APM, it'd be a QoL feature imo.
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This probably requires more thought, because:
- You could be in a pack that will survive longer, even though your current target will die very soon. In that case, you probably want to target swap, not hold Ghostly Strike.
- Vanish usage is tied to Ghostly Strike, so if we pretend Ghostly Strike is unusable against a dying target, we'd have to account for Vanish usage and any CDs dependent on Vanish.
Ghostly strike is barely a 20 second cooldown in actual gameplay. If you're willing to hold a 20 second "cooldown", chances are you should probably just toggle your cooldowns off altogether so you don't spend even more important things, too. And if it's a situation where there are higher HP mobs in the pull to use it on, to me that's user choice.
I'd propose that a better option would be something like an optional setting to allow it to function with cycling on mob HP. If target TTD < X, then cycle until you are on one of the mobs in the top 20% of sorted max HP. So for a 10 mob pull, until you have targeted one of the 2 highest HP.
I'm more thinking of QoL in M+ scenarios. It's only a 20 sec "cd" as long as you have uptime. When you slam it on the last mob of a pack and have downtime until the next pact, could be nice to not waste it.
This was meant to be a minor optional thing, if it's not suitable it's not suitable, not a big deal.