First off, let me start with asking you NOT to bog down this thread with "Bard sucks right now" or "Bards need a buff." The purpose of this thread is to point out a few things about how bard changes with WM on and off.
Non-WM 3.0 explanation
So to start off, it's pretty easy to talk about 2.X Bard since almost everything that was added in 3.0 requires WM. Because Sidewinder is so potent as an instant ability, and 2.X bards can weave 2 of these types of abilities inbetween global cooldowns, it gives them a notable advantage in flexibility over WM. It's because of the ever-changing nature of the current expansion that I believe having WM off is a very viable option in certain scenarios, but it will not prepare you for the day when SE makes the other 4/5 of the new abilities necessary for competent contribution.
What changed in our old abilities?
- Barrage no longer affects auto-attacks and instead affects certain weaponskills by multiplying their attacks by 3.
- The two extra strikes by Barrage cannot be critical hits
- Bloodletter shares a cooldown timer with Rain of Death
- Rain of Death is now off the global cooldown as an instant and can be refreshed like Bloodletter
- Wide Volley no longer procs a free Rain of Death cast and RoD doesn't proc a free cast of Quick Nock
- Quick Nock requires positioning to use correctly and has the same potency as Wide Volley which doesn't (albeit at a lower TP cost)
- Foe's Requiem now accurately displays that it reduces magic resistance on it's tooltip
What is Sidewinder?
- Instant cast even in WM
- can currently be used outside of WM
- A potency of 250 when used properly
- It is off the global cooldown
- Good synergy with Iron Jaws
- 60 second cooldown (unaffected by skill speed)
- Is not affected by Barrage
What does WM add?
- 0 second casting time
- 15 second cooldown
- 30% damage buff (stacks with other buffs)
- Access to Empyreal Arrow, The Warden's Paean and Iron Jaws
- Loss of auto attack
- 1.5 second casting time to certain abilities (Affected by skill speed)
What is Empyreal Arrow?
- 220 potency (70 more potency than Heavy Shot)
- Combos with Barrage to hit 3 times
- Off the Global Cooldown
- Short 15 second cooldown (Unlike Bloodletter, it is affected by skill speed)
- 1.5 second casting time
What is the Warden's Paean?
- Prevents the next detrimental effect on target party member for 30 seconds
- Doesn't stop anything that isn't removable by a healer
- 3 second cast
- detrimental effects are hard to predict who they're going to
- only affects one person
- only stops a single detrimental effect
What is Ironjaw?
- 100 Potency (Same potency as Venomous Bite & 40 more potency than Windbite).
- Refreshes both Venomous Bite and Windbite DoTs to 18 seconds
- Costs only 60 TP vs. 160 TP to recast Venomous Bite and Windbite
- 1 Global Cooldown use vs. 2 from VB & WB
- 1.5 second cast time
How is my rotation affected?
- Shift from a reliance on Heavy Shot procs to using Empyreal Arrow on every recast.
- When Heavy Shot does proc, Straight Shot regains it's instant cast status, allowing the Bard free movement during it's use and that gcd as well as 2 ogcd uses (It's possible to weave Empyreal Arrow and Bloodletter into a procced Straight Shot cooldown).
- Importance of using Iron Jaws to maintain DoTs (dots are still refreshable if Iron Jaws is completed within a second of it expiring).
- Importance of using Hawk's Eye and Barrage together and using Raging Strikes with them when it is available(RS has a cd of 120 seconds, so it may be favorable to use it every 180 seconds so it aligns with the other buffs and abilities more often).
- Only use Barrage with Empyreal Arrow it is worth it to let EA wait a little on it's cd since there is a massive difference in damage output between it and Heavy Shot.
- Use Sidewinder on every 60 second cooldown (it is worth it to let it wait a little bit for the 180 second buff cycle if you're using that method).
- Emphasis on minimal movement, knowing the fights and using the second inbetween casting times and global cooldowns to make just enough movement to escape predicted aoe will maximize your effectiveness.
- High movement fights such as Waukkeon from Neverreap are not friendly to the Wanderer's Minuet strategy, it is more advantageous to instead utilize the "Burst Damage WM" strategy.
- When turning on Mage's Ballad + Battle Voice in a group, it may be more advantageous to turn off WM so that you may position yourself where you may benefit the most people in a fight. Since this require extraneous movement, it will be easier to do on the 2.X Bard.
Burst Damage WM
- Best of both worlds, allowing for the brief shock of damage from the Bard while still retaining mobility and familiarity.
- WM is on at the beginning of the fight. and only requires the Bard to remain in the stance long enough to get off a buffed Empyreal Arrow & Sidewinder or until they need to move.
- Doesn't recast WM during the fight
3.01 Toggle Strategy (WIP)
With the introduction of the changes to Bard in 3.01 it is now feasible to reactivate Wanderer's Minuet mid-battle.
- Use Hawkeye, Blood 4 Blood, and Raging Strikes if available
- Refresh Straight Shot
- Barrage Buff and toggle Wanderer's Minuet
- Empyreal Arrow
- Iron Jaw + Sidewinder
- Heavy Shot spam and Straight Shot procs until buffs end
- Cast Iron Jaw one last time (if needed) then toggle off Wanderer's Minuet
- Rinse and repeat as buffs refresh.
Did I forget something? let me know and I'll add it in with a quote giving you credit.
Also, due to the fact that I play the game on the PS4 I currently lack the ability to parse by myself. If someone could possibly record a good video of their damage onto a target dummy in both WM and out of WM using their respective best rotations at the moment for a total of 5 minutes. Additionally, I would like a comparison between a Bard in item level of 145 (HQ non-melded) in all slots and a Bard with item level 180 in all slots to see how having WM on and off scales with gear. Post it here and I'll put all entries under a spoiler tag so that it doesn't stretch out the page too much.