Quote Originally Posted by Valence View Post
If you need a dash for mobility later, then why are you using it in your opener? That's the whole concept of opportunity cost abilities. And you have 3 charges as well those days. 3 whole charges. I can get that for a question of tastes one may not like this kind of strategic consideration (personally I'm neither hot nor cold about it so I don't really care), but mechanically it's sound.

For dungeon pulls, maybe I'm old school but why are dashes suddenly needed and such a big deal? Why do tanks need dashes to pull stuff those days? Isn't ranged/voke into AoE enough and how it's always worked?
The example i used was for Savage content where every bit of damage is a make-it-or break-it for a clear or not, to squeeze every bit of damage out. But that is also a problem where we need to use a utility option to be able to clear and we don't get the luxury to hold our dashes for re-engagement.

For the dungeon pulls, it is for the benefit of it being OGCD that allows for an easy follow-up with an AoE, it is a change of habit for tanks at high levels to get in as fast as we can gather up all the add packs and start to AoE them down. So the dash into AoE is just more convenient for this style. Why have the enemy come to us when it is so much easier to go to them.