Quote Originally Posted by Codek View Post
The thing is that a dps rotation will exist to maximize damage with or without a resource management system. If the system exists, then the rotation will simply take that into account and alter the rotation.

The added benefit is simple a change in the rotation (which is basically nothing) and the added option to burst with the sacrafice of not being able to do anything down the road. The downside is that doing the rotation wrong not only yields a lower output but also creates a situation where the player is told they can't do anything (which is just stupid).

The combat system doesn't need an overall inhibitor on a rotation. Having designated abilities revolving around the resource can accomplish the same strategic value just the same and also make those abilities feel almost godlike when they can be utilized.
But if someone follows an optimal rotation and steals hate from the tank he would be lowering the party as a whole's DPS by causing healers and tanks to waste valuable resources on returning hate, additionally running the risk of an AOE from the turned mob hitting other party members.

In this way, increasing your DPS has decreased the party's DPS.

Quote Originally Posted by Lazearus View Post
T8 and T9 are resource management fights for healers. It took me a while to get used to the tempo, and made me learn how to slave drive the shit out of the poor fairy.
I will admit to having no experience of second coil. My static broke up after clearing T5 and before T6+ were released.