WM is really polarizing for people, both Bard players and people who haven't even touched the skill, ironically. I've seen people argue that it's useless, and others argue that it's pretty good. People seem to use parse numbers alone to be convinced of whether or not it's a good ability, a fact I find somewhat confusing given the way the stance mechanic functions.
So here are the general Pros/Cons of the stance
- Autoattack is about 20% of Bard DPS.
- No more (or less) GCD weaving
- Interruptions or movement hits DPS very hard, where in 2.0 it did nothing to it.
- 3 second activation time
Here are the practical benefits:
+ 20% damage boost to all abilities
+ Minuet-specific high-potency attacks
The general issue seems to be centered around the fact that Minuet's 20% damage boost does not offset (or sufficiently offset) the loss of Auto Attack and uninterruptable damage. This is solidified when people parse Minuet DPS and notice it's only marginally higher, or possibly lower.
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What the stance seems to do
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Since i'm playing Bard now, i've decided to just test some things about the practical pros and cons of the stance.
To make a long story short, i've been playing Bard under the assumption that Wanderer's Minuet is not a replacement for the 2.0 Bard playstyle, and instead intended as a mechanic for situational DPS increase.
This is what i've come to generally notice
1) WM's 20% damage boost does not offset Auto Attack damage. Initial Barrage+DoT burst aside, it is a DPS decrease...only if you use it as a playstyle replacement. At level 52-53, you are not intended to stay in this stance and experience long-term DPS gains. You WILL be weaker.
2) Empyreal Arrow is likely designed specifically to offset Auto Attack damage to make full-time turret usage of the stance more-or-less DPS efficient compared to offstance, while providing an amount of initial burst to generally make whatever shortcomings irrelevant on most shorter encounters.
***Consider that a weapon with 3.0 Auto Attack delay is around 100 potency...generally. Under this condition, at a minimum, Wanderer's Minuet is missing 500 potency worth of damage every 15 seconds. Empyreal Arrow has its own recast timer at 15 seconds affected by skillspeed, and is 240 potency, roughly half of what you would be missing. The extra 20% from your skills should now be providing enough to offset the missing damage in the long run, considering you use Empyreal arrow whenever it's up.
Factoring critical makes this even more apparent. Any of the 1-5 AAs that crit will drive your missing damage up, but a single EmpArrow crit dumps all at once. There's some RNG at work here but generally this means Emp Arrow crits are very very good for helping the AA loss.
3) Iron Jaws shifts your rotation around a bit, but ultimately it's just another way to make sustained usage of Minuet more DPS efficient, by chopping off a 60 potency GCD cast (Windbite) in place for another one.
4) Haven't gotten Sidewinder yet, but again, this can only ever serve to increase your DPS. Now you can replace a 60 potency Windbite with a 350 potency strike instead.
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More things to consider when you theorycraft Minuet
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1) Skill Speed now affects DoT damage.
2) Empyreal Arrow's CD is affected by skill speed. Auto Attack is not.
3) Determination now has a weaker effect on Auto Attack damage.
4) Barrage will always be more efficient when used with Empyreal Arrow.
5) Interruptions murder DPS, but Bloodletter and Blindshot can be done while running. Considering there are stronger abilities to be using in this stance, I don't think saving one for moving is all that condemning.
6) 3.0 second reactivation time is also not condemning. There isn't a primal or raid boss in the game that doesn't allow you this breathing room.
So, in a nutshell, it's a mechanic. Not a buff stance.
Lv52 -- highly situational use. Good for barrage bursts and maybe DoTs, but most of your time should still be in Off-stance else you'll get DPS deficit.
Lv54 -- Very high burst with CDs, otherwise ranges from equal to situational, with total DPS leveling out more-or-less equal to off-stance damage when CDs are down.
Lv56 -- In long encounters, the stance should now have tools for superior DPS output under most conditions. Stance switch for trouble moments.
Lv60 -- Same deal, Minuet rotation should always be higher than off-stance. From here it's just knowing when to attempt to turret with it without being interrupted.