65* feets + client compensation(few feet, maybe 5 where the skill work even if it say out of range and button number is red) + one GCD(1.1 sec) to move back from a destru melee train after pre dot and then start main rotaton when you can also glass arrow for lower mara pull mara M1 and mara/we rkd range + tanks st or aoe snares/punt/pressure is enough imo.dansari wrote:I feel like we're derailing, but one final point -- sure, *or* you get pushed in/mara pulled/m1 rooted because you're 65ft from a destro melee train, i.e. disrupting a Scout rotation and rendering them useless. You can kill pugs with any build; we're talking about making a build viable against good players.Tesq wrote:you will always start your rotation closer because
1-you need it for some dots
2-you want some compensation for when the enemy kite/run away so you can still finish it; max distance is called max for a reason, you dont START your rotation at max distance; you END your rotation at max distance
We could debate how much distance you can do in 1.1 sec and im sure it will be ideal anyway to be in that min 65-X-100 max feets range where you wanna be to have some compensation to not let the enemy exit anyway from your range (so again you will never stay 100 feets max distance when you cant cast on the move and you have a medium of 2+ sec cast time )
-if min/max range is a problem then the proposal should had revolved around that this have nothing to do with min range
-If between an increase to scout dps whenever it may be over an x ammount of seconds (imo standard is 10 ) and an all out build which revolve around insane burst over 3-4 sec+ then basically stop dps for x sec + then repeat i pick the first, it's more fair, counter-able, less cheese imo.