His Excellency Aethien wrote:
If a Rogue or Warrior (Or anyone else, really) needs to take the long way around on a fire they @#%^ed up their movement earlier and are now paying the price.
That's not always true, though. There's the fact that it's nigh-impossible to predict fire placement in some fights: sure, you can assume
you specifically are going to get hit with all the fight's abilities in the next four seconds, but this happens so rarely nobody really plans for it - because if you do and it doesn't happen, you only lose DPS. That's simply a risk vs reward kind of situation.
But even aside from that, there are some fights where the fire is indeed so unpredictable that you simply can't avoid losing DPS to it from time to time. Simple example; say you need to run from a boss because of some kind of boss-based AoE ability. After that you need to run back in to deal more damage. Imagine the boss places a fire directly between you and him. You'll have to go around and you'll lose DPS.
Last but not least, there's the fact that allies can unintentionally eff **** up for you. Prime example would be the type of fire DOT that leaves fire on the ground (Jaraxxus/Lana'thel); if someone throws that in your way, you might need to move around as well and lose DPS, even though it's not exactly your fault.
In the end, as a point in regards to the thread as a whole; what I thought about when seeing the title is the irony a lot of players miss in the game. There are a couple of talent builds and gearing choices generally decided 'best', but people don't always factor in that these might only be best in theory, because in practice nobody can play that well. And even aside from that, you should spec and gear according to your skill level, if there is a difference with the 'optimal build'.
Simple example; I've been playing a lot of League of Legends lately, where you control one hero and every match you can choose between two 'summoner spells' that can be used on your hero aside from his normal abilities. Think potions or soulstones in WoW. One of the possible summoner spells is 'ressurrection', which instantly brings your hero back from the dead. It is pretty much unanimously regarded a terrible spell, as you should not be dead in the first place. But what if you're a new player? When I went into my first few games, damn right I grabbed ressurrection, because I knew I was going to be eating a lot of dust. Sure, if you're good
enough, then you're probably better off grabbing something like Clairvoyance, which allows you to see any specific point on the map and thus keep track of enemy hero movement. Point is, me, being a newbie at that point, couldn't use Clairvoyance in such a good fashion that it surpassed the use of ressurrection, from which it was easier for me to gain benefit.
Imagine if a warlock had to choose between SSing someone and gaining a 5% damage bonus. Optimally, he'd always use the damage bonus. But we all know that people die every now and then, and that's where skill comes into play. But recognizing the potential of your own skill and adjusting your kit to that is a skill of its own.