Meteor Storm has a 1 sec cast time without vigor and at best a .5 cast animation to follow so I dont know where you are getting a 4 sec cast time the worst case scenario is its a 2 second cast time. While Inferno has no cast time and can be applied rather quickly. The whole process in itself takes 3 seconds as the worst case scenario.
I meant the total animation time... or to make it more obvious: the total time between two casts.
Here I even used the right word. To quote myself: "The Meteor Swarm already has a long animation time of about ~4sec". No word about casting time.
Since my previous statements didn't seem to be self-explaining, I'll try it another way:
What is better: Casting a skill that deals 25% of it's total damage per second (a total animation time of 4sec) OR to delay this skill for 1sec to cast another spell that increases the damage by 18%? Obviously I must be missing something.
Because it seems that your farming experience was totally different than mine, I gonna explain it a bit more in detail how I did it:
When I grinded Condors, DW-lower or DW-upper mobs, I usually stood at the same spot all the time and waited for the lurer to bring them to me. When I saw that he's gonna return soon (still 10~20m away from me), I precasted the Meteor Swarm over my head. By doing that, the 1sec casting time was already over when the mobs finally reached me.
Although that Inferno has no casting time (never said something else), it still creates a short delay of roughly 1sec until you can cast the next spell. And due to the very restricted range of Inferno, I would have to wait until the mobs are already nearby or would have had to intercept them earlier by moving towards them.
Both options are - IMO - inferior. If I move myself, I risk being attacked and I disturb the usual 'all-cluster-at-one-spot' simplicity. On contrast, if I wait for the mobs to get closer, just to cast Inferno when they're already nearby, I have to wait 1sec until I can cast the next skill (meteor swarm) and then have to waste another second due to the aiming / casting time of MS.
In total I would have lost about 3sec (add the lost second for 'precasting ' MS). That's why I still don't see any advantages.
As for run and grind its not nearly as bad as you make it seem a tp plus casting a aoe spell while moving isnt that difficult to do thats like saying a ranger shouldn't use multi-shot while the only difference being no cast time and shorter cd. The cd on inferno is low enough that even in osiris you can still get a inferno at the start.
There, our experience seems to differ significantly. When I did Mukas or Osiris, the lurers were running ahead of me. That ensured that they... well... lure the mobs. When these players 'gathered' enough mobs, they simply stopped moving and all players began to AoE. In most cases, I weren't that close.
If I would have to cast Inferno, I would have to get REALLY close and I would still lose the 2sec I've mentioned above (1sec recast delay after Inferno + 1sec casting/aiming time for Meteor Swarm).
Sure using Fireflower itself also works minus that it only applies to one target so you still have to tab to each one in which case itd be pointless and a waste of time unless you are just pulling a few mobs but then if you only pull a few mobs it would just be faster to use firebolt and fireball.
The thing is that if your lurer actually damages the mobs, you can cast Fireflower freely. The damage won't distract the mob. So you do it while the lurer is still running and you don't lose a single sec.
Also giving a cast time to inferno only makes this skill worse seeing as the DoT itself is really bad about on par with the rangers DoT off of multishot. Please keep in mind that Multi Shot and Bram Gush both have no cast time aside for the animation itself and have a significant cd which I'm Okay with seeing as Bram Gush is the Primary Aoe for Crecentia and Multi Shot is a good way for a ranger to mob.
There I actually made a mistake. I didn't meant a casting time of 3sec, but a cooldown. I corrected my last reply this way. But that's why I compared it with Bram Gush and Multishot:
Multishot: 3sec cooldown; 360% damage; 20% DoT
Bram Gush: ~1.4sec; 220% damage; generates stigmas
So that's why I don't see any reason for Inferno to have a 30sec cooldown instead and would like the cooldown lowered to about 3sec.
Edited by Greven79, 23 August 2014 - 04:25 AM.