cooldown=function(self,t)returnmath.ceil(self:combatTalentLimit(t,15,30,20))end,--shorter cooldown but less duration - as especially on randbosses a long duration evasion is frustrating, this makes it a bit more useful for hit and run
cooldown=function(self,t)returnmath.ceil(self:combatTalentLimit(t,10,28,15))end,--shorter cooldown but less duration - as especially on randbosses a long duration evasion is frustrating, this makes it a bit more useful for hit and run