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Von Kaiser
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I think you guys are making the threat issue out to be a bigger deal than it is. Currently, there are 3 classes who are in danger of pulling aggro: mages, warlocks, and hunters. Hunters do so because they are stupid or get a feign resist that screws them, not your problem, plus most of them would rather get kings, might, and wisdom rather than salv anyway. Warlocks are probably going to end up getting a 4-8% damage reduction due to ISB and DS nerfs. Mages only really have issues if they get a lot of crits in a row early on in the fight or during their cooldowns.
Sure, that is going to change with the loss of salvation, but assuming that a mage is putting out 2k DPS, you'll be required to put out 1400 TPS to match. Now, assuming you can maintain the 1.4k TPS, the mage doesn't have to do anything to not pull aggro. Now, let's assume you can only put out 1200 TPS. That means the mage gets 300 threat closer to pulling aggro every second. On a single target fight, you're likely to get 2 or 3 misdirects for say 4.5k threat each (I actually have no clue how much threat a MD adds). So, you get an extra 9k threat to work with. That means in 30 seconds, the mage will pull aggro if nothing changes. After 30 seconds, the mage can slow down to only putting out 1700 DPS or he can pop invisibility, spend 3 seconds doing nothing, and then lose all threat. 33 seconds into the fight, the mage is at 0 threat, you're at 48.6k. The mage then starts building threat again. After another 1:30 seconds, the hunters misdirect again, and you are up another 9k threat on the mage. 100 seconds after that, the mage hits your cap and has to slow down. 20 seconds later, you get another MD, which gives the mage another 30 seconds of full burn. Maybe the mage runs out of mana and has to evocate, or just decides to anyway, that's 10 seconds of 0 DPS, resulting in another 40 seconds of full burn the mage puts out. 10 seconds after hitting that cap, Invis cools down and the mage is fine for the rest of the fight.
In total, over 5:36 seconds of a fight, the mage put out about 290 seconds of full DPS and 30 seconds of 15% reduced DPS, with 16 seconds of 0 DPS, for a total of 8% reduced DPS due to threat limitations. That doesn't even take into account that fire mages have backloaded threat generation, so their 2000 DPS over the course of the fight might be 1900 DPS for the first 80% and then 2400 DPS for the last 20%. They won't even see a damage reduction due to threat.
Warlocks are a bit trickier, but again, 2k DPS warlock, 1.2k TPS tank. Starting with 9k threat from MD, you've got 20 seconds of burn time for that warlock (due to how warlock damage scales when not life tapping). The warlock calls for a Hand of Salvation and loses 18.3% of his threat over 10 seconds while lifetapping and refreshing DoT's, effectively doing 0 DPS. 50 seconds after that, the warlock hits your cap again and blows soulshatter, reducing his threat by 50%. 40 seconds later, the hunters MD again, giving you another 9k threat. The warlock calls for another hand of salv 20 seconds later, lifetapping to refill his mana pool. And pretty much after that the warlock is good until soulshatter comes up again.
The only critical part for the warlock is DPS'ing carefully until soulshatter can be blown with a reasonable amount of threat. Being able to lifetap while losing threat from Hand of Salvation will basically mean HoS isn't a DPS loss for warlocks. And things will be fine without Blessing of Salvation and Tranquil Air.
I imagine things will be fine, as long as people watch their threat and wait as long as reasonably possible to use their threat clearing cooldowns. And given that a bunch of DPS buffs that tanks don't normally get will be raid wide, tanks should be capable of maintaining the higher TPS necessary to make things work. I know that putting an enhancement shaman in the tank group has a huge effect on TPS, to the point where I don't pay attention to Omen when raiding except on fights where tank threat is touchy for other reasons.
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