That is a problem of being a hybrid. If a healing Paladin could pick up these fights, they would completely trivialize fights like Kazrogal and Azgalor. Now I am not against Paladins getting manaburn/silence immunity but it isn't completely necessary either. If you have 2 tanking classes in a raid (which is not much to ask for) then you can kill any boss in Wrath - or so is their plan.
I did not mention Kaz'rogal on purpose actually. I am not sure if a prot paladin can currently tank that, but even if the risk of him blowing up would be kinda big?
Imo a bad example of a fight in general as that mechanic is also very punishing to enha shammies and ret pallies?
They should look for better methods to make fights difficult than mechanics that punish a single tank class or spec imo. And mana burn is one of those things i'd like to see gone in general.
Holy shield being physical would be a huge buff and i don't see what speaks against it.
Every single of the 4 tanking classes has to be able to Maintank every boss in every raid or be able to switch role with an offtank else they'll be replaced, that's just how it is.
If one of the tank classes makes a fight trivial, that class will be picked by raids?
Did I miss a quote about raid balancing, or are people just reading too much into a Blizzard post again?
And yes, I saw the example post about Prot Paladin and Feral Druid. But they were just using that as an example, not a rule.
Maybe we are interpreting it differently then. I read it as "if you have two different tanking classes, you are good to go". Only one tanking class has a mana bar anyway, so the second tank always ends up being able to tank through silence/mana burn.
Fact is, I'm pretty sure there will still be gimmick fights. It's just Blizzard's style. And to be honest, having a gimmick fight in the direction of one tank class or another would not _require_ that your guild MT be of that class - it just means you have to have one on your roster, which, as was pointed out further upthread, is likely to be the case.
While I agree with you on the likelihood of gimmick fights that strongly favour one class reoccurring in the next expansion despite the current best intentions, they seem much more likely to be in the 25 man than the 10 man raids, or, to put it another way, it seems likely that any gimmick fight in the 25 man raid version will have its gimmick portion tuned down or removed entirely in the 10 man version.
While a 25 man raid guild is likely to have a tank of any tanking class available and decently geared up for switching in (with potentially the attendant issues of benching and social group interactions that are not fun for anybody involved), I do not think the same assumption can be made about 10 man raiding guilds or smaller non-dedicated raiding guilds that occasionally do raid 10 man instances.
10 classes, 10 spots - it is entirely likely that many smaller guilds will completely exclude one or two classes from their regular raiding roster (if they have such a roster rather than just taking whomever is online and present), not because of perceived shortcomings with the classes (though that could be another issue) but because of which classes the guild happens to play.
For the 10 man to work as a concept satisfying what the developers have stated as intentions in the beta forums while also appealing to players, it should be possible to completely and for all time during the next expansion to remove one or two classes from your raiding roster and never, ever, run into an "you need class X on the roster to succeed" issue. If you have two good players playing tanks, you should be good to go using those tanks throughout the 10 mans without ever having to replace them for any individual encounter.
Perhaps I am reading too much into the blue statements, but they do seem to indicate it rather strongly.
This could be solved by giving the third tick at the end of the channel with a reduction on the damage proportional to the amount of pushback suffered.
This also stops all the issues associated with trying to correctly interrupt your mind flay at the appropriate time (2 seconds). If a broken mind flay just dealt the appropriate fraction of remaining damage, your DPS would be the same no matter when you broke channeling. Arcane missiles works a bit differently, but presumably it could send an additional bolt that deals less damage.
Maybe we are interpreting it differently then. I read it as "if you have two different tanking classes, you are good to go". Only one tanking class has a mana bar anyway, so the second tank always ends up being able to tank through silence/mana burn.
This is how I saw it as well. You grab two tanking classes, two or three healers, and fill in the rest with dps and you're good to go, granted as long as you didn't grab three Ret paladins or something silly. Although that might end up working as well.
Paladins don't need any protection against mana burn/silence because there is going to always be at least one other tank in your group. It seems to me Blizzard is moving away from the idea of a MT, guild wise at least. There will still probably be one tank in your group MTing the majority of the fights in an instance, but the amount that majority encompasses should be smaller than it has been. Ideally in any given 10 man instance, each tank should be the MT on half of the fights in the place, with the 25 man being similarly spread out.
Could you have just a single tank throughout a zone? Probably, but if the other tank with you can do it better, why not let him? My paladin does fine on Maiden, granted that is far from current progression. And a mana burn could easily be tweaked to let a paladin tank the fight. Maybe have it burn a percentage instead, which would help mana using melee classes as well and instead of blowing up if you have no mana, it will burn health instead. Or even not have the boss target the tank with the burn, akin to Leo's demon phase not targeting the tank with whispers.
Main point is it seems Blizzard wants a tank to look at a fight and say "Yeah, I could tank this fight and deal with Ability A, but the other tank here can completely avoid Ability A so he should tank it instead." And this would be with every combination possible of tanks. Or it wouldn't matter and they simply play rock, paper, scissors to decide.
I did not mention Kaz'rogal on purpose actually. I am not sure if a prot paladin can currently tank that, but even if the risk of him blowing up would be kinda big?
Actually, this fight isn't that difficult to tank by the way. I did it the other day, and it was actually harder doing it when I overgeared the instance (we're now 3/6 SW), than it would have been back when it was progression. He hits plenty hard enough to keep my mana up.
I think having "flavor" as a tank is never going to work. We've seen throughout T6 content, the tank that makes the fight the easiest will be the required tank. That leaves the other tanks cheerleadin'. RoS is actually a cool gimmick fight in that it requires a warrior for phase 2, and is made far easier with a paladin for phase 3. But it still leaves druids waiting it out (or dpsing).
Also, I guess as a protection paladin that's only been in one raid as non-protection since Kara, I don't really care if I keep flavor from other tanking classes. Being the king of trash is a small consolation when you're riding the pine for progression Brutallus. Being required for the first 4 bosses in Hyjal but then utterly useless on the last boss wasn't much fun either.
Paladin tanking will greatly improve in WotLK, moving from gimmick Consecration-bot closer to "real" tank. However, mechanics intended to punish ranged DPS should not affect the tank. Is passive 100% resist to manaburn and silence through deep talents too much to ask?
I'd also like to see some tools to mitigate paladin tank weaknesses to mana burn and silence (and dispel), but I think 100% resist is overkill. I think keeping them as weaknesses helps maintain some class distinctiveness, like protection warriors' weakness to disarm.
It's also possible to add methods to deal with paladin tank weaknesses through glyphs, librams, or even set bonuses rather than talents, especially since there are so many talents already (piggybacking on, say, improved holy shield or ardent defender would fit well, though). For example, suppose we had something like the following (made up, not datamined):
glyph/libram of resurgent spirit: the effect of your spiritual attunement is increased by 500% for 8 seconds after you are hit by a mana burn or drain effect.
glyph/libram of the shield guardian: the duration and charges of your holy shield are refreshed whenever you are affected by a silence or counterspell effect
Librams might be the best place for these, since silence and mana burn don't come up all that frequently, so being able to swap counters in and out quickly looks like a good fit.
It's also possible to add methods to deal with paladin tank weaknesses through glyphs, librams, or even set bonuses rather than talents, especially since there are so many talents already (piggybacking on, say, improved holy shield or ardent defender would fit well, though).
They're talking about having multiple classes besides shadow priests in the "mana battery" role, right?
Is there any chance that having one of the "mana battery" classes available to the tankadin could provide enough mana to make doing their job less painful on this kind of fight?
Do the new seal/judgment mechanics mean you can use the seal and judgement of wisdom without gimping your TPS too terribly? As I understand it, all judgments do holy damage, and do so regardless of what seal you have up, and the differences between judgments now all relate to debuffs, and none of the judged debuffs increases your TPS, so you're free to use them more situationally without gimping your TPS.
As I further understand it, the mana returns from both seal and judgment of wisdom scale now, with both attack power and spell power.
They're talking about having multiple classes besides shadow priests in the "mana battery" role, right?
Is there any chance that having one of the "mana battery" classes available to the tankadin could provide enough mana to make doing their job less painful on this kind of fight?
I guess they will just make spriests mana regen raid wide? At least they said they didnt see it as a problem to do so.
The improved Water Elemental Mana regen is supposedly raid wide too.
Is there any chance that having one of the "mana battery" classes available to the tankadin could provide enough mana to make doing their job less painful on this kind of fight?
My initial reaction is "probably not". In a 25-man, you usually won't need the paladin to tank the mana-burner (Sunwell tanks step in now and yell at me...), so it's probably moot. In a 10-man or 5-man, you can't count on having the mana battery character, so an alternative will likely need to be around for paladins to be able to effectively tank mana burn fights in those instances.
The problem with Seal of Wisdom as a solution is that you're trying to solve the problem of having your threat generation reduced by reducing your threat generation, which seems counterproductive. It might help (mostly on AoE fights, I'd guess), but it'd probably be extremely encounter-dependent.
My initial reaction is "probably not". In a 25-man, you usually won't need the paladin to tank the mana-burner (Sunwell tanks step in now and yell at me...), so it's probably moot. In a 10-man or 5-man, you can't count on having the mana battery character, so an alternative will likely need to be around for paladins to be able to effectively tank mana burn fights in those instances.
The problem with Seal of Wisdom as a solution is that you're trying to solve the problem of having your threat generation reduced by reducing your threat generation, which seems counterproductive. It might help (mostly on AoE fights, I'd guess), but it'd probably be extremely encounter-dependent.
But how much threat do you actually lose using SoW, versus the threat you gain by having more mana regen? Seal damage looks like it's going to be a smaller part of overall threat generation (new holy damage abilities that scales off BV and AP), so the net gain from using SoW is probably better than it'd seem.
Icecrown Airships:
Alliance - The Skybreaker
Horde - Ogrim's Hammer
Tailoring Update!
Master's Spellthread: Permanently embroiders your pants with master's spellthread, increasing spell power by 50 and Stamina by 30. Only the tailor's pants can be embroidered, and doing so will cause them to become soulbound.
Sanctified Spellthread: Permanently embroiders your pants with sanctified spellthread, increasing spell power by 50 and Spirit by 20. Only the tailor's pants can be embroidered, and doing so will cause them to become soulbound.
Three new cloths (4 day conversion cooldown):
Moonshroud
Ebonweave
Spellweave
I think there are new combat log changes, but those could be old.
There are also interesting symbols added over towns in the world map. I'm guessing it might be some world pvp thing.
Also looks like they flattened the leveling curve by a fair amount. Which imo was a good thing, unless Blizzard really intends for players to skip either Howling Fjord or Borean Tundra. I was level 77 about halfway into Grizzly Hills, fighting level 72 mobs. I don't think leveling has to take forever, but that shouldn't be happening.
VERY VERY IMPORTANT CHANGE
- The mana cost of ALL spells have been changed to scale with level. EVERY lower rank than the maximum one will also cost more to cast.
To give you an idea, my Holy Light (Rank 1) currently cost 1347 Mana, whereas my Holy Light (Rank 12) cost 1148 Mana.
It's the same thing for Flash of Light. And every other spells in the game. Even buffs are affected.
However, it is important to notice that the overall mana cost of every new rank spells has been drastically reduced. My Flash of Light (Rank 8) previously costed 350 mana, it now only cost 277 mana at level 77.
And WotLK just keeps getting better and better. Guess mindless spam isn't a viable form of healing anymore, huh? Unless talented for it of course.
When low on mana first reaction shouldn't be switching to a lower rank spell and continuing spam. Hopefully this will bring some need of intelligence for healing. On some level at least.
In the latest WotLK beta push, we made a large change to the mana cost of spells. All player spells now cost a percentage of base mana rather than a fixed cost. Base mana is a special value determined by the player’s level and class, regardless of any effects or items that increase intellect. It is the size of a player’s mana pool if the player has zero intellect.
This change was made primarily to prevent downranking, as it's a technique that was never quite intended. Rather than continue to find ways to penalize players for casting low-rank spells, we decided to essentially make doing so obsolete. If rank 5 and rank 6 of a spell cost the same amount of mana, but rank 6 does more damage/healing, then there is no reason to consider casting rank 5.
So, each spell line (eg. Frostbolt, Shadowbolt, Greater Heal, Rejuvenation, etc.) has a fixed percentage of base mana that it costs for most of its ranks. That means each time a player gains a level the cost will go up some. The percentages were picked to attempt to keep the costs relatively similar to what they are currently in World of Warcraft. For most spells, that percentage will drop some when the player receives their highest-rank spell in existing Burning Crusade content. This was done to better fit the existing cost curve, and to keep the mana cost for level 70 players as close as possible to existing costs. Level 70 characters will see most of their maximum rank spells change in cost slightly up or down, but not by significant amounts.
We anticipate there being some balance concerns due to this change, and our development staff will be ready to implement new spells, abilities, or talents to resolve those issues as the testing process continues.
Changes in the client patch notes, mainly covering some of the class changes already announced:
Hunter
- Arcane Shot: No longer dispels magic effects.
- Aspect of the Beast: Now increases your melee attack power by 10%.
- Counterattack: Damage increased by 20%, and now also scales with your
Ranged Attack Power.
- Mongoose Bite: No longer requires you to dodge in order to use this
ability.
- Savage Strikes: Now includes Counterattack.
- Tranquilizing Shot: Cooldown reduced to 15 seconds (down from 20),
and now dispels Enrage and Magic effects.
- Wingclip: No longer does damage.
Mage
- Arcane Blast effect duration reduced to 3 seconds, and now increases
damage by 25/50/75% instead of reducing cast time. [Was 15/30/45%]
- Impact moved to tier 3, reduced to 3 ranks for 4/7/10% chance to
trigger, now triggers from any damaging spell (Fire, Frost or Arcane).
- Improved Mana Shield has been renamed to Arcane Shielding, reduces
mana lost per damage absorbed by 17/33%, and now also increases
resistances granted by Mage Armor by 25/50%.
- Mana Shield now drains 1.5 mana per damage absorbed.
- Summoned Water Elemental's Waterbolt range increased, mana cost
reduced, Freeze range increased, mana cost increased.
- Winter's Chill reduced to 3 ranks, Frost damage spells have a
33/66/100% chance to trigger the effect and the effect increases
chance to crit with Arcane, Fire and Frost spells.
Shaman
- Improved Lightning Shield (Enhancement) is now Improved Shields, and
is in Tier-2. [was "Elemental Shields", in Tier-1]
- Shield Specialization (Enhancement) - Now a 2-point talent, and
increases the chance to block with attacks by 10/20%, and increases
the amount blocked by 5/10%. [This was removed]
Warlock
- Dark Pact: Tooltip updated to be more consistent with other similar
effects and now restores 200% mana leeched from your summoned Demon,
up from 100%.
- Ritual of Souls: Charges increased to 25, up from 10.
Warrior
- Improved Shield Wall will now reduce cooldown by 30/60 seconds.
- Recklessness now increases the critical hit chance of the next 3
special ability attacks by 100%, lasts 12 seconds, cooldown reduced
to 5 minutes.
- Retaliation duration reduced to 12 seconds, charges reduced to 12,
cooldown reduced to 5 minutes.
- Shield Block now increases chance to block and amount blocked by 100% for 5 seconds. Cooldown increased to 30 seconds. [Was "for the next attack"]
Quests
- The Winterfin Caverns are once again named and player characters
should be able to wear King Mrgl-Mrgl's Spare Suit within them.