Originally Posted by Tyvi
That's a pretty good list. I always considered our resource generation to be less prone to unlucky boss avoidance simply because our Runes always regenerated and Rune Strike is easy to cap (and if it misses we only lose a small portion of RP).
However with Scent of Blood you are probably right since that gives us yet another source of resource generation which - in addition to Rune Strike/T5 procs - pretty much rivals the resource generation of other tanks.
If that assessment is true, then Death Strike should not be subject to boss avoidance after all. Though, for me, that is only a slight buff until I am geared up enough to gear for accuracy again because I like the reliability of being spell hit capped, of Rune Strike never missing and simply contributing more to DPS.
But nonetheless something to keep an eye out for once Blizzard releases the new patch that fixes the tooltips for the stealth buffed/nerfed abilities.
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Going into more detail for the classes I have at 85 and have tried out since 5.0.4 dropped:
Resource sensitive active mitigation by class (I've played all of them at 85 in dungeons, but I'm not sure if I got everything, these are just the abilities I remembered). Resources (HP, Rage, Chi, RP) are generated through abilities now for everyone, including warriors and druids, for those who weren't aware of this change.
Paladins: SotR - 30% damage reduction, limited by Holy Power; class has passive block
Warriors: Shield Block - 30%(base?) physical damage reduction; Shield Barrier - Damage absorption based on AP; both limited by high rage cost (60); class has passive block
Druids: Savage Defense - 45% dodge, 3 charges refreshing sequentially, 9 seconds per charge; Frenzied Regeneration - Convert rage to health; both abilities limited by high rage cost (60)
Monks: ? Haven't played with this class so I can't properly speak to its abilities; seems like it uses Chi and Energy (generated by using abilities) to activate a large number of damage reduction CDs.
Death Knights: Blood Shield - Generated by a successful Death Strike (based on planned changes), based on the amount healed, which in turn is based on incoming damage; limited by rune regeneration, runes not returned on miss/dodge.
Surprisingly, I found paladins to be exceptionally hard to play (in the sense of keeping up SotR for a significant amount of uptime) which might be a result of not being used to the new rotation (CS, X, Y). The rage based classes were very spammy and fun to play in that I could see my DPS having a direct effect on my survival, without really needing to pool rage. I played all these classes with high avoidance/mitigation and only around 3-4% hit/exp.
My Death Knight runs very, very low hit/exp (2/2.4) and looking back on my parses for Heroic DS on Wednesday I saw that a not insignificant number of my Deathstrikes were misses/dodges. I never really noticed a big chunk of incoming damage (35% nerf and BS still bugged :|) and spent most of my time just trying to maximize my DPS. I did see a few misses on Mutated Tentacles leading up into impales (which would have been disastrous if Blood Shield actually didn't go up - I usually don't use cooldowns because the shield is normally enough) so I can see how not being hit/exp capped would contribute significantly to surviving vs. dying against a hard hitting progression boss.
I don't have enough experience playing the other tanks to give a fair assessment of how well they're performing vs. DKs (and I don't want this to turn into a discussion of which tanking class is the best or which got screwed the most), but given that DKs rely on a limited set of resources that regenerate over time (and through RNG - although I'm guessing Blood Tap should remove some/all? of that) I feel like Blood Shield not proccing on dodges and misses is unreasonable. We're in the same boat as paladins for resource generation, but unlike them we don't have a passive shield block; on top of that all the other tanks can actively use their mitigation to reduce/avoid all incoming damage whereas we're forced to be hit before we can do anything. The 25% stam buff in Blood Presence may help to alleviate some of this, and I guess we'll have to wait for some live numbers to see if it all works out.
I'll be playing around with the Tier 1 talents later tonight (I found Plague Leech to be clunky and hard to use well as a tanking cooldown) and I'll probably have a few questions on how to use it properly because I'm probably doing it wrong, lol. Also gonna try reforging to hit/exp cap and see how that goes.