Originally Posted by david0925
Assuming all the math above are indeed correct, this still seems somewhat close to the armor cap (29.5% taken versus 25% taken), and really got me thinking whether this is on target with Blizzard's current design. It seems to me that the jewelry was given armor for death knight tanking purposes, but whether the fact that we get such a large armor contribution from such slots is noted or not remains to be seen.
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I believe the armor cap is armor only. So, we do have some more room than we had in TBC. I believe we can get all the way to 22% mitigation ((1-.75) x (1 - .12)). Ignoring avoidance and spell damage this is 12% less damage than we took in TBC. Pretty solid. The un-usefulness of inspritation and devotion is a huge bummer at that point.
But on top of only taking 22% damage we get:
No crushes
Less magic damage
Barkskin
Mini shield wall
A much larger lead in health than we had in TBC (at least from what I've seen in Naxx gear for the 4 tanks)
Even if we hit the cap, we could choose to swap one of those trinkets for a dodge trinket. On level 80 trash we'll likely have to do this pretty early to avoid wasted stats.
I think druid tanks are looking pretty good going into WotLK.
That said, I think they missed a chance to avoid a lot of problems with the druid class. Since I first heard rumors of the new SotF, I've been posting that I thought scaling on 2 stats with huge multipliers was a bad idea. Bears would scale more consistent with other tanks and be easier to itemize if they had done something like giving us a small amount (similar to str's value for other tanks) of mitigation or avoidance from ap (and therefore str on shared gear) and/or extra value from defense and then lowered one of our multipliers slightly. Instead they gave us two talents. They're great talents, but they don't make us want to upgrade our gear more.
The design also leads to things like this:
Rings - Items - World of Warcraft
As a bear you get the blue ring and think, "well, I'm done with rings now". (GC said there will be a purple armor ring, but the point still stands). You get a trinket like the badge of tenacity and you don't care what other trinkets are in the game. You get armor capped and then you think start looking at Rawr thinking 'are there any items with just sta, agi or dodge in here?'
Hopefully I don't sound greedy, but it's more fun to play the game when there are upgrades available in each slot throughout an expansion.
If instead we cared about armor, agi, sta, defense, ap and str we would expect almost any shared tanking item to be an upgrade to our tankability. We'd expect almost any leather with more iLvl to be an upgrade.
Ever since I got the turtle ring in Tanaris and thought 'wow, that's SO good for bear form', I've loved how unique druids are. But I still think the designers would be better of if we scaled on more than just:
Armor (inflated values available on half our gear)
Agi (available on half our gear)
Dodge (available on the other half our gear)
Defense (kinda-sorta-not-really)
Sta (sponge-mode scaling)
Overall I'm pretty happy. My main gripes atm are:
1. Forced to take furor for pve builds. (make furor base or make shifter / improved a 5 point tier-1 talent or move naturalist and omen both down a level)
2. Cat form damage and more specifically how much of that damage comes from white hits. Balancing cats by making yellow an even higher portion than it is now is a mistake. (making hit, haste, etc. less valuable than other classes).
3. Int portion of HotW needs to be fixed. (Scale mana or mana regen on ap or sta)
4. Large number of items that are good for 3 of the 4 tanks.
5. So much expertise with precision (mainly for cats)
6. Is PvP gear as good / better for tanking?