EDIT: Arrrgh, chain post. Sorry.
Originally Posted by Arthaal
I like this possible implementation, but it still doesn't address the inverse scaling nature of the buff... reckonning, in its current form, already increases our threat beautifully (in TBC through more SoR holy damage hits, in WOTLK with a quick way to stack vengeance/corruption on a nearby mob), what it doesn't do is scale this TPS increase as avoidance ramps up.
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That could also be addressed by making it proc on parries and/or dodges as well as blocks. It's never bothered me that much, but given that the talent as a whole is getting weaker in WotLK that'd be a nice change.
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As to the infamous "parry-gib", I was always of the opinion that the dangers of this effect we're greatly exaggerated, but my understanding of the mechanics we're that the true risk was that the hasted attack would reduce SB/HS charges to 0 therefore rendering the tank crushable for a time, leading to a large burst and death. With the disappearance of crushing blows, I really think it's time to push these "parry-gib" worries aside. Fast numbers are fun!
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Well, even without CBs, just having more blows coming in quickly is going to make you at least somewhat more prone to damage spikes. That said, I'm basically with you in that I've never considered it a serious problem. The only cases I'm aware of where parry-gibbing has been a serious issue are (a) Mother/Naloraak/Halaazi where you have multiple tanks standing in front of the boss, and (b) Brutallus, who dual-wields and has the Sunwell Radiance buff. In all of those cases the devs turned off parry-hasting (well, eventually at least).
Regardless of the ins and outs of Reckoning, warriors and druids are pretty much constantly spamming parryable specials, so any case where Reckoning is going to be a real liability to a prot paladin it's also going to be a liability to any prot warrior or feral (and probably DKs as well), and for that reason I think the devs aren't going to allow that to get out of hand with any boss.
However, given that they seem to be pushing us towards using fast warrior-style tanking weapons (i.e., the super-normalization of HotR) I'd like to see the charge limit on Reckoning raised to 8 or so, if not removed entirely. 8 swings seems to me like a good "best case" number of swings with a fast one-hander, given some haste (e.g., WF totem) and a parry or two in 8 seconds.
Originally Posted by Russta
I noticed last night that I could use Hammer of the Righteous through silence in Nexus.
With regards to the ability though, it's incredibly fun to use. Like really fun. The sound effect is extremely satisfying even if the graphic doesn't quite seem there yet. I certainly concur that it needs some sort of range on it though. It's hard to explain but it just feels awkward that you can't use it at a small range. Even 5 yards would feel adequate and logical without going overboard.
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I believe it's 5 yards as it is right now (melee range). I'd like to see 10.
As for the silence thing, I'll take that as confirmation that it
is physical now again. If someone could test SotR and DS as well, that'd be great.
Also, Psiven mentioned earlier the difficulty of staying uncrittable in Naxx. There was a blue post recently on the beta forums saying that this is basically a problem for all plate-wearing tanks (druids get uncrittable through talents) and they're looking into ways to fix it.
For my money, being uncrittable is kind of badly done the way it's set up right now, with all bosses having the same crit rate. It basically sets one bar you need to reach, no matter what progression level you're at. It's a pain in the ass at the start of progression, and then it turns into an afterthought by the end. It's basically the same kind of experience as dealing with uncrushability for BC prot paladins. Not as big of a pain in the ass, but still the same
kind of pain in the ass.
It would be better if the amount of defense needed for uncrittability went up with raid progression, such as by having mob crit rates start off low in T7 and then increase through T8 and T9, or whatever. But that might be frustrating for players since they wouldn't necessarily know how much defense they need until they've wiped a few times to being gibbed by crits.