Elitist Jerks
Register
Blogs
Urban Rivals
Forums
New Posts


Go Back   Elitist Jerks > Public Discussion > Class Mechanics > Warriors
Elitist Jerks Login

gamerDNA Login

Welcome to Elitist Jerks
We're testing some new features on the site regarding OpenID registration and coordination with gamerDNA. If you experience any issues with registering an account, please take the time to fill out a report and send it to this e-mail address. We would appreciate any assistance you could provide in making sure everything is functioning as intended. Thanks!

If this is your first visit, please be sure to check out the FAQ and the forum rules. Users must register to post and new registrations are subject to a one day "mute" period to get acquainted with the community.

Closed Thread
 
LinkBack (261) Thread Tools
Old 08/01/08, 3:51 PM   #626
Rub
Glass Joe
 
Undead Warrior
 
Dunemaul
Originally Posted by Darmon View Post
Isn't this against what Blizzard wants about tanks? They want all tanks to be viable. For me that excludes the notion of niche. Sure, a DK tank might take 10% less dmg than a warrior tank, but anything more extreme would mean 'do we have our DK tank online tonight to do xxx fight? Nope, let's call the raid'.
Perhaps I should have worded it differently. I think going forward every tanking class will be, or at least should be able to tank any given boss fight, minus anything that's a "gimmick".

I was thinking gear and spec wise it will be easier to probably have a Death Knight decked out in resist gear to tank the elemental boss over the other classes, but that doesn't mean a warrior, pally or bear couldn't do it as well, it would just be more of a "perk" to have a DK available.
 
User is offline.
Old 08/01/08, 5:17 PM   #627
Rustik
Von Kaiser
 
Rustik's Avatar
 
Orc Warrior
 
Elune
Blizzard stated in the WWI that the intend was for all tanks to be viable for 5 mans (thus warriors get Ground slam for aoe threat and a buff to t-clap).

But in a raid setting, the tanks will have certain specialties, The warrior (supposedly) being the single target shield wall with pure damage reduction against a hard hitter, a pally being the aoe tanker, for lots of little'uns, and the death knight for magic damage.

All tanks can be used to tank a 5 man. But in a raid setting there will be encounters where a specific tank is -preferrable-, if not required.
 
User is offline.
Old 08/01/08, 6:43 PM   #628
 Morsexy
Now with 100% less Tpz!
 
Morsexy's Avatar
 
Human Warrior
 
Ysera
I just find this type of post so overly distressing.

Next we're going to read how good 51 pt arms is since you could spend all 10 seconds of your disarm using bladestorm!

I don't think in my current flame tank gear I'm even at the cap with anticipation. Frankly him not coming out and saying "well certain gear will have to be rebalanced etc to compensate for this" makes me just more disgusted.

We get current wonderful examples of this idiocy at work with [Shadowmoon Insignia] and [Steely Naaru Sliver], I mean haha trick or treat?

Last edited by Morsexy : 08/01/08 at 7:09 PM. Reason: website fixed.
 
User is offline.
Old 08/01/08, 7:48 PM   #629
king_darius
The Freshmaker
 
Undead Warrior
 
Mal'Ganis
Originally Posted by Liar View Post
(2k Shockwave and up to 3k Shield Slam crits anyone?).
Can you explain the Shockwave numbers you're seeing? Is AP increasing faster than we'd heard?
 
User is offline.
Old 08/01/08, 7:52 PM   #630
mondar13
Glass Joe
 
Tauren Warrior
 
The Underbog
Hello,
I've modeled TG vs. 1 hand dual wield in a C++ program that i would like reviewed. If this needs its own thread please let me know. The C++ program is here
http://pastebin.com/m1cf1a121

Please, would someone care to check my formulas and algorithms?

I've added an update that models WW
http://pastebin.com/d7b001ac9

Last edited by mondar13 : 08/01/08 at 9:11 PM.
 
User is offline.
Old 08/01/08, 8:29 PM   #631
Liar
Bald Bull
 
Liar's Avatar
 
Human Warrior
 
Turalyon (EU)
Originally Posted by king_darius View Post
Can you explain the Shockwave numbers you're seeing? Is AP increasing faster than we'd heard?
Do you mean in tanking gear? Because I got these crits in my DPS set with around 2.5k-2.8k AP buffed.

EDIT: TC is also doing upwards of 500 dmg in DPS gear. I started replacing cleave with TC spam because its better DPR (and I DPS in battle stance on beta compared to zerker stance with dual wield on live).

Last edited by Liar : 08/01/08 at 8:44 PM.

Unexpected TankPoints error
Originally Posted by Ghostcrawler, justifying Druid health > Warrior health
To be generous, the warrior has 50K and the druid has 55K? How many times is that 5K going to make a difference when the boss hits for 40K? I know more Stam is always better, even in relatively trivial amounts. But until the magnitude is so large that the druid can survive one more hit than the warrior, it isn’t likely to crop up often.
Clearly someone doesn't understand how EH works. That, or upgrading from T8 to T9 is optional in beating Arthas. Clearly.
 
User is offline.
Old 08/01/08, 9:44 PM   #632
Alaron
Von Kaiser
 
Tauren Warrior
 
Dethecus
Blood Frenzy, Raid Synergy, and 25-man Raiding

With the the addition of the Death Knight class, competition is steeper than ever before for melee DPS spots in a 25 man raid. While the introduction of raidwide shouts are a great change for the flexibility of group composition, the fact that there are only two shout buffs means that the synergy benefits of bringing more than two warriors sharply declines. I think that it is fair to say that the majority of raids, particularly those with a desire to maximize their efficiency, will be looking at only taking 2 warriors - 1 tank, and 1 dps.

As such, the location of Blood Frenzy is a point of major concern. While it has received some discussion earlier on in this thread, it hasn't been really been discussed recently. I wanted to briefly bring up the topic again, since I think that it is very important, especially in light of the upcoming changes. I'm not sure how heavily the blizzard designers read the feedback in these forums, but since I can't post on the official beta ones at the moment, I figured I'd bring up my specific thoughts on the issue here.

The Blood Frenzy debuff provides a 4% bonus to all physical damage. In an average 25 man raid, we can assume an average of about 10 people whose DPS will directly benefit from this buff (including the tank, whose increased threat will benefit everyone). This 4% damage bonus for 10 people can be roughly considered equivalent to a 40% personal dps increase in terms of what the warrior brings to the raid. Obviously, Blood Frenzy is an amazing warrior talent. Unfortunately, it is so amazing, that it is essentially a must have in a 25-man environment. Why is this unfortunate, you might ask?

The problem is that the location of this talent, and the lack of any equivalent in fury makes the deep fury tree completely unviable if you only take one DPS warrior. If this is the case, you MUST spec at least 32 points into arms. Further, without bringing battle shout to a second group, that third warrior brings next to no raid synergy. When you look at almost every other spec in the game (except rogues, who bring essentially unmatched personal DPS at endgame), they bring some form of synergy beyond their personal DPS. If you enjoy the fury playstyle, the best fury that you can hope for is to play as a 32/39 hybrid. There is nothing that you could spend those points from arms on in deep fury that could possibly provide an equivalent 40% DPS boost. No matter how good your personal DPS as Titan's Grip (assuming that the talent was changed), it simply wouldn't be comparable without creating a pretty massive personal DPS imbalance.

My proposed solution? We have increasnginly been seeing buffs to other classes to give various playstyles more raid synergy and desireability. This is great. In fact, this is why Blood frenzy was intitially introduced. Fighting with a single Two-Handed weapon is a completely different playstyle than dual wielding one handers, which is different than the new concept of dual wielding two-handers. As such, blood frenzy was introduced to give arms a place in a raid. While traditionally the personal DPS tree, I think that deep fury needs to be able to pick up some sort of additional raid synergy talent to make it a desireable choice instead of or in addition to Blood Frenzy. Obviously, in keeping with the original intent of the blood frenzy talent, enhancing the overwhelmingly lackluster deep arms talents would also be valuable so that the playstyle associated with deep arms remains a viable option. This would provide a potential raid desireability and viability for all three DPS warrior playstyles that will be presented in this expansion.

I'm aware that they are currently working on a major update, and that groundless speculation doesn't add much to the discussion. However, I really believe that the lack of a group synergy buff in deep fury that would compete with blood frenzy is a significant problem that needs to be addressed in the upcoming warrior update.

Last edited by Alaron : 08/01/08 at 10:03 PM.
 
User is offline.
Old 08/01/08, 10:22 PM   #633
Shha
King Hippo
 
Night Elf Warrior
 
Scilla
I hope they don't have another elemental tanking fight in this expansion (Flames of Azzinoth or Hydross v2.0), or we're going to find that Ferals are the best tanks for it by a wide margin.
None of the resistance fights require you to be uncrittable though. Close is nice, but you dont HAVE to be uncrittable. The fight already takes into account the possibility (unremovable) of getting no resist - so quad damage. Double damage from crits doesnt sound all that bad in comparison.

I never really understood the huge pressure on being uncrittable on fights like illidan flames. Fire resist is obviously your main stat but just do some quick math. Lets say you lack 10 defense to get capped. Thats 0.4% chance to be critted. The fight assumes variation of going from 25% damage on majority of the fight to 3% of 75% hits and 1% of 100% hits. The only time when crit is "worse" then just an unresisted hit (which happens pretty frequently) is when you combine 75% or 100% damage hit with a crit. Chance of that occuring = 4%x0.4% = 0.004%. Once in 25000 hits. With tclapped attack speed of 2.4 it adds up to SEVENTEEN hours of tanking a flame or hydross, before your lack of crit immunity gets you to the point where it can result in a hit larger then expected.

Sure thats statistics, and the hit can happen right away. But honestly there is plenty of things that can go wrong in any boss fight with far greater possibility. I understand the idea of gearing for "worst case scenarios", but there are certain limits.

In short - Hydross/Flames, never really required a crit immunity, and because of resist mechanics (1% always to get QUAD damage blow), I doubt any resist fight will.

Last edited by Shha : 08/02/08 at 12:37 PM.
 
User is offline.
Old 08/02/08, 1:22 AM   #634
Zaroua
Piston Honda
 
Zaroua's Avatar
 
Dwarf Paladin
 
Sen'jin
Originally Posted by Alaron View Post
Stuff about synergy and bringing multiple Warriors to a raid

I came to a similar conclusion and made a post in this thread a few weeks ago. Blood Frenzy/Trauma are too good to pass up, yet aside from the few early tier talents in Fury, a DPS Warrior adds nothing to the raid - unless Warrior DPS is higher than other classes, I see little benefit to bringing more than 1 DPS Warrior instead of getting more raid synergy from another class. And yes, here's to hoping that the changes they are bringing to Warriors are better than what the scary "Warriors dropped Anticipation in T6" post portends.

Dogma also claims that God has a sense of humor and at times presents Him as a joker of sorts, thus again lowering Him to human level. While I am certain God has a "sense of humor" since He gave it to us, I find it most difficult to believe He finds humor in sin since He will cast the unforgiven sinner into the lake of fire for eternity. Not very funny at all.
 
User is offline.
Old 08/02/08, 6:48 AM   #635
Shha
King Hippo
 
Night Elf Warrior
 
Scilla
Well what i suggested is one of two:

- Move BF to fury

or

- Give a real 51 pointer to fury - aka what im looking at is maybe a 3rd shout as 51 point talent in fury? A haste shout? ArP shout?
 
User is offline.
Old 08/02/08, 12:21 PM   #636
Alaron
Von Kaiser
 
Tauren Warrior
 
Dethecus
Though not specifically referring to warriors, there is an interesting post about on the beta DK forums about raid debuffs. It seems that they are going to be taking a look at debuffs in general. The intent is apparently "to combine some when [they] can and give different specs alternate ways of providing the same debuff." (Source) I'll be interested to see what (if anything) they come up with for fury.
 
User is offline.
Old 08/02/08, 12:48 PM   #637
Darmon
Von Kaiser
 
Orc Death Knight
 
Defias Brotherhood (EU)
The DK beta forums contains much more about the general design philosophy of the developers. Take this blue post for instance
I do want to stress that the spells and talents were designed assuming a 2/2/2 configuration. It was never our intent that you keep say Unbreakable Armor up 100% of the time by playing with 6 frost runes. No single talent choice should be the difference between a good or bad death knight tank. (And to be honest, it really isn't for druids.) A death knight needs to be able to tank end-game content with their core set of abilities combined with reasonable player skill and gear. Any bonuses from talents should just be gravy.
source

For me it opens up a lot to speculate about the role of the warrior and the difference between specs.
 
User is offline.
Old 08/02/08, 12:51 PM   #638
 Birdemani
Everybody knows that the bird is the word
 
Birdemani's Avatar
 
Human Warrior
 
Black Dragonflight
A death knight needs to be able to tank end-game content with their core set of abilities combined with reasonable player skill and gear.
Does that mean they want all classes to be able to tank as 0/0/0? I'm curious to see them explain that one a bit more.
 
User is offline.
Old 08/02/08, 12:51 PM   #639
Kandryn
Glass Joe
 
Orc Warrior
 
Kael'thas (EU)
Regarding Blood Frenzy, Raid Synergy, and 25-man Raiding, don't you think that if you take Bf in the arm tree, you should push to 37points and take trauma? You can still manage to get 5/5 flurry and also bloodthirst in the fury tree to get something like 37/3x.

I am the Bf warrior of my raid and i am considering that kind of spec, but i can't decide wether i will go dual or keep a 2hander since slam cycle is almost out of the question with the wf change.
 
User is offline.
Old 08/02/08, 3:16 PM   #640
Machinator
Don Flamenco
 
Troll Warrior
 
Aggramar
I havent looked at the other classes as in depth, but with so many debuffs and bleeds Im not sure how much Trauma will be 'need to have'. I think its better as the thing Arms brings to the raid but not needed, as they tried to do with BF. (I think that was the intention?)

What would people think of a compromise with BF? If Deep Wounds are rolling, they could be a decent amount of damage, or at least certainly more than now. Why not just switch Deep Wounds and Blood Frenzy. Fury will put 17 in arms anyway, and the loss of Deep Wounds doesnt give TG-Fury big bleed ticks.

Also seeing all the changes to threat, is it possible that they intend Fury to do more raid dps than arms by having a higher threat cap? I dont have a beta key but reading what other people say about threat, albeit before they make the warrior review, its possible. Though I dont know if that is a good way to go about it.

"Information is ammunition."
 
User is offline.
Old 08/02/08, 5:57 PM   #641
Kartan
Glass Joe
 
Night Elf Warrior
 
Dalvengyr (EU)
The problem with that is that BF is tied to rend and deep wounds. BF without deep wounds, you would need to keep up rend.
That said, I would really like BF being moved to the fury tree. It is a bit cruel to force DPS warriors to choose between Dual wielding f'ing two handers and BF (and by proxy, a raid spot).
 
User is offline.
Old 08/02/08, 6:21 PM   #642
Machinator
Don Flamenco
 
Troll Warrior
 
Aggramar
Ah I forget that it requires a bleed effect, always just been a given that dps warriors have one on. Perhaps combine BF to deep wounds and lower trauma.

"Information is ammunition."
 
User is offline.
Old 08/02/08, 6:46 PM   #643
Ryuuichi
Glass Joe
 
Ryuuichi's Avatar
 
Human Warrior
 
Kalecgos
Don't know if anyone has picked up on this yet, but the latest talent calculator on the official site, no longer has a cooldown listed in the tooltip for 5/5 sword spec.

WorldofWarcraft.com -> Info -> Classes -> Warrior -> Talent Calculator
 
User is offline.
Old 08/02/08, 7:52 PM   #644
Graul
King Hippo
 
Graul's Avatar
 
Orc Warrior
 
Fenris
Updated blue reply regarding tanking.

I know it can seem like a useful strategy to act outraged or insulted in order to get changes made. But please try and be civil while we're in the beta forums. It tends to attract more blue posts.

AE tanking is hard for warriors. This tends to mean that pugs in particular would rather have a paladin tank just for the consistency. I agree this feels broken. We think we can make it easier for warriors to AE tank, especially in 5-player instances, without displacing the paladin as the best AE tank. At the moment we are considering increasing Thunder Clap to 5 targets. We'll see how that feels.

The old Shield Block wasn't fun. We think we can make the new one fun. Numbers are the easiest thing to tweak if that's all that's called for. So we tend to focus on mechanics at this stage in development. Once we like the mechanics, we can massage the numbers.

Hit is a good stat, but it' a tough one to itemize since you can hit the cap at which point more becomes useless. While more defense is almost always better, it isn't as good once you have removed crits and maxed out block (though this will be harder now). Strength and stamina are almost always beneficial no matter how high you get. We can always put them on an item (or talent for that matter) and know they'll be valuable for warriors. You'll get some hit, expertise, defense and all your old friends too. But strength and stamina will be everywhere.

It's almost impossible at this stage to talk about which class can generate the most threat or has the most survivability at level 80. There are no level 80 characters in beta, and we haven't done our own testing yet. We want to come up with mechanics we like, then we get the numbers in good shape. I'm not saying don't talk about it -- it's very useful when someone can point out a potential problem, particularly if it's one we hadn't thought of. Yes, that happens--a shock, I know. Just don't slip down the slope from there by declaring the class dead or breaking out the slaps to the face.

There are 4 tanks in WoW. They all are intended to tank 5-player, 10-player and 25-player instances. They all have their specialties, and the warrior specialty will probably remain as the best tank for single, hard-hitting bosses. But if you only have a death knight for that encounter, or you bring a warrior to a fight with a bunch of adds, you'll still be able to get purps. This is a slight change in philosophy for us, but one we feel is necessary in a world with 10 classes and several specs getting a boost to raid viability.

Warriors need to be better AE tanks without eclipsing paladins. Thunder Clap is a good place to address that problem. If Shockwave becomes the ultimate tanking ability than we're concerned nobody would want to run a 5-player dungeon without it. That's not the goal. We don't want to hand out Consecrate to every tank, but we want you to be able to tank groups better.

I didn't want to imply that all tanking gear would be strength and stamina with no other stats. But compared to what you are used to, expect more strength and expect strength to benefit you more.

Let me also clarify a couple of previous comments. I can't always spend as much effort analyzing every word I type as the community ends up doing, or else I would never get to post. For that I apologize.

I understand the value of defense and Anticipation, though you must agree that volumes have been written about how well defense scales and its value at various points in progression. Tanks have debated about whether it was always worth 5/5 in Anticipation, even if they ultimately concluded that it is. That was the point I garbled.

I also acknowledge that hit and expertise are great threat stats, and expertise can offer a little mitigation to boot. The point I was trying to make is that putting strength on tanking gear solves a lot of problems in the game -- it can improve dps and threat (and mitigation if we build the talents correctly) without us having to worry about whether plate-wearing tanks are already capped in some other stat. Defense means something different for warriors and paladins than it does for death knights, and unless we build different gear for each class we can't count on defense as always being desirable above everything else. The last thing we want is for some classes to feel that they don't have access to the gear to do their jobs properly. Make sense?

Sorry for any confusion. It's never going to bother me when players point out errors I may make in my posting or that we make in our design decisions. It makes the game better.

The fact remains that we want warriors to keep tanking. If they aren't there yet, we'll get them there.
WoW Forums -> Comprehensive Prot Review
 
User is offline.
Old 08/02/08, 7:54 PM   #645
Roywyn
Bald Bull
 
Roywyn's Avatar
 
Gnome Mage
 
Argent Dawn (EU)
Originally Posted by Birdemani View Post
Does that mean they want all classes to be able to tank as 0/0/0? I'm curious to see them explain that one a bit more.
Depending on how you see and interpret it, they actually want something like that.

They want all classes to be able to tank on a certain level regardless of points spent.
* Defiance (+15% threat) and the bear/paladin equivalents were made baseline, because they were huge no-brainer talents and required for some decent threat.
* Shield Slam was made trainable because non-prot warriors had no scaling high-threat move at all. Sunder spam worked fine at 60, but in Outland your DPS simply outscales your static threat moves.

Hence they made Shield Slam trainable because they felt that (non-prot) warrior couldn't fulfill the baseline tanking in a leveling instance without it.
Of course, prot warriors take less damage, do more threat, have more constrol, have stuns and more emergency options.
But a non-prot warrior can perform on a resonable level as well now, without having core abilities as talents.

Same with paladins - consecration and seals should do most of their job, and they added a baseline shield slam equivalent as a high-threat move.


When it comes to Death Knights, they don't really have a dedicated pure tanking tree.
Frost is tanking oriented, but there are also very attractive tanking talents in the other trees.

So they don't want DK tanking to depend on talent X, because it's very reasonable to focus on another tree with talent Y instead, leaving you unable to take X as well.

I'm not sure I like that design, but that's how they set things up for now.

The Blue Bar and you - the complete Fire Mage 2.4 mana compendium: http://elitistjerks.com/658230-post3191.html

DPS spec and class comparison in Naxxramas gear: http://code.google.com/p/simulationc...i/SampleOutput

And [Timbal's Focusing Crystal] doesn't proc on AM.
Neither does [The Egg of Mortal Essence] since 3.1.
 
User is online.
Old 08/02/08, 7:59 PM   #646
Starfox
Don Flamenco
 
Starfox's Avatar
 
Tauren Druid
 
Destromath (EU)
Originally Posted by Ryuuichi View Post
Don't know if anyone has picked up on this yet, but the latest talent calculator on the official site, no longer has a cooldown listed in the tooltip for 5/5 sword spec.

WorldofWarcraft.com -> Info -> Classes -> Warrior -> Talent Calculator
Just logged in on my twink on the beta realm to check if it's the same ingame

and yea, the cooldown thing on warrior swordspecc is gone from the tooltip

Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
 
User is offline.
Old 08/02/08, 8:09 PM   #647
7Sam
Von Kaiser
 
Tauren Warrior
 
Darksorrow (EU)
I spent a good part of my evening on War Tools website, many of the changes I made came from this post and some came from our thread here at EJ.

I would like to see what you guys think of this talent trees and I would love it if you alter in ways that will make it a bit more realistic\balanced.

War Tools :: Talent tree Warrior Talents v3


Note: I see this as a work in progress rather then a finished project. There for be warned, you might get that "lack of polish" feeling when using this talent trees, when you do.. try think of ways to remove that feeling (altering talent location and description comes to mind)
 
User is offline.
Old 08/03/08, 7:34 AM   #648
Gellor
Von Kaiser
 
Human Warrior
 
Stormrage
Interesting quote from same dev (Ghostcrawler) in druid forums:

Quote:
Imagine running a raid with no warrior tanks at all.

Link to full post below.

WoW Forums -> Feral Concerns in WotLK

As warriors we can do things, DPS and Tank, and in his quote he's saying it's a good thing 1 of only the 2 things we can do might not even be required anymore. To say I'm massively disappointed, is the understatement of the year. Pally's and druids can all spec for healing/dps and tanking, we only get 2, and to be honest pally's and druids bring lots more raid synergy than prot warriors. Not to mention that both classes currently pwn us hardcore on mitigation now. MT town, warrior population ZERO.
 
User is offline.
Old 08/03/08, 7:51 AM   #649
Tornaz
Von Kaiser
 
Orc Warrior
 
The Sha'tar (EU)
Originally Posted by Roywyn View Post
Depending on how you see and interpret it, they actually want something like that.

They want all classes to be able to tank on a certain level regardless of points spent.
* Defiance (+15% threat) and the bear/paladin equivalents were made baseline, because they were huge no-brainer talents and required for some decent threat.
* Shield Slam was made trainable because non-prot warriors had no scaling high-threat move at all. Sunder spam worked fine at 60, but in Outland your DPS simply outscales your static threat moves.

Hence they made Shield Slam trainable because they felt that (non-prot) warrior couldn't fulfill the baseline tanking in a leveling instance without it.
Of course, prot warriors take less damage, do more threat, have more constrol, have stuns and more emergency options.
But a non-prot warrior can perform on a resonable level as well now, without having core abilities as talents.
The problem really is in the design of the warrior class. If Arms and Fury are viable tanks, then Protection will be overpowered at the same level. If Protection is balanced, Arms and Fury are underpowered as tanks.

I'm honestly hoping that bliz will remove the Protection tree and rebuild the Warrior from the ground up, focusing on playstyle instead of the current talent trees focus on static stances.
 
User is offline.
Old 08/03/08, 8:42 AM   #650
Muggins
Piston Honda
 
Blood Elf Death Knight
 
Frostwhisper (EU)
Originally Posted by Gellor View Post
As warriors we can do things, DPS and Tank, and in his quote he's saying it's a good thing 1 of only the 2 things we can do might not even be required anymore. To say I'm massively disappointed, is the understatement of the year. Pally's and druids can all spec for healing/dps and tanking, we only get 2, and to be honest pally's and druids bring lots more raid synergy than prot warriors. Not to mention that both classes currently pwn us hardcore on mitigation now. MT town, warrior population ZERO.
I think you're going a little overboard here. The idea of his post was clearly aimed at showing that the devs are working toward making all tanks, whether they be deathknight/druid/paladin/warrior, equally viable to main tank in raids. Some might be stronger in certain aspects of tanking than others but if you suddenly don't have any prot warriors turn up one night, you don't call the raid off when you have enough ferals sat on the sidelines to do the job.

Regarding the mitigation front, we haven't even seen any pieces of lvl 80 gear never mind raid gear, for all we know druids might not get any extra armour on their gear and mainly use rogue gear armour levels to bring them down from the armour cap. Finally as has already been mentioned quite a few times we are due a polish pass sometime soon in which, among other things, vigilance will be getting changed.

So how about we stop with all the doom and gloom crap, instead lets see what actually comes along near the 80 mark and if its looking bad then we can raise some at least partially informed concerns between tanking class equality.
 
User is offline.
Closed Thread

Go Back   Elitist Jerks > Public Discussion > Class Mechanics > Warriors

Thread Tools


Similar Threads
Thread Thread Starter Forum Replies Last Post
Moonkin WotLK Talent Preview / Discussion Maax Druids 1690 11/14/08 11:21 PM
WotLK Talent Preview / Discussion Flamingcloud Warlocks 4153 11/12/08 6:13 PM
Restoration WotLK Talent Preview / Discussion Norfair Druids 653 11/06/08 5:25 PM
[Mage] WotLK Talent Preview / Discussion Cryic Class Mechanics 4786 08/16/08 8:16 PM
[Priest] Holy WotLK Talent Preview / Discussion Sinndir Class Mechanics 88 07/19/08 12:13 AM