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02/16/09, 6:04 AM
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#106
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Never, Mags. Never!
Human Death Knight
Turalyon (EU)
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Originally Posted by camullo
I don't think that our healthpool is a real problem because we could reach around 31k HP unbuffed. Every boss (except Sarth+3D) is tankable with that HPpool.
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I don't get this reasoning at all. Sarth 3D is the fight we should be concerned about. Boss fights will get harder, not easier so Sarth 3D offers a preliminary preview of things to come and what to expect of tanks which is why if we struggle there compared to other classes, we will struggle on the hard bosses in Ulduar.
Let alone the fact that equalizing health will help Blizz design bosses with a tighter tuning because at the moment, who do they design around? Warriors? If so, Druids and DKs will have an edge because of their similar mitigation but higher health. Do they design around the massive health pool of Druids? Then Warriors and Paladins will be in trouble again.
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02/16/09, 8:54 AM
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#107
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Glass Joe
Tauren Warrior
Gorgonnash (EU)
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That's why I mentioned a change to the stamina multipliers. Sarth 3D is a fight designed about magical dmg and high inc dmg. You have to blast a lot of cooldowns. It's a typical fight Blizzard has just designed for DK tanking. Druids can do well, too, because of their HP.
The question is: Is the warrior bad designed because he cannot tank or is the encounter bad designed?
I would say it's the last. The difficulty for the raid to stay alive is well tuned but the DMG Sarth does is too high for any paladin or warrior. I'm pretty happy with my HP (even if I could get more), they aren't too low - the DMG is too high.
There are 2 ways to equalize the stamina problem:
One: Buff the warrior. But how much would be enough? We would need to get close to 50k HP in Defstance just to become close to equal with DK and Druids, wouldn't we? That's nearly 20% more stamina. To equalize ProtPaladins they would also need to buff their stamina by 20%. At all it wouldn't change much, Paladins would still outscale us and Druids and DKs would still argue with "we don't have shields". We wouldn't gain much unless Blizzard tries to overhaul the Shield avoidance and Mitigation.
Second: Nerf the others (and bosses).
I have played a feral druid in TBC and yes it was quite awesome. You didn't have to care much about Defense and Avoidance, you just took some exp and hit and the rest (sockets and enchants) went directly into stamina. You were armorcapped in some blues and greens and with some pieces of the arena gear you were even able to tank kara,gruul and mag. I would say it's still possible - or even easier - to do so in Wrath than it was in TBC. As warrior, where is the argument that a druid gains 20% stamina just by forming into a bear when he is just 2k HP behind a equal-geared warrior? Don't misunderstand me, druids have suffered a long time, but in terms of "bring the player not the class" the stamina and avoidance boni they get from talents are really a bunch too high (-12% dmg taken, 10% dodge, critimmun and 20% stamina).
Perhaps also DKs need an overhaul. Same with Paladins; the outscaling point we calculated is Naxx10 - 2 bigger content patches too early (Ulduar, Icecrown).
Sarth is the ultima because it requires good DPS, good Heal, good reactions. But in terms of the progress line (Archa-Sarth-Naxx-Maly-Sarth+Adds) he is more like Kael'thas. The bosses I met so far are nice tuned. As entry they allow not-so-well geared player to gain some experience, not very harmfull at all. Sarth is a jump in difficulty for the raid, he doesn't require more from a tank than any other boss in terms of threat.
I know (and hope) that Ulduar will be a real step after Naxx.
If Blizzard is going to design encounters for Ulduar which forces your raid to bring highStamina tanks than both -paladins and warriors- will not going to be viable tanks. But that has nothing to do with the classes but with Blizzards tuning. It should be more appealing to stay alive, to do some sort of CCing adds, perhaps some events and not blowing the tank away by 1hitting him.
(and yes they will nerf Sarth3D when Ulduar hits like they nerfed before)
PS:
I think Warriors and Paladins are close to equal from mechanics and tank-ability. The can perform very well. If Blizzard would balance encounters around them and scale the HP of Druids and DKs down everything would be nice.
With their politics to adjust missing shields by enormous amounts of stamina and armor they did very well in TBC but with these tons of stamina on Wrath gear they need to overthink their system. The damage mitigated/avoided form having a shield doesn't justify a compensation of Druids and DKs with 20k HP and armorcapped. (This is the problem in my eyes not that we lack of 20k HP).
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02/16/09, 9:40 AM
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#108
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Von Kaiser
Dwarf Warrior
Smolderthorn
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However, here's my biggest concern if a lot of the issues in this thread are not tweaked/adjusted:
Dual-spec is coming, and I'm concerned that I'm going to end up DPSing more than I'm tanking.
At the moment, Warriors don't exceed at anything in particular that I can see.
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Given that Fury DPS is so high
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This is my feeling as well. I actually am already in this position. We have a druid, DK, and paladin tank all in guild with fairly close gear in terms of item level/progression. If all 4 show up to raid I respec fury. So basically given all of the options, we are last for tank order and at the same time first (or possibly second but the DK doesn't ever respec) for DPS order of the tanking classes. This does not bode well for guilds that are either focused on progression or have enough people to swap in and out to min/max specs.
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02/16/09, 9:41 AM
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#109
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Never, Mags. Never!
Human Death Knight
Turalyon (EU)
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Sarth 3D is fine. It's a really well done fight since they managed to get the scaling difficulty down just right. What's not fine is that the MT either needs high health or pretty good magic mitigation (and ideally, both).
The way I see it, Effective Health for magical damage needs to be equalized. How they do it is up to them, but one class should not have both higher health and better magic mitigation on top. Spread it around, change Spell Reflection to reduce X% magical damage while the buff is up and so on.
Having Shields has really nothing to do with this problem. Shield mitigation can be balanced via higher armor or avoidance - no need to drag health into this because it really skews the balance for magical damage heavy fights. Just like the one Sarth 3D happens to be.
EDIT:
Originally Posted by zaon
This is my feeling as well. I actually am already in this position. We have a druid, DK, and paladin tank all in guild with fairly close gear in terms of item level/progression. If all 4 show up to raid I respec fury. So basically given all of the options, we are last for tank order and at the same time first (or possibly second but the DK doesn't ever respec) for DPS order of the tanking classes. This does not bode well for guilds that are either focused on progression or have enough people to swap in and out to min/max specs.
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The opposite is also true at the moment though. If you got a Warrior tank and a Feral/Death Knight tank, then you are better off putting the Warrior as MT if you want to maximize raid DPS because their DPS while not tanking is lower than Ferals and DKs. Neither of the scenarios are really great though, I wish we could just decide who MTs or DPSes what depending on their gear and skill not because class says so.
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02/16/09, 10:58 AM
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#110
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Von Kaiser
Orc Warrior
Antonidas (EU)
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Originally Posted by Liar
Sarth 3D is fine. It's a really well done fight since they managed to get the scaling difficulty down just right. What's not fine is that the MT either needs high health or pretty good magic mitigation (and ideally, both).
The way I see it, Effective Health for magical damage needs to be equalized. How they do it is up to them, but one class should not have both higher health and better magic mitigation on top. Spread it around, change Spell Reflection to reduce X% magical damage while the buff is up and so on.
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That's exactly what I was thinking. Our magical mitigation needs to be buffed up to a level so we take a similiar amount of damage compared to our max HP (e.g. feral at 50 takes 10k magical dmg. warrior at 35k should take only 7k from the same attack). I also like the idea of Spell Reflect being a on demand magic damage reduction, cause as it stands it's a gimmick talent for Malygos P2 and PvP as the flat spell avoidance is too RNG to make a difference.
Sarth 3D is a nice fight actually and I already successfully did 2 out of 3 possible tanking roles. Drake tanking is more or less a TPS race and warriors have no problem atm doing this. Add tanking is a bit trickier than say for a Paladin or a DK, but with a high strength block set and vigilance on the MT for taunt refreshing it's very doable and no problem either.
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What I don't fully understand is your ranting about how the Protection tree is broken. It's actually good there are not so many mandatory talents in there. And no Deep Wounds is not mandatory either. I find it a bit funny for example when people complain about DKs being able to use their cooldowns so often but at the same time saying Improved Disciplines is crap. Imp. Disarm and Safeguard are more useful in PvP than anything...but such talents are part of the design of almost every talent tree in the game since 3.0. Some say "lol Imp. Bloodrage I already have infinite rage", it still sucks to be rage starved and it is useful here and there. If Devastate wasn't nerfed to the ground (and Deep Wounds not so strong) then Puncture would be up for discussion again. It could be boosted with a damage modifier on Devastate for example. Vigilance is a nice tool too but you don't have to take that either. So I wouldn't say broken, though not perfect either of course. The toolbox-like design is intended by Blizzard and is understandable after they made so many tanking abilities baseline (including the higher threat modifier in defensive stance).
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I share the concern that we do too little damage while tanking. Compared to other tanking classes we could sure use a buff here.
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02/16/09, 11:29 AM
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#111
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Von Kaiser
Night Elf Priest
Stormscale
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How do raid buffs increase warrior threat generation? Pallies will gain extra threat through Stam->Spellpower conversions when they get Fort/BoK (not sure about DK/druid). Warriors will gain Might/BS in a raid, but one of our largest threat abilities only scales with Str, not AP. I know that Blizz changed AttT from Str to AP to avoid having all that extra Str but was that really that OP? All tanks pick up that ability regardless, so it's not like the change was a big deterrent to prot warriors. Changing that back to Str and adding more threat scaling or mitigation to Str seems like a good way to address our threat generation.
Also, Blizz will change the mechanics for Sunder Armor to be a percentage instead of a flat amount with 3.1. Why not continue that trend by making Shield Block block a percentage of attacks, as has been discussed. That would feel more consistent as well.
As a dps warrior but also as an OT, I'm annoyed by the desire to have both a glyph of cleave (for packs) and a glyph of HS (for single targets). Both seem reasonably important for decent threat generation (or dps). And only one ability/glyph can be used at any given point in time, since both replace a normal swing. It's annoying to lose 2 glyph slots for normal swing replacement abilities.
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02/16/09, 11:41 AM
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#112
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Glass Joe
Draenei Warlock
Aggramar (EU)
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Originally Posted by Phatha
I know that Blizz changed AttT from Str to AP to avoid having all that extra Str but was that really that OP? All tanks pick up that ability regardless, so it's not like the change was a big deterrent to prot warriors.
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I think the reasoning there wasn't that changing it to AP would deter tanking warriors, but that leaving it as strength would make it 'mandatory' for them (and/or too good for Fury and Arms).
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02/16/09, 11:46 AM
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#113
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Von Kaiser
Night Elf Priest
Stormscale
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They changed it to AP and nerfed the amount gained from armor but all 3 warrior talent specs still pick it up, so it's still mandatory. Making it Str only allows it to gain from BoK and increase block value for tanking. As fury, the extra threat through Shield Slam wouldn't hurt for those occasions when you are asked to OT either. And Str doesn't provide much mitigation for prot as has been said.
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02/16/09, 11:54 AM
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#114
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Great Tiger
Night Elf Warrior
Silvermoon (EU)
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Originally Posted by Warrok
What I don't fully understand is your ranting about how the Protection tree is broken. It's actually good there are not so many mandatory talents in there. And no Deep Wounds is not mandatory either. I find it a bit funny for example when people complain about DKs being able to use their cooldowns so often but at the same time saying Improved Disciplines is crap. Imp. Disarm and Safeguard are more useful in PvP than anything...but such talents are part of the design of almost every talent tree in the game since 3.0. Some say "lol Imp. Bloodrage I already have infinite rage", it still sucks to be rage starved and it is useful here and there. If Devastate wasn't nerfed to the ground (and Deep Wounds not so strong) then Puncture would be up for discussion again. It could be boosted with a damage modifier on Devastate for example. Vigilance is a nice tool too but you don't have to take that either. So I wouldn't say broken, though not perfect either of course. The toolbox-like design is intended by Blizzard and is understandable after they made so many tanking abilities baseline (including the higher threat modifier in defensive stance).
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Well, I don't think it's fair to classify it as a 'rant'--it seems to be an obvious place to look for feedback in terms of 'finalizing' the design of the class and polishing up unpolished elements.
My main objection to your points are that Deep Wounds and Impale are actually fairly mandatory if you want to produce decent TPS figures. Those 5 points are somewhere in the neighborhood of being over a 10-15% TPS increase and over a 15% DPS increase. Given the lack of other TPS increasing talents to take with the additional points, there really are no particularly viable alteratives in the Protection tree itself.
Also, Improved Disciplines provides little to no meaningful impact as to how many times Shield Wall can be used per fight. A 4 minute vs. 5 minute cooldown when the majority of fights are less than 4 minutes in duration (ignoring that Shield Wall is often used towards the middle or end of a fight anyway) is pretty much a non-factor in all regards. Death Knights are in a different ballpark due to their large amount of reliable and short cooldown abilities which can be rotated in a cyclic manner.
Many of the Protection talents are simply weak or lack polish/synergy with the Warrior playstyle. I don't think it's a problem to delve into how they could be spruced up a bit.
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02/16/09, 12:27 PM
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#115
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Von Kaiser
Dwarf Warrior
Smolderthorn
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This is somewhat of a summary of things written in this thread, wrapped into specific talent changes I would like to see:
Improved Spell Reflection - When the ability is used it will reflect first spell cast against the 2/4 closest party members and reduce all spell damage you take by 10/20% for 5 seconds.
Safeguard - Reduces damage taken by the target of your intervene ability by 15/30% for 6 seconds and decreases the cooldown of your revenge ability by 1/2 seconds.
Puncture - reduce rage cost of Sunder Armor and Devastate by 1/2/3 and gives your Sunder Armor and Devastate a 10/20/30% chance of Rending your target.
Vitality - Increases your total Strength and Stamina by 2/4/6/8/10% and your Expertise by 2/4/6/8/10.
These would all go a good way towards addressing some of the concerns listed in this thread, and I think would be easy enough tweaks to implement. And they aren't just straight buffs because all of them would require talent point choices not currently included in the standard 15/5/51 spec.
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02/16/09, 8:10 PM
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#116
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Piston Honda
Night Elf Warrior
Stormrage
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Nice summation. In general warrior talents don't compound like that near as much as other classes. It'd be a nice step in the right direction.
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02/16/09, 8:24 PM
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#117
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Glass Joe
Undead Warrior
Tichondrius
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Originally Posted by camullo
I haven't noticed the paladin problem that far.
The problem with a warrior OT is that most of the boss need only 1 Tank (Spider, Plague Wing, Malygos etc.). So the warrior loses 2 of his best threat generating abilities:
DefEnrage and Revenge
Both require to be hit (and alot of Rage on top of that).
When our warrior is MT he normally stays quite ahead, as OT he falls behind the paladins but stays around 50% ahead of the DD.
Pitifully with a paladin Naxxramas is very easy - pull everything together and AE it down. Their AE threat is still huge (Thunderclap cannot hold up to Consecration), the reasons why I haven't seen anything else doing MT in Naxx.
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Well, I have this problem not only while oting, its while mting too. However, it could very easily be how huge exp/hit is for us, and I don't have a lot of it atm (don't want to regem more until I get my malygos legs). It also could be that most warriors would vigilance their OT, which would provide a large sum of threat for them, unless the OT is OTing an add.
Edit: I never clarified this, but I'm not saying I'm having trouble with tanking off dps, more so that a paladins threat seems a lot higher than mine on average.
@Zaon: Part of those changes still favor the 15/5/51 build, especially if you are using a slower weapon, and would only require minor adjustments. Vitality/puncture (rend up-time, plus higher rends due to base weapon damage) changes would easily scale more this way, and it would be easy to drop focused rage to pick up puncture, seeing as this eliminates a need to even hit the rend button, and makes it so you don't have to take away from your tanking cycle so you could add in extra devastates between cds to ensure rend stays up. Obviously, you'd be getting the rend glyph and imp rend so you would be able to get very high rend up-time. However, this really only applies to slower weapon users.
Last edited by Verstorbene : 02/16/09 at 9:13 PM.
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02/16/09, 8:54 PM
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#118
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Von Kaiser
Orc Warrior
Antonidas (EU)
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Originally Posted by Jayde
Well, I don't think it's fair to classify it as a 'rant'--it seems to be an obvious place to look for feedback in terms of 'finalizing' the design of the class and polishing up unpolished elements.
My main objection to your points are that Deep Wounds and Impale are actually fairly mandatory if you want to produce decent TPS figures. Those 5 points are somewhere in the neighborhood of being over a 10-15% TPS increase and over a 15% DPS increase. Given the lack of other TPS increasing talents to take with the additional points, there really are no particularly viable alteratives in the Protection tree itself.
Also, Improved Disciplines provides little to no meaningful impact as to how many times Shield Wall can be used per fight. A 4 minute vs. 5 minute cooldown when the majority of fights are less than 4 minutes in duration (ignoring that Shield Wall is often used towards the middle or end of a fight anyway) is pretty much a non-factor in all regards. Death Knights are in a different ballpark due to their large amount of reliable and short cooldown abilities which can be rotated in a cyclic manner.
Many of the Protection talents are simply weak or lack polish/synergy with the Warrior playstyle. I don't think it's a problem to delve into how they could be spruced up a bit.
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Maybe the word 'rant' was a bit harsh, sorry about that  But I think the Protection tree is in better shape than much of BC.
I did state that I believe Deep Wounds is not mandatory and I stand by it. I cleared all the contemporary 25man content and I didn't yet encounter the need for speccing DW in order to keep up on threat. I even ran most of it without impale though I realized that Impale is really worth it. Sure it's a threat boost and I'll try it out one day or another, but it's not mandatory in the sense of "we don't work without it". If we go with your figures you are implying that there would have to be a talent(s) that boost TPS/DPS by roughly 10-15% in order to make it viable over Imp/DW. Since I don't see us so bad on threat in general atm (as I noted before DPS is low imo, but threat is fine) I wonder where this would put us at.
This may be anecdotal: One of the more challenging jobs I had to do threat-wise is drake-tanking in Sartharion 3D and I found it pretty interesting that some DPS complained about a feral doing my job when I had to tank the little adds. For them my threat was superior to the feral. So I wonder was the feral just performing badly?
And the Shield Wall thing, well, let me put it this way: Would you prefer a 2min CD Shield Wall with 30% reduction? Or even 1min with 15%? It would be cool to be able to glyph for it for some fights, but in other cases a longer "hard" CD is preferable. And I guess the fight duration might go up a little once more challenging content arrives.
I don't disagree that there is room for improvement. I disagree that our talent tree is broken.
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02/16/09, 9:27 PM
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#119
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Von Kaiser
Dwarf Warrior
Smolderthorn
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as I noted before DPS is low imo, but threat is fine
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You only think that because for most encounters DPS classes can't push us for threat. However, all of the other 3 tank classes put out more single target threat and 2 of them put out substantially more AE threat. At what point will this be a problem? I'm not sure, but raising warrior tank DPS would help both ways.
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This may be anecdotal: One of the more challenging jobs I had to do threat-wise is drake-tanking in Sartharion 3D and I found it pretty interesting that some DPS complained about a feral doing my job when I had to tank the little adds. For them my threat was superior to the feral. So I wonder was the feral just performing badly?
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Possibly, but warriors are better than ferals for this job. Throw vigilance on the MT and spam your TC/shockwave/cleave/taunts and you are much better than a feral, especially if you are spec'd deep wounds. That being said, try using a DK sometime for this job and watch him do 6-8K dps and solo half the adds.
In reference to the fast/slow weapon and HS vs devastate/rend: I actually like this flair to our tanking. It gives us more choice in our tanking style. If they would implement a heroic strike toggle on/off like Satrina suggested it would really give us a solid choice -- high rage fights use a fast weapon, low rage fights use a slow weapon.
I definitely like the prot tree how it is, which is why I put the talent change suggestions where I did. While it won't stop anyone from speccing 15/5/51 you actually have to decide whether you want to sacrifice all the extra goodies in prot for impale/deep wounds. I think the current problem is that it is easy enough to pick only the "PvE" talents in prot and get to 51 and have nothing worth taking over 15 in arms.
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02/16/09, 10:06 PM
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#120
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Glass Joe
Undead Warrior
Tichondrius
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Originally Posted by zaon
I definitely like the prot tree how it is, which is why I put the talent change suggestions where I did. While it won't stop anyone from speccing 15/5/51 you actually have to decide whether you want to sacrifice all the extra goodies in prot for impale/deep wounds. I think the current problem is that it is easy enough to pick only the "PvE" talents in prot and get to 51 and have nothing worth taking over 15 in arms.
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I whole heartedly agree, I feel like there aren't enough talents that give enough to (I don't wanna say mandatory, so wording is awkward) prot tree to outweigh just going into deep wounds, as it is ridiculously powerful atm However, with a lot of the suggested changes in this thread I feel like it'd still be along the lines of something like 12/5/54 and just skipping deep wounds for other talents.
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