 |
02/17/09, 3:09 AM
|
#121
|
|
Glass Joe
Tauren Warrior
Gorgonnash (EU)
|
Magical damage is quite a big concern. There are too many components and it's to RNG to mitigate or avoid.
At all it is just too spiky. Perhaps you remember some of the Vanilla encounters (or Illidan flame tanks) where resistances just gave you a chance to suffer a part of the original spell damage (http://www.wowwiki.com/Resistance). Even while being resistance capped you sometimes took big blows.
It is still the same concept (for PvP and PvE). Armor, defense/resilience or any other "physical" avoidance stats don't mitigate the damage like blocks do (in terms of physical damage). You can have luck and avoid 1 or 2 spells but you can also be 2shotted, like some of our cloth or leather classes were in Malygos P2 (focus of 3-4 scions and they weren't very high at the threat meter).
And as we mentioned before, magical encounters like Gothik don't hit you what makes magic encounters quite horrible to tank as warrior(no rage, enrage or revenge).
I think that Blizzard should link a linear magical damage mitigation to a standard stat like defense/resilience or armor. The second would perhaps compensate some of the PvP issues but still make druids and DKs no1 magic tanks unless warriors or paladins gain some significant magic avoidance via talents. The first would degrade druids, but still there would be some issues with DKs (they do mitigate 15% spelldmg just in frost presence + antimagic zone and shell). Blizzard has created a very-well all-around tank with the DK class but they haven't done any bigger favor to the other tanking classes. In my opinion there's a compromiss somewhere in the middle between warriors and DKs for all tanking classes. (Buff the warriors + paladins a bit and nerf the stamina/armor pool of DKs and Druids by adjusting their multipliers)
Edit say: Blocking magical damage could perhaps be a nice idea, increasing the usefullness of a shield.
Last edited by camullo : 02/17/09 at 3:56 AM.
|
|
|
|
|
02/17/09, 6:14 AM
|
#122
|
|
Glass Joe
Human Warrior
Dragonblight (EU)
|
I’ve been reading this thread with some interest, and it seems that there are 2 particular issues with Protection Warriors at this point in time;
1. Itemisation requires too many trade-offs between different stats, more-so than any other tanking class, resulting in lesser effectiveness as a tank
2. Infinite rage situations resulting in broken keyboards and/or carpal tunnel syndrome
To address the first, people have suggested a number of minor talent changes and other similar tweaks affecting Warriors only. Personally, I fear that these would only act as a band-aid and do not go far enough to balancing tanking classes in the long term.
The main problem, as I see it, is balancing defensive stats to put tanks on an equal footing from a defensive perspective. Its all well and good trying to make each tanking class feel different, but where there is difference people will always perceive that one is better than the other - and as such we need to minimise the differences as far as possible from a defensive perspective, while maintaining the unique play-style and offensive abilities that each class has to offer.
Considering the 3 Plate-wearing tank classes in particular, my suggestion would be to homogenise avoidance and mitigation by condensing the current 3 stats (dodge, parry, and block) into 2 stats: Dodge and Deflection. Dodge would retain its current functionality, while deflection would have a similar functionality to block in allowing a player to deflect part of an incoming attack using either a weapon or shield. As shields currently have a block value, so weapons would also have a deflection value (maybe based off weapon DPS since this tends to be consistent across weapons of the same ilevel). In order to retain the current attack tables, deflection chance would be applied twice in the case of tanks who dual wield or use a weapon and shield combo (once for the main-hand in the place of parry and once for the off-hand in the place of block). Shields could have a multiplier applied to give a greater chance to deflect an attack than using a weapon in the off-hand.
This would bring Death Knight’s onto a level playing field with Warriors and Paladins in terms of defensive stat requirements, and allow for more consistent scaling of defensive stats between the 3 Plate-wearing tank classes. Balancing the 4 tanking classes would also become more straight-forward, as you can ensure that gearing allows each class to achieve the same amount of avoidance (dodge) and balance health/armour in such a way that a Druid tank with higher overall HP will die in as many hits as a Plate tank with lower HP but taking less damage per hit due to deflection.
Stat-wise, dodge for all classes would be based on agility while deflection would be derived from strength. Current plate gear would clearly need tweaking to include both.
Once general tank survivability is balanced so that there is no clear best class, then magical damage mitigation can be looked at in a similar manner. Perhaps remove the emphasis from gearing to survive magical attacks in non-resistance fights by making them a fixed percentage of target maximum health. The emphasis is then on the healers to top the tank up before and after such attacks to ensure that he/she has sufficient health to survive the physical damage which is constantly ongoing.
Regarding the second issue, something clearly needs to be done to make rage gain more consistent. After all, someone getting in my way in a 5-man instance isn’t going to make me any less angry than someone getting in my way in a 25-man instance! I currently operate with 2 bars set up with the same abilities, but one combining each of them with Heroic Strike for use during high rage situations, that I switch between as and when I need to dump rage.
To make rage generation more consistent, removing the component from incoming damage and adding a baseline rage generation when in defensive stance and in combat would be one method that could be employed. This would make for more consistent rage generation, whether tanking and taking damage or off-tanking and not taking damage, and also make it so that rage generation would scale with damage done.
Some people have suggested a ‘toggle’ that allows you to activate Heroic Strike on each swing during high rage situations. Personally, I’d take things further and limit HS to Arms and Berserker Stance to give Protection Warriors a new ability that functions differently. Let’s call it ‘Focused Aggression’, and make it a passive ability when in Defensive Stance - when you have more than 50 rage, your abilities cost an additional 50% rage and deal an additional 25% damage. Goodbye excess rage, hello DPS/TPS increase, and you can keep your attention on what’s going on around you and maintaining your tanking rotation. Hell, it could even have an ‘execute’ type function for Protection built in - when your target is below 20% health, your rate of rage generation is doubled.
In conclusion, I think that the solutions to these issues have to be lasting long-term solutions. We don’t need another band-aid to hold us together until the next major patch or expansion, only to wind up in the same situation once everyone has upgraded to the new best-in-slot gear.
Last edited by Alithiel : 02/17/09 at 9:28 AM.
|
|
|
|
|
02/17/09, 8:48 AM
|
#123
|
|
Von Kaiser
Dwarf Warrior
Smolderthorn
|
|
Let’s call it ‘Focused Aggression’, and make it a passive ability - when you have more than 50 rage, your abilities cost an additional 50% rage and deal an additional 25% damage
|
This would be pretty unbalanced for PvP. If you haven't done PvP as prot spec go try it sometime. I'm already critting people for 5K shield slams and 8K shockwaves with only self buffs.
All of your suggestions are nice, but involve too much work (development time). We are looking at Uldur coming out soon and probably Ice Crown not too far in the future. The bulk of development time is going to be spent on these encounters and PvP balancing. I really don't see them engaging in any significant reworking of a combat system, rage system, or anything that crosses classes like that in time for this content. And if the changes don't make it for these two content patches then they might as well wait until the next expansion.
You may consider the proposed solutions band-aids, but that is what we might have a chance at getting to improve our play experience. All of the best ideas to rework the whole thing for long-term playability don't matter if you don't take into account the difficulty/time required to implement and test them.
The heroic strike toggle would be a very minor development effort that would solve 90% of the problem with key mashing. I'm actually wondering if it may be possible to work up some kind of addon that does this without needing developer support - basically have a toggle on/off key and whenever it is on the addon would listen to all action bar keypress events and queue up heroic strike. This would function pretty much like having two action bar setups but being able to easily toggle between them.
|
|
|
|
|
02/17/09, 9:19 AM
|
#124
|
|
Never, Mags. Never!
Human Death Knight
Turalyon (EU)
|
Originally Posted by zaon
This would be pretty unbalanced for PvP. If you haven't done PvP as prot spec go try it sometime. I'm already critting people for 5K shield slams and 8K shockwaves with only self buffs.
|
You are also incredibly easy to ragestarve with 1h/shield if they ignore you (no revenge/enrage either) but that's really besides the point of the thread.
About the HS toggle: It's a bad idea. It will force us into using fast weapons when slow weapons are the best for anything but HS to begin with (Rend, Deep Wounds, less chance to get parry gibbed, bigger Devastates). On top of optimizing HS for slow weapons would solve another issue with itemization, namely that Warriors are pretty much the only class that wants fast MH weapons. Paladins don't care about their weapon speed because HotR is normalized on weapon DPS. Dual Wielding DKs want slow weapons as well because of their % based strikes and parry gib. And Druids use 2 handers anyway.
|
|
|
|
02/17/09, 9:27 AM
|
#125
|
|
Piston Honda
Night Elf Warrior
Stormrage
|
Issues
• Abilities could benefit from smoother gcd management (revenge does not play well with others)
• Rage generation/management is still flawed. Rage starvation is an issue for off-tanks (and occasionally for main tanks) and infinite rage is a button mash circus. Upcoming tweaks to stance dancing could minimize the latter.
• Too many stats to juggle (expertise and hit costs too much stamina opportunity)
• May still be too weak on magic fights
• Dmg may be too weak
Ability changes
• Decrease cooldown on revenge
• Make devastate scale with ap
• Consider reducing the timer on shield wall and last stand to 3 minutes
• Consider removing the range limitation on imp spell reflect and or reduce the cooldown further or make more attacks reflectable
Talent changes
• Imp HS - Increase dmg by 5/10/15%
• Deflection and Anticipation - "and has a 20/40/60/80/100% chance to generate 2 rage when a parry/dodge occurs (a likely change given comments about rage and avoidance)
• Shield Mastery add "and increases damage reduction of your shield wall ability based on defense"
• Remove puncture and replace it with a taste for blood clone for revenge i.e. something like "Reprisal" - "Whenever target takes damage, you have a 10/20/30% chance of allowing the use of your Revenge ability for 5 secs. 1 charge. Target must be the victim of sunder armor."
• Remove Focused Rage and replace with "Increases your attack power by an amount equal to 10/20/30% of your Stamina and increases the amount of rage generated by your melee critical hits by 10/20/30%.
• Improved Def stance increase spell dmg reduction by 5/10%
• Vitality increase exp by 3/6/9%
|
|
|
|
|
02/17/09, 9:45 AM
|
#126
|
|
Glass Joe
Human Warrior
Dragonblight (EU)
|
Originally Posted by zaon
This would be pretty unbalanced for PvP. If you haven't done PvP as prot spec go try it sometime. I'm already critting people for 5K shield slams and 8K shockwaves with only self buffs.
|
Edited in the requirement for defensive stance, which I missed out when I first posted. I have PvP'd as Prot Spec (always have - PvP'd to Rank 11 as Prot way back), and it's a lot of fun when you have a good team working with you. The level of lockdown and control you can provide is quite impressive. And being able to destroy rogues is always good fun! But I don't think such an ability would be all that unbalanced in PvP, particularly if they reduce or remove rage earned from damage taken to address infinte rage issues in PvE.
Originally Posted by zaon
All of your suggestions are nice, but involve too much work (development time). We are looking at Uldur coming out soon and probably Ice Crown not too far in the future. The bulk of development time is going to be spent on these encounters and PvP balancing. I really don't see them engaging in any significant reworking of a combat system, rage system, or anything that crosses classes like that in time for this content. And if the changes don't make it for these two content patches then they might as well wait until the next expansion.
You may consider the proposed solutions band-aids, but that is what we might have a chance at getting to improve our play experience. All of the best ideas to rework the whole thing for long-term playability don't matter if you don't take into account the difficulty/time required to implement and test them.
|
I know it's optimistic, but my concern is that we'll get some nice little tweaks in 3.1, the Devs will say 'there, Warriors are fixed', and by the time Ulduar is on farm we'll be right back in the same position of being overlooked in preference to the other tanking classes. The issues we have are more deep-rooted within the overall mechanics and interactions of tanking stats, and I don't believe it's something that can be fully addressed simply by making changes to Warriors.
Originally Posted by zaon
The heroic strike toggle would be a very minor development effort that would solve 90% of the problem with key mashing. I'm actually wondering if it may be possible to work up some kind of addon that does this without needing developer support - basically have a toggle on/off key and whenever it is on the addon would listen to all action bar keypress events and queue up heroic strike. This would function pretty much like having two action bar setups but being able to easily toggle between them.
|
A minor development, perhaps, but not one that solves the problem in a satisfactory way... and also one which may have no real benefit if they address the issues relating to infinite rage situations.
|
|
|
|
|
02/17/09, 9:58 AM
|
#127
|
|
Glass Joe
Tauren Warrior
Gorgonnash (EU)
|

Originally Posted by mistersix
Issues
• Abilities could benefit from smoother gcd management (revenge does not play well with others)
• Rage generation/management is still flawed. Rage starvation is an issue for off-tanks (and occasionally for main tanks) and infinite rage is a button mash circus. Upcoming tweaks to stance dancing could minimize the latter.
• Too many stats to juggle (expertise and hit costs too much stamina opportunity)
• May still be too weak on magic fights
• Dmg may be too weak
Ability changes
• Decrease cooldown on revenge
• Make devastate scale with ap
• Consider reducing the timer on shield wall and last stand to 3 minutes
• Consider removing the range limitation on imp spell reflect and or reduce the cooldown further or make more attacks reflectable
Talent changes
• Imp HS - Increase dmg by 5/10/15%
• Deflection and Anticipation - "and has a 20/40/60/80/100% chance to generate 2 rage when a parry/dodge occurs (a likely change given comments about rage and avoidance)
• Shield Mastery add "and increases damage reduction of your shield wall ability based on defense"
• Remove puncture and replace it with a taste for blood clone for revenge i.e. something like "Reprisal" - "Whenever target takes damage, you have a 10/20/30% chance of allowing the use of your Revenge ability for 5 secs. 1 charge. Target must be the victim of sunder armor."
• Remove Focused Rage and replace with "Increases your attack power by an amount equal to 10/20/30% of your Stamina and increases the amount of rage generated by your melee critical hits by 10/20/30%.
• Improved Def stance increase spell dmg reduction by 5/10%
• Vitality increase exp by 3/6/9%
|
-Spell Reflect: I don't know if Spell Reflect works on breaths (or something like frostnova) but I don't think it does. So how about the idea giving SR charges, reflecting nonbinary spells (like Frostbolt) and blocking binary spells (like frostnova) done against you or party/raid members for 3xblockvalue.
-Focused Rage: You gain 5 rage everytime you melee critical strikes and increases attack power by 10/20/30% of your stamina.
-One Hand Specc: perhaps Hit on it could make it somehow interesting for DW offtank and MT freeing up Hit.
-Puncture: The idea is good, but another "Hit when light up" Button like Revenge and S&B procc? I would like to see a procc that you don't have to trigger manually (like the changed Sudden Doom or Reckoning) which is off the GCD. Something like:
"Your Devastate and Sunder Armor have a 5/10/15% change to expose a weakness in your opponent's defense, instantly dealing 3x weaponDmg against him (or cause him to bleed)"
Last edited by camullo : 02/17/09 at 10:04 AM.
|
|
|
|
|
02/17/09, 10:01 AM
|
#128
|
|
Great Tiger
Night Elf Warrior
Silvermoon (EU)
|
Mistersix, quite a lot of good, simple suggestions there really--and in line with a lot of suggestions already.
I would also add the suggestion as mentioned previously that Spell Reflection--either basic or improved--should reduce all spell damage taken for 3-5 seconds after using the ability by somewhere between 10-20%.
In regard to Puncture, I actually really liked a suggestion someone had earlier about allowing it to have a chance on Sunder Armor/Devastate to apply the Rend effect to the target. Allows easy synergy with the top-tier of Arms and would boost the value of Sunder/Devastate somewhat.
|
|
|
|
|
02/17/09, 10:03 AM
|
#129
|
|
Glass Joe
Human Warrior
Dragonblight (EU)
|
Originally Posted by mistersix
• Remove puncture and replace it with a taste for blood clone for revenge i.e. something like "Reprisal" - "Whenever target takes damage, you have a 10/20/30% chance of allowing the use of your Revenge ability for 5 secs. 1 charge. Target must be the victim of sunder armor."
|
I'm not sure I understand the logic of having another reactive proc that lights up one of our abilities - we already have Sword and Board for that. Also, as you've also suggested the cooldown reduction on Revenge, surely it's better to just leave it with that and let it slot into the standard rotation?
Something I'd really like to see, however, would be some sort of execute ability within defensive stance to improve TPS/DPS towards the end of boss fights when other classes have abilities that increase damage output. It's something that may end up being needed to keep up with DPS class scaling in the long term. This could be a rage to damage modifier applied to an existing ability when the boss is below 20%, for example.
Last edited by Alithiel : 02/17/09 at 10:10 AM.
|
|
|
|
|
02/17/09, 10:15 AM
|
#130
|
|
Von Kaiser
Dwarf Warrior
Smolderthorn
|
|
Edited in the requirement for defensive stance
|
Wouldn't help because prot PvP uses defensive stance almost exclusively now (dance for intercept sometimes).
A heroic strike toggle isn't a solution to threat or dps issues, it just would save a lot of key mashing. Whether heroic strike needs to be rebalanced from the fast vs slow weapon thing for threat/dps is a different question. If I'm tanking a boss now, a toggle would save me at least 60 keypresses a minute. For threat they could take all the modified threat off of heroic strike and add it to shield slam, revenge, and devastate/sunder armor. This would make the use of heroic strike spam with a fast weapon more optional and also allow off tanks more threat generation when they have low rage.
Infinite rage situations are only a problem if we are required to mash a heroic strike every 0.5 seconds to reach the best TPS/DPS. I would rather they don't give us any more moves to dump rage, but instead make us a lot less reliant on heroic strike threat and buff the threat of other skills.
|
|
|
|
|
02/17/09, 10:29 AM
|
#131
|
|
Piston Honda
Night Elf Warrior
Stormrage
|
Originally Posted by camullo
-Spell Reflect: I don't know if Spell Reflect works on breaths (or something like frostnova) but I don't think it does. So how about the idea giving SR charges, reflecting nonbinary spells (like Frostbolt) and blocking binary spells (like frostnova) done against you or party/raid members for 3xblockvalue.
-Focused Rage: You gain 5 rage everytime you melee critical strikes and increases attack power by 10/20/30% of your stamina.
-One Hand Specc: perhaps Hit on it could make it somehow interesting for DW offtank and MT freeing up Hit.
-Puncture: The idea is good, but another "Hit when light up" Button like Revenge and S&B procc? I would like to see a procc that you don't have to trigger manually (like the changed Sudden Doom or Reckoning) which is off the GCD. Something like:
"Your Devastate and Sunder Armor have a 5/10/15% change to expose a weakness in your opponent's defense, instantly dealing 3x weaponDmg against him (or cause him to bleed)"
|
I'd love to see hit added to 1h weapon spec.
The "reprisal" idea was whipped up primarily as a way to give off-tanks access to revenge.
Originally Posted by Jayde
Mistersix, quite a lot of good, simple suggestions there really--and in line with a lot of suggestions already.
I would also add the suggestion as mentioned previously that Spell Reflection--either basic or improved--should reduce all spell damage taken for 3-5 seconds after using the ability by somewhere between 10-20%.
In regard to Puncture, I actually really liked a suggestion someone had earlier about allowing it to have a chance on Sunder Armor/Devastate to apply the Rend effect to the target. Allows easy synergy with the top-tier of Arms and would boost the value of Sunder/Devastate somewhat.
|
Great idea. We've had a lot of talk about hs and revenge in this thread but I'm also concerned about the lack of impact devastate has. It needs to be more valuable to help with the off-tanking quandry.
Originally Posted by Alithiel
Something I'd really like to see, however, would be some sort of execute ability within defensive stance to improve TPS/DPS towards the end of boss fights when other classes have abilities that increase damage output. It's something that may end up being needed to keep up with DPS class scaling in the long term. This could be a rage to damage modifier applied to an existing ability when the boss is below 20%, for example.
|
We'll have that with Execute thanks to the pending changes to stance dancing.
|
|
|
|
|
02/17/09, 10:31 AM
|
#132
|
|
King Hippo
Gnome Warlock
Earthen Ring
|
Originally Posted by zaon
A heroic strike toggle isn't a solution to threat or dps issues, it just would save a lot of key mashing. Whether heroic strike needs to be rebalanced from the fast vs slow weapon thing for threat/dps is a different question. If I'm tanking a boss now, a toggle would save me at least 60 keypresses a minute. For threat they could take all the modified threat off of heroic strike and add it to shield slam, revenge, and devastate/sunder armor. This would make the use of heroic strike spam with a fast weapon more optional and also allow off tanks more threat generation when they have low rage.
Infinite rage situations are only a problem if we are required to mash a heroic strike every 0.5 seconds to reach the best TPS/DPS. I would rather they don't give us any more moves to dump rage, but instead make us a lot less reliant on heroic strike threat and buff the threat of other skills.
|
Even under these circumstances there would be no reason NOT to press heroic strike every weapon swing because it will still lead to a higher TPS output. They can gut the threat from HS but more DPS leads to more TPS regardless of increased threat on our other abilities.
|
Originally Posted by Fellwraith
[Y]ou will tank 3 mobs, and only 3 mobs. 5 shalt thou not tank, nor shalt thou tank 4. Thou shalt not tank 2 mobs unless it is on the way to tanking 3 mobs.
|
|
|
|
02/17/09, 10:34 AM
|
#133
|
|
Glass Joe
Human Warrior
Dragonblight (EU)
|
Originally Posted by zaon
If I'm tanking a boss now, a toggle would save me at least 60 keypresses a minute. For threat they could take all the modified threat off of heroic strike and add it to shield slam, revenge, and devastate/sunder armor. This would make the use of heroic strike spam with a fast weapon more optional and also allow off tanks more threat generation when they have low rage.
|
Even transferring all the bonus threat to other skills, it wouldn't make HS spam any more optional - you'd still have to keep mashing that button to keep up the DPS, particularly when you consider the number of bosses that have some sort of berserk timer or speed-kill achievement.
Originally Posted by zaon
Infinite rage situations are only a problem if we are required to mash a heroic strike every 0.5 seconds to reach the best TPS/DPS. I would rather they don't give us any more moves to dump rage, but instead make us a lot less reliant on heroic strike threat and buff the threat of other skills.
|
I agree, but I think that the best way to achieve this is to lock out HS altogether and buff both the threat AND damage of other skills while consuming all the excess rage to do so.
|
|
|
|
|
02/17/09, 10:44 AM
|
#134
|
|
Glass Joe
Human Warrior
Dragonblight (EU)
|
Originally Posted by mistersix
We'll have that with Execute thanks to the pending changes to stance dancing.
|
My point was to have something available within Defensive Stance - so we don't have to switch stance, lose a big chunk of our damage reduction and risk taking a big hit that could kill us and potentially result in a wipe. Something that can be slotted into the standard tanking rotation, or which augments a current tanking ability, without causing any interruption or distraction during what is often a critical part of the encounter.
|
|
|
|
|
02/17/09, 10:51 AM
|
#135
|
|
Von Kaiser
Orc Warrior
Antonidas (EU)
|
Originally Posted by zaon
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.
|
Perhaps I wasn't too clear about what I meant with that anecdote. We usually use a death knight for the adds as they can kill them almost alone as you mentioned (the 'tank' DK then ends up in the top 3 in the damage meters most of the time). I usually tank the 3 drakes (Tenebron, Shadron, Vesperon) and have no problems doing so. Though one night no DK was available, so I was on AE duty and a feral tanked the drakes and according to some DPSers his threat was worse than mine in previous nights.
--
The deflection idea looks sound in order to achieve stats consolidation, but it would also change DKs quite a bit. Currently they work with higher avoidance, but no additional mitigation on top of armor (or cooldowns).
Originally Posted by Alithiel
Once general tank survivability is balanced so that there is no clear best class, then magical damage mitigation can be looked at in a similar manner. Perhaps remove the emphasis from gearing to survive magical attacks in non-resistance fights by making them a fixed percentage of target maximum health. The emphasis is then on the healers to top the tank up before and after such attacks to ensure that he/she has sufficient health to survive the physical damage which is constantly ongoing.
|
While it would make lower HP tanks equally viable for certain roles (e.g. MT in Sarth 3D), the percentage of target maximum HP part is which makes it bad. It would penaltize any gear upgrades and on top would remove any "gear check" as well if it wasn't capped at the bottom. Sure you could say the physical component of the encounter damage is still there, but if an encounter is designed in a way so that it should be challenging to deal with the magical damage component, then a fixed percentage of target maximum health is a bad mechanic imo. If it can be trivialized it could be left out as well.
|
|
|
|
|
|