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06/09/2011 02:04 PMPosted by IzzmoAgility doesn't benefit from Dodge anymore... where did this change convolve from?
06/09/2011 02:06 PMPosted by DämmerungAgility doesn't benefit from Dodge anymore... where did this change convolve from?
They wanted people to stay within the gear designed for them. It's the same reason why they implemented the armor bonuses and took away AP from strength for agi classes.
Q:Are there any plans to update the leg armor in 4.2 now that the plate tanks receive no dodge from agility? Maybe introduce a new leg armor patch that adds str/stamina, or a mastery/stamina? – Dariok (NA), Fredik (EU-ES)
Q: Can you make it so that taunt doesn't miss, just like you did for interrupt abilities? Doesn't feel as though it would be a complete upset to overall balance. – Madmartygan (LA)
Warriors have the lack of versatility problem.
Raid tanking, we have one skill to use to help a party member. Intervene. Takes the next attack for the target and lowers their threat by 10%. If you talent it, you reduce their damage taken by 30% for 6 seconds.
Problem with that is that you have to charge them. This isn't a safe option in 90% of situations. Turning a dragon or a cleaving mob to the party is.. Bad.
Rallying cry could have been useful except it activates last stand cooldown, and doesn't last nearly as long as last stand.
Also, we don't have a party/raid buff like deathknights, druids, or paladins. (Aura, leader of the pack, abom might) We don't have more than one taunt. And only one ranged attack.
Mobility is overrated.
You've got to be kidding me! your intentially letting tanks miss, so they have to ativitly seek hit rating at the cost of mitagation.
really starting to hate this game more and more
Don't hate the game; hate the players who can't read with comprehension.
Their answer was that, as a possibility, they -might- introduce changes/mechanics which require tanks to pick up hit, in which case they would buff mitigation to compensate. Remedial reading courses are available at your local institute of higher learning.
You've got the option of providing either Horn of Winter or Fortitude, and rallying cry lasts longer than Divine Sacrifice does.
Overall, we don’t want tanks to have 100% guaranteed threat on a pull, so we don’t want to buff that aspect of Vengeance, but we also don’t want DPS specs to constantly have to throttle the DPS they can deliver midway through a fight, so we have to strike a balance.
I want to abolish world hunger and obesity. However I understand its not practical for me to expect such will be solved by my will alone. If we cant gain strong threat from the start, WE THE TANKS will be blaimed...
thats the nature of all of the tanking/dps qq that exists in wow today and a good portion of the reason tanks wont que for randoms anymore. this is a problem.
Telling dps to hold back dps leads to one result " the tank is bad" .
EDIT: I should also not that this becomes more of a problem the further you progress, because dps are all that much stronger.
Blizzard Knew at the end of wrath that static threat mulitpliers had become overwhelmed, and It was largly indicated that vengeance was the responce to that delima.
However, the problem is still going to exist, and while mid fight MAY be less pressing at the moment, You are more or less forcing warriors into an OFF tank position. Which frankly, is a lot of bs and I have canceled my account as a result of this.
Its beyond my mind that Devs just don't get why we have a huge lack of tanks on Cataclysm. No cosmetic or secondary change will fix it if you don't attack the first problem: Cataclysm model for tanks isn't fun like it was on LK, period.Asking the actual tanks may not be the very smart way of finding the problem. Asking the people who played one entire expansion as tank (me and lots of ppl I know) and dropped as soon Cata arrived will help you better.The LK model was on top of everything FUN. Was FUN to be a tank, even on entrance gear (earlier lvl 80). Ofc it turned a little to easy at max levels, but a little tweak here and there should be enough, now this Cata model isn't fun at all, theere is a huge difference between LK and Cata models.The challenge isn't the problem, it was challenging on LK sometimes also, doing ICC with a lots of DPS having more gear than the tank was a challenge, now the challenge is reduced to be able to stay alive tanking 3 or 4 mobs, making us the tank feel like we are made by paper, not a strong machine that can handle multiple mobs without being on 20% HP just 4 seconds before the pull.There is a big difference on the FUN factor when:LK model: your challenge as tank is to handle 5-8 mobs on ICC or even the 5 mobs plus the other 5 that someone pulled by mistakeCata model: your challenge is to have a DPS to CC some mob because you can handle only 3 or 4 mobs, and your healer need to be very fast because on the first 2/3 seconds of the fight your procs/whatever will not be up and you will get bellow 30% HP really fast. And if someone pull a pack by mistake, your challenge is to run really fast to not die, otherwise YOU WILLBut to hell with it, why it should be fun, its just a game.
PS: Ofc will always exist players that disagree, but the lack of tanks was never so high like now, so IMHO this is the first reason, as its the reason that I dropped my Kingslayer tank.
A: We’re generally happy with how well DPS are able to tank (which is to say, not very well). We like that they can take a hit or two (depending upon content) before dying, and that the penalty for that happening is a huge drain on healer mana.
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