EH for cata
by Twoblood | 18/07/2010 09:40:39![]() Ok, a friend and i were discussing paladin tanking and he said that the avoidance stats would be gemmed for in cataclysm. I said EH would always be king after x important stat ( like def rating or whatever is applicable) is achieved. I see things from the "i'd rather survive that huge hit with more health" than "maybe i'll that huge hit that would kill me" school of thought but i'm always open to being utterly wrong. So, from the beta so far which theory is more correct - eh or dodge? A mountain dew is resting on your answers! Ordinary morals are for ordinary people. A. Crowley |
by Ghostcrawler | 20/07/2010 02:20:17![]() I'm not sure that serious tanks will ever gem dodge or parry at the expense of Stamina to any great degree. As long as dragons breathe, there will be elements of encounters where health is more useful than avoidance. However, I think avoidance overall will still be more valuable in Cataclysm than it is on Live today when your healers risk running out of mana. The theoretical tank with a huge health pool and 0% avoidance should feel like a liability instead of the holy grail it is viewed as today. We're trying to shake [some] tanks out of the mentality that something is garbage unless it improves health or armor. That's not the same as saying that tanks will value dodge and parry and view health and armor as garbage instead. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 20/07/2010 02:21:51![]()
Yes. Especially that last sentence. :) Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 20/07/2010 02:24:47![]()
I think the issue is that some players are rejecting the notion that mana will ever matter, in which case there is no reason to approach surviving as a tank any different than you do today. There's not much we can do to disabuse anyone of that notion until they see the content. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 20/07/2010 02:40:56![]()
Couple of reasons. One, every boss (well, with a couple of weird exceptions) does physical damage, but there are plenty of bosses that do only physical damage. Second, we want the dragon breathing to be a scary moment that requires you and the healers to consider using your cooldowns. I realize the strategy of a tank is to try and do whatever you can to make those moments not scary, but as soon as you accomplish that, then the fights become a lot less exciting. Roller coasters that move slowly might feel more safe, but they're not as much fun. We have to nail that sometimes narrow line between letting you prepare for a fight without minimizing the danger (assuming its appropriate for your level of progression, etc.) Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 21/07/2010 00:54:11![]()
This isn't what I was trying to say above. I was saying I'm not sure tanks will swap over to gemming avoidance instead of health. But we would like to see avoidance trinkets valued instead of skipped over as they are today. Our goal is for tanking guides a year from now to say "your gear should have a mix of avoidance and mitigation." Healers will definitely run out of mana, or our entire combat model won't work. When healers don't care about mana, then fast expensive heals aren't expensive... they are just fast heals. DPS classes won't value survival-oriented talents because they'll know the healers can keep them alive. Regen stats on gear and regen talents will be skipped over, because regen isn't important when your pool never risks emptying. In vanilla and BC, mana mattered more. That's all we're taking about here.
Only if your strategy is for your healers to heal you once every 7-8 hits. Even if your healers were asleep through 4 of those hits, they should be able to wake up, realize how quickly your health is going down, and get a few heal bombs on you to slowly bring you back up. Failing to get a dodge 7 hits in a row won't ever kill you unless the healers are silenced. However, failing to get a dodge 7 hits in a row will cause your healers to waste a lot of mana. Ghostcrawler Lead Systems Designer |


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