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	<title>Comments on: Icecrown pwns you for 20%, and healing in Cataclysm</title>
	<atom:link href="http://pwnwear.com/2009/10/29/icecrown-20-percent-aura/feed/" rel="self" type="application/rss+xml" />
	<link>http://pwnwear.com/2009/10/29/icecrown-20-percent-aura/</link>
	<description>On tanking, leading and thinking</description>
	<lastBuildDate>Mon, 15 Mar 2010 09:57:53 +0000</lastBuildDate>
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		<title>By: brangwen</title>
		<link>http://pwnwear.com/2009/10/29/icecrown-20-percent-aura/comment-page-1/#comment-919</link>
		<dc:creator>brangwen</dc:creator>
		<pubDate>Tue, 03 Nov 2009 21:27:26 +0000</pubDate>
		<guid isPermaLink="false">http://pwnwear.com/?p=1825#comment-919</guid>
		<description>Forwarding this onto my guild forums.  This needs planning and discussion, and I need to reread it after a coffee!</description>
		<content:encoded><![CDATA[<p>Forwarding this onto my guild forums.  This needs planning and discussion, and I need to reread it after a coffee!</p>
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		<title>By: Gravity</title>
		<link>http://pwnwear.com/2009/10/29/icecrown-20-percent-aura/comment-page-1/#comment-898</link>
		<dc:creator>Gravity</dc:creator>
		<pubDate>Sat, 31 Oct 2009 08:13:53 +0000</pubDate>
		<guid isPermaLink="false">http://pwnwear.com/?p=1825#comment-898</guid>
		<description>&lt;p&gt;I think Vexill just pwned some logic I had in why I don&#039;t like dodge anymore, see &lt;a href=&quot;http://deathknight.info/forum/index.php?topic=7747.msg110974#msg110974&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;

So, I think he&#039;s right, and what it means is dodge is still the best avoidance stat, &lt;em&gt;because &lt;/em&gt;you can&#039;t deliberately gem/gear yourself below the 20% dodge threshold, which was the premise I had relied on. &lt;strong&gt;I changed my OP above to reflect this now, also commenting on time-to-live as a good measure for avoidance vs stamina.&lt;/strong&gt;

That said, the &lt;em&gt;second &lt;/em&gt;string of my argument holds: avoidance, at such low levels, does not have the same relative gains as it does at high avoidance levels, so it&#039;s (imho) not worth it compared to stamina. That&#039;s for the same reason stamina is currently (and always has been) so popular.

Recall, this is only in regards to your discretionary item budget, which is gems and enchants, so perhaps ~5% at most avoidance, or its equivalent in stamina about 337 stamina (3400 hp or so).</description>
		<content:encoded><![CDATA[<p>I think Vexill just pwned some logic I had in why I don&#8217;t like dodge anymore, see <a href="http://deathknight.info/forum/index.php?topic=7747.msg110974#msg110974" rel="nofollow">here</a>.</p>
<p>So, I think he&#8217;s right, and what it means is dodge is still the best avoidance stat, <em>because </em>you can&#8217;t deliberately gem/gear yourself below the 20% dodge threshold, which was the premise I had relied on. <strong>I changed my OP above to reflect this now, also commenting on time-to-live as a good measure for avoidance vs stamina.</strong></p>
<p>That said, the <em>second </em>string of my argument holds: avoidance, at such low levels, does not have the same relative gains as it does at high avoidance levels, so it&#8217;s (imho) not worth it compared to stamina. That&#8217;s for the same reason stamina is currently (and always has been) so popular.</p>
<p>Recall, this is only in regards to your discretionary item budget, which is gems and enchants, so perhaps ~5% at most avoidance, or its equivalent in stamina about 337 stamina (3400 hp or so).</p>
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		<title>By: Sunwell Radiance 2: Now with 100% more Lich King! &#124; DeathKnight.info</title>
		<link>http://pwnwear.com/2009/10/29/icecrown-20-percent-aura/comment-page-1/#comment-895</link>
		<dc:creator>Sunwell Radiance 2: Now with 100% more Lich King! &#124; DeathKnight.info</dc:creator>
		<pubDate>Fri, 30 Oct 2009 21:12:37 +0000</pubDate>
		<guid isPermaLink="false">http://pwnwear.com/?p=1825#comment-895</guid>
		<description>[...] avoidance and introduce more steady streams  of damage. (Gravity wrote about the change over at pwnwear.com and has the blue posts embedded if you missed [...]</description>
		<content:encoded><![CDATA[<p>[...] avoidance and introduce more steady streams  of damage. (Gravity wrote about the change over at pwnwear.com and has the blue posts embedded if you missed [...]</p>
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		<title>By: Gravity</title>
		<link>http://pwnwear.com/2009/10/29/icecrown-20-percent-aura/comment-page-1/#comment-893</link>
		<dc:creator>Gravity</dc:creator>
		<pubDate>Fri, 30 Oct 2009 16:26:23 +0000</pubDate>
		<guid isPermaLink="false">http://pwnwear.com/?p=1825#comment-893</guid>
		<description>&lt;p&gt;Agreed, good counterpoints. Fascinating change isn&#039;t it!&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>Agreed, good counterpoints. Fascinating change isn&#8217;t it!</p>
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		<title>By: Everblue</title>
		<link>http://pwnwear.com/2009/10/29/icecrown-20-percent-aura/comment-page-1/#comment-892</link>
		<dc:creator>Everblue</dc:creator>
		<pubDate>Fri, 30 Oct 2009 11:49:12 +0000</pubDate>
		<guid isPermaLink="false">http://pwnwear.com/?p=1825#comment-892</guid>
		<description>I think you could be right on healers - but by reducing spiky damage from bosses the devs are reducing healing challenge. I think it&#039;s reasonable to assume that they will seek to challenge healers in other ways (otherwise ICC will be easier than intended!). Without the massive nerf to regen/mana pools that I expect from 4.0, I guess we will see lots of raid damage, targeted incapacitate effects, plus mana burn-type effects.

On the stamina point - I agree that healer throughput is a key driver, and it remains to be seen how much &quot;wiggle room&quot; we have in gearing to gear for reduced damage rather than having to stack stamina to be a mana sponge.</description>
		<content:encoded><![CDATA[<p>I think you could be right on healers &#8211; but by reducing spiky damage from bosses the devs are reducing healing challenge. I think it&#8217;s reasonable to assume that they will seek to challenge healers in other ways (otherwise ICC will be easier than intended!). Without the massive nerf to regen/mana pools that I expect from 4.0, I guess we will see lots of raid damage, targeted incapacitate effects, plus mana burn-type effects.</p>
<p>On the stamina point &#8211; I agree that healer throughput is a key driver, and it remains to be seen how much &#8220;wiggle room&#8221; we have in gearing to gear for reduced damage rather than having to stack stamina to be a mana sponge.</p>
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		<title>By: Gravity</title>
		<link>http://pwnwear.com/2009/10/29/icecrown-20-percent-aura/comment-page-1/#comment-891</link>
		<dc:creator>Gravity</dc:creator>
		<pubDate>Fri, 30 Oct 2009 11:25:23 +0000</pubDate>
		<guid isPermaLink="false">http://pwnwear.com/?p=1825#comment-891</guid>
		<description>&lt;p&gt;I see what your saying.&lt;/p&gt;
&lt;p&gt;My premise is that healer throughput is not the problem (ie. health/second healed), therefore stamina is going to net the most tanking benefit relative to avoidance, given parry is crap (diminishing returns) and dodge is now worse (aura), meaning also defence gems are less valuable for DKs (new thought:  maybe defence will be &lt;em&gt;more &lt;/em&gt;valuable for block tanks since it improves block too?). Avoidance helps offset low healer throughput.&lt;/p&gt;
&lt;p&gt;If healers have enough throughput, then stamina gives a great return (which is my view at the moment).&lt;/p&gt;
&lt;p&gt;If I&#039;m wrong on healers, then avoidance will have some value even in its diminished/aura&#039;d state. How much would take more maths.&lt;/p&gt;

&lt;strong&gt;On avoidance, &lt;/strong&gt;if you have 60% avoidance now, you&#039;ll have 40% in Icecrown (if you had &gt; 20% dodge, which is a reasonable assumption). In Icecrown if you add 1% avoidance, that&#039;s a gain of 2.5% avoidance, or inversed (more useful), you take 1.7% less damage (ie. 59% damage recieved instead of 60% received). In contrast outside Icecrown, at 60% if you add 1% you gain 1.6% avoidance and take less 2.5% less damage. We know this, just re-stating it for convenience. At high avoidance levels, an incremental 1% is worth a lot more than at low avoidance levels in terms of how much damage you take. Therefore, since the total avoidance is now 20% lower, my view is the gain (1.6% less damage) is not as great as what you get from stamina.</description>
		<content:encoded><![CDATA[<p>I see what your saying.</p>
<p>My premise is that healer throughput is not the problem (ie. health/second healed), therefore stamina is going to net the most tanking benefit relative to avoidance, given parry is crap (diminishing returns) and dodge is now worse (aura), meaning also defence gems are less valuable for DKs (new thought:  maybe defence will be <em>more </em>valuable for block tanks since it improves block too?). Avoidance helps offset low healer throughput.</p>
<p>If healers have enough throughput, then stamina gives a great return (which is my view at the moment).</p>
<p>If I&#8217;m wrong on healers, then avoidance will have some value even in its diminished/aura&#8217;d state. How much would take more maths.</p>
<p><strong>On avoidance, </strong>if you have 60% avoidance now, you&#8217;ll have 40% in Icecrown (if you had > 20% dodge, which is a reasonable assumption). In Icecrown if you add 1% avoidance, that&#8217;s a gain of 2.5% avoidance, or inversed (more useful), you take 1.7% less damage (ie. 59% damage recieved instead of 60% received). In contrast outside Icecrown, at 60% if you add 1% you gain 1.6% avoidance and take less 2.5% less damage. We know this, just re-stating it for convenience. At high avoidance levels, an incremental 1% is worth a lot more than at low avoidance levels in terms of how much damage you take. Therefore, since the total avoidance is now 20% lower, my view is the gain (1.6% less damage) is not as great as what you get from stamina.</p>
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		<title>By: Everblue</title>
		<link>http://pwnwear.com/2009/10/29/icecrown-20-percent-aura/comment-page-1/#comment-890</link>
		<dc:creator>Everblue</dc:creator>
		<pubDate>Fri, 30 Oct 2009 11:12:29 +0000</pubDate>
		<guid isPermaLink="false">http://pwnwear.com/?p=1825#comment-890</guid>
		<description>I&#039;m not sure that the &quot;gem for stamina&quot; approach is right. The whole point of gemming for stamina is that because the bosses hit so hard then three (or two, or one) unavoided hit will kill us. The liklihood of that is unpleasantly high where you have few large hits. 
 
Bear in mind that GC said (somewhere) that boss dps will not exponentially increase. He means that bosses will hit faster but for less, meaning that you need a longer string of unavoided hits to die (notice the comparative there - GC did say that the dungeon is not going to be easy). If you can survive three unavoided hits (say 6 seconds) then your healers have time to react - this means that we may feel safe enough to stack mitigation stats such as armour, dodge and block.
 
I think it makes avoidance more attractive compared to stamina, not less. This is their design goal after all.
 
As for the application after diminishing returns - I agree that this is less ideal, but I would wait for the maths to come out before you are so certain about that. Remember that pre-Icewell Radiance dodge was still exponentially better the more of it you have. I wonder whether or not the nerf will be sufficiently hard to reverse this.
 
Ultimately, the boss damage will be what it is. If it&#039;s too high they&#039;ll nerf it fast. I don&#039;t think special gearing for normal at least will be necessary, and for heroic you&#039;ll probably need to stack stamina &lt;em&gt;anyway &lt;/em&gt;like you always need to for hard modes.
 
They&#039;ll have to change that tanking trinket though!</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure that the &#8220;gem for stamina&#8221; approach is right. The whole point of gemming for stamina is that because the bosses hit so hard then three (or two, or one) unavoided hit will kill us. The liklihood of that is unpleasantly high where you have few large hits.<br />
 <br />
Bear in mind that GC said (somewhere) that boss dps will not exponentially increase. He means that bosses will hit faster but for less, meaning that you need a longer string of unavoided hits to die (notice the comparative there &#8211; GC did say that the dungeon is not going to be easy). If you can survive three unavoided hits (say 6 seconds) then your healers have time to react &#8211; this means that we may feel safe enough to stack mitigation stats such as armour, dodge and block.<br />
 <br />
I think it makes avoidance more attractive compared to stamina, not less. This is their design goal after all.<br />
 <br />
As for the application after diminishing returns &#8211; I agree that this is less ideal, but I would wait for the maths to come out before you are so certain about that. Remember that pre-Icewell Radiance dodge was still exponentially better the more of it you have. I wonder whether or not the nerf will be sufficiently hard to reverse this.<br />
 <br />
Ultimately, the boss damage will be what it is. If it&#8217;s too high they&#8217;ll nerf it fast. I don&#8217;t think special gearing for normal at least will be necessary, and for heroic you&#8217;ll probably need to stack stamina <em>anyway </em>like you always need to for hard modes.<br />
 <br />
They&#8217;ll have to change that tanking trinket though!</p>
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		<title>By: Gravity</title>
		<link>http://pwnwear.com/2009/10/29/icecrown-20-percent-aura/comment-page-1/#comment-889</link>
		<dc:creator>Gravity</dc:creator>
		<pubDate>Fri, 30 Oct 2009 09:22:57 +0000</pubDate>
		<guid isPermaLink="false">http://pwnwear.com/?p=1825#comment-889</guid>
		<description>&lt;p&gt;Kenshi, there&#039;s a line where the socket bonus is worth it (if its avoidance) that Splug thinks is about 6, for non-blue sockets. Great discussion on gem strategy is &lt;a href=&quot;http://deathknight.info/forum/index.php?topic=7665.0&quot; rel=&quot;nofollow&quot;&gt;at dkinfo&lt;/a&gt;. I think however in Icecrown, stamina is king again.&lt;/p&gt;
Chev, yah. I remember healing on my druid often felt like whack-a-mole! I do like the point about more disc-priest-style healing changes; that could be fun.</description>
		<content:encoded><![CDATA[<p>Kenshi, there&#8217;s a line where the socket bonus is worth it (if its avoidance) that Splug thinks is about 6, for non-blue sockets. Great discussion on gem strategy is <a href="http://deathknight.info/forum/index.php?topic=7665.0" rel="nofollow">at dkinfo</a>. I think however in Icecrown, stamina is king again.</p>
<p>Chev, yah. I remember healing on my druid often felt like whack-a-mole! I do like the point about more disc-priest-style healing changes; that could be fun.</p>
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		<title>By: Kenshi</title>
		<link>http://pwnwear.com/2009/10/29/icecrown-20-percent-aura/comment-page-1/#comment-887</link>
		<dc:creator>Kenshi</dc:creator>
		<pubDate>Fri, 30 Oct 2009 09:08:18 +0000</pubDate>
		<guid isPermaLink="false">http://pwnwear.com/?p=1825#comment-887</guid>
		<description>Gemming for Stamina.
I was looking at my gear and I have all the gemming bonusses and I don&#039;t understand why people would use all blue gems and not get the 6-12 stamina bonus and some more stats instead of putting in a 30 sta gem
Example
A Yelow socket
Bonus 6 sta
If you put a blue in here you get a 30 sta extra
If you put a eye of Zul in it you get a
+Hit and 15 sta + the 6sta bunus = +hit and 21 sta that is a net loss of 90health but a gain in threath and adding an important tanking stat. You can add any +sta gem to it as long as it is yellow.
Same goes with the red ones.
Why would we get a full blue sta gem and win max 9sta per gem and lose all these nice stats :)
I do understand that if you have 9 slots x 9 stamina = 81 sta loss or gain :) and that is 1k with buffs and all</description>
		<content:encoded><![CDATA[<p>Gemming for Stamina.<br />
I was looking at my gear and I have all the gemming bonusses and I don&#8217;t understand why people would use all blue gems and not get the 6-12 stamina bonus and some more stats instead of putting in a 30 sta gem<br />
Example<br />
A Yelow socket<br />
Bonus 6 sta<br />
If you put a blue in here you get a 30 sta extra<br />
If you put a eye of Zul in it you get a<br />
+Hit and 15 sta + the 6sta bunus = +hit and 21 sta that is a net loss of 90health but a gain in threath and adding an important tanking stat. You can add any +sta gem to it as long as it is yellow.<br />
Same goes with the red ones.<br />
Why would we get a full blue sta gem and win max 9sta per gem and lose all these nice stats <img src='http://pwnwear.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
I do understand that if you have 9 slots x 9 stamina = 81 sta loss or gain <img src='http://pwnwear.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  and that is 1k with buffs and all</p>
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		<title>By: Chev</title>
		<link>http://pwnwear.com/2009/10/29/icecrown-20-percent-aura/comment-page-1/#comment-886</link>
		<dc:creator>Chev</dc:creator>
		<pubDate>Fri, 30 Oct 2009 08:55:36 +0000</pubDate>
		<guid isPermaLink="false">http://pwnwear.com/?p=1825#comment-886</guid>
		<description>&lt;em&gt;&quot;In 25s you get more of that whack-a-mole feeling where you’re competing just as much with other players to heal someone first and nothing feels very organized or efficient.&quot; - GC&lt;/em&gt;
So true. I know that with dps classes there is usually a spec and playstyle that is a bit harder and requires more skill and thought, which rewards you with (sometimes just slightly) higher dps. Healing could go further into this area too, rewarding both skill and a bit of strategic thinking with higher healing performance. Also the whole area of healers mitigating damage and increasing the tank&#039;s effective health (a&#039;la Disc priests) could go a lot further, in a lot of interesting directions. Anyway, bring on more strategic healing!</description>
		<content:encoded><![CDATA[<p><em>&#8220;In 25s you get more of that whack-a-mole feeling where you’re competing just as much with other players to heal someone first and nothing feels very organized or efficient.&#8221; &#8211; GC</em><br />
So true. I know that with dps classes there is usually a spec and playstyle that is a bit harder and requires more skill and thought, which rewards you with (sometimes just slightly) higher dps. Healing could go further into this area too, rewarding both skill and a bit of strategic thinking with higher healing performance. Also the whole area of healers mitigating damage and increasing the tank&#8217;s effective health (a&#8217;la Disc priests) could go a lot further, in a lot of interesting directions. Anyway, bring on more strategic healing!</p>
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