GC provides some answers on DK in beta

I wonder how Ghostcrawler chooses which threads to respond to. Random I guess.

We’ve had a nicely-formatted post in the beta forums with all the consolidated feedback, including tanking, which Naha put together, and kept it updated, and yet he replies to Consider’s post in the public USA forums which was more about DPS, of course. I’m happy to have a reply there, but why didn’t he answer any of the other threads we’ve had for a few months?

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Ghostcrawler on talent tree design and playstyles

GC has made a long post describing their design intent and current status of talent trees over here. He made a few follow-up posts too, so it’s worth looking over the whole thread with a bluetracker.

In another thread, he posted that their is a design intent for Frost to be more proc-based and Unholy more predictable. I point out there’s no such preference in the general tank population and describe the rune-lockout we currently see on beta as

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Icecrown pwns you for 20%, and healing in Cataclysm

Icecrown is going to nerf your dodge by 20%, with an aura similar to Sunwell.

Daelos' post on it:»

For tank gemming, you are basically just dealing with your discretionary gem slot and enchants, maybe you can choose one ring or trinket over another too. Probably you can vary your character by +/- 5% avoidance and +/- 337 stamina (those two ranges have similar item budgets).

So, just stack stamina. Don’t gem for avoidance. At such low levels of avoidance, the relative gain from avoidance isn’t great (at high levels it gets excellent, even with diminishing returns).

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Why are we doing this?

The high levels of tank avoidance players have obtained is making the incoming damage a tank DOES take more ’spiky’ than is healthy for raiding. Ideally, tanks would be receiving a relatively constant stream of damage over time. This allows healers to better plan their healing strategy, broaden their spell options, and simply give more time to react. Tanks could use their cooldowns more reactively. Instead, the current situation is that if we make a hard hitting melee boss and a tank doesn’t avoid two successive swings then the tank could very well be dead in that 1-2 second window. The use of reactive defensive abilities instead becomes a methodically planned affair, healers have to spam their largest heals just in case the huge damage spike happens.

We’ve been trying to do a fair amount to mitigate the effect of high tank avoidance on the encounter side of things during this expansion with faster melee swings, additional melee strikes, dual wielding, narrowing the normal variance of melee swing damage, and various other tricks. There’s a limit to what we can do, however. So to give us a bit of breathing room we?ve implemented Chill of the Throne. Going forward past Icecrown Citadel, we have plans to keep tank avoidance from growing so high again. Source.

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Cataclysm tanking and healing will be more strategic

Two comments from Ghostcrawler recently are clearly pointing at a design change which means we’ll have a more strategic playstyle for Cataclysm tanks and healers.

In Cataclysm:

  • relative to the damage input from bosses, tanks will have more stamina,
  • total avoidance will be lower by some degree, perhaps 30% rather than 50%.

The significance of this is exciting! It means healers will have time to choose slower heals. Your tank won’t die if you go for greater heal because you will have the time. Whether boss fights also become longer in duration is unclear, but that would be a nice change for the better; to feel more epic and to be consistent with a strategic gameplay. » continue reading

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