MMO-Champion has leaked substantial information from the Alpha client.
Two caught my eye as they relate to stamina. Tooltips work below.
Skill Now Cataclysm Alpha Mining toughness 60 stam 121 stam Enchanting ring stamina 30 stam 75 stam
We just need to know if all items will scale up by the same factor. Possible scenarios:
- It might be that tradeskills have had a disproportionate buff relative other items like stamina gems
- Or, it might be that all stamina
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I’m really enjoying the anticipation of Cataclysm, the news snippets from Blizzard which fuel more speculation and conjecture about what’s in store for us. Being a tank in Cataclysm, and not dying in two hits from a boss, will be quite refreshing. I’ve talked about this quite a few times before.
One of the age old topics of avoidance vs stamina recently came up, and for once it wasn’t a redundant circular argument; because in Cataclysm dodge and parry
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- Frost Presence now provides 8% Stamina, up from 6% Stamina.
- Icebound Fortitude now provides 30% base damage reduction, up from 20% damage reduction. For a geared tank with high defense, this translates to 50% damage reduction, up from 40%.
It’s important to note that we aren’t trying to single out paladins here. We like the tank balance of warriors and druids at the moment, and we have a larger sample size of warrior tanks that
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The new season PvP weapons are awesome. If you can get into an arena team for points and enough rating, man the rewards are sweet.
If you’re only a 10-man raider (like me), particularly it might be the only way you can get an i264 weapon.
If you don’t normally PvP, it’s not that hard to get into. Use emblems to buy resilience gear, do wintergrasp and battlegrounds for more res gear, keybind everything, spec appropriately (use arenajunkies.com
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What gems do you use for tanking? This should be fairly well-known, but it might be an interesting discussion if we have any avoidance advocates out there who don’t like stamina.
Gem recommendations
If it’s a blue socket, 30 stamina, obviously.
If it’s red: then dodge/stam.
In what might have been an important theory development, Theck worked out agility’s benefits for Paladins. Thankfully Reader Kiku here has done the maths using Theck’s formula’s, and worked out how it applies to DKs:
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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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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
If you’re handling loot, you should know what kinds of weapons a DK tank will want. If you’re giving loot priority to tanks this should also mean DK tanks get first dibs on some 2H weapons which otherwise you’d give to a DPS.
Fist I’ll outline the basics you need to know about, and then list out some of the better 3.2 DK tank weapons.
I have an ordered list of 3.3 Icecrown weapons.
Dual-wield tanking is a topic for another day, but in terms of one-handed tank weapon drops you should always give first rights to shield-tanks. If it’s an upgrade for a shield-tank, it will be better for them than for a DK tank who’s dual-wielding.
In contrast, if a two-handed weapon drops which is an upgrade for the DK tank, they (ideally) should get priority over DPSer. But what is an upgrade? » continue reading
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