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2-25-2010 @ 7:45AM
Keep in mind that the entire reason paladins got more health scaling is that our class has almost 2k less base health than warriors. We needed it to make up for that plus the ranged slot, and the break-even point used to be full 232-ilvl gear. With the current scaling, it's well out of reach, not even counting the changes in 3.3.3.With Warriors getting 2k more base + 9% scaling, and any DK getting the same 2 more base + ~10% scaling (8 frost, 2 runeforge), and paladins getting 2k less base health than the other two + 10% scaling, we're easily the lowest on the totem pole in terms of health. On the other hand, the damage reduction from AD makes us still take slightly more damage to kill from full, which is what Blizzard realizes.On the other hand, we do only having one real activated cooldown (50% DR, 12 second duration), plus a possible two minor 6-second 20% ones with 3 talent points or a glyph, making us probably the worst class at having a decent cooldown for predictable damage. The AD heal is not only easy to get gibbed through on most bosses (It sets me at ~18k health after the one hit it keeps from killing me), we can't control it - basically only ever procs when healers aren't expecting a burst, making it nice for learning a fight and much worse for execution after you know what to expect.
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