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3-01-2010 @ 1:50PM
The dropping of defense rating got a round of aplause from me. Tanks are too expensive to gem, and chant at low lvls trying to juggle hit, expertise and defense cap. Thank you Blizzard, and also for removing spell ranks and weapon skill. I always felt silly strapping on my tank gear and auto attacking some mob as I afk'ed for a sammich to gain "skill". But some of these changes leave me baffled. Hit is going to keep on being a complete PITA throughout progression? I've always felt that you were making progress, accomplishing something if you will, by getting to the tier of gear where you could stop turning down "upgrades" because they would put you below the hit/ expertise cap and concentrate on maximizing DPS/ survivability+ threat. Re-forging may address this I suppose.What's the point of gem budgeting if you just take away our most attractive stat? In my view players will have to pay out of pocket to replace said stat w/ gems.What will mana regen be for cloth DPS? Here's hoping its a very deep mana pool and not silly mechanics such as paladins have.And lastly....how will haste benefit warriors? Its not a very desirable stat for dps. If a player gemmed all ArPen, will he log on one day to find he gemmed his arms warrior in haste? Crit would be slightly better but overall I think anyone who stacked alot of ArPen will find their gear much less effective when the XPac drops.
3-01-2010 @ 3:16PM
"Hit is going to keep on being a complete PITA throughout progression?"I can hardly wait to see the hit table calculations. It used to be "17% without talents" (casters) and "8% without talents" (melee). It will turn into a table depending on what tier of content you're raiding, what hit talents you have in your spec, whether you have a space goat in the raid, and what buffs/debuffs (IFF and Misery).Here's hoping they find a way to simplify that.
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