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2-11-2012 @ 12:01AM
I think I'd have to disagree with you a little about threat. You may feel that the achievement and maintenance of threat should be an integral point of tanking....and being fair, you'd have a point...but the problem is the player base, as a whole, doesn't agree. You point this out yourself....survivability is king and threat/DPS is a distant second. Vengeance arose from the need to scale threat and DPS with survival stats; that was needed but with the removal of threat as a concern, its also much less needed.I can see Vengeance being removed...but threat as a central part of tanking went bye-bye a long, long time ago. I'd much rather see tanks simply get a small DPS penalty somehow....say doing 80% of DPS damage as normal.Your idea wrt tank plate is interesting, however and would solve some issues with gearing. One system I think ***could*** work is to effectively merge Ret with Prot. Once merged, they would have an integrated toolkit - and, more importantly, one more complete than present. However, you would then add a number of finishers - while DPS would be gained through using finishers such as Divine Storm and TV, Tanking survivability would be gained through the use of tanking finishers which improved armor, block and/or avoidance or added a shield or a heal. Some could be maintained and some could be used on an ad-hoc basis, as needed. So, you'd bring up the armor, shield and avoidance finishers which would last a short while before being renewed, and add in healing, block, DPS/threat and other finishers as needed or wanted. More differentiation could be achieved through the use of one mode using Sword and Board, the other a 2H weapon.
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