Mar 30th 2012 3:13PM Also, Seal of Justice got a hefty bump in the damage it deals, so it won't be quite so painful switching to it in PvP.
Mar 26th 2012 11:38PM Well said!
You're absolutely right that the developers wildly shift from one perspective to another all the time (I'm literally quoting GC's interview with Wowhead here- you should check it out, if you haven't. He frequently admits mistakes on the dev team's behalf, which I find very admirable). It's definitely not out of the question to see this topic pop up in the future considering the positive response - though, I think some of that is because the beta mechanics have the Meta-tank completely overpowered.
It's still gonna be an awesome niche glyph that provides Demo locks some interesting opportunities to have fun while exploring what it would take to make a tank spec happen down the line.
Mar 26th 2012 11:22PM Well, I think you're right about something here:
This expansion's talent/spell redesigns definitely seem to be aimed at differentiating warlocks and mages in how they deal with reducing their damage taken. To me, it seems like going back to the old concepts of mages being "slippery-to-pin-down" casters (best exemplified in Blink) and warlocks as "tough, drain & tank" casters.
Just look at the talent trees for evidence. Mages' are laden with abilities that help them escape or reverse damage while Warlocks play games with the manipulation of their own health and powerful absorb cooldowns.
I love the direction they're going in. I'm just curious to see how it gets finalized. Like other posters have said, I suspect this glyph will be neutered to be more of a temporary-tank mechanic in this expansion, but it will become the groundwork for a warlock tank in the future.
Mar 26th 2012 11:00PM Also, really easy fix to the avoidance/mitigation debate:
Change one of the current CD's to give dodge instead. Warlock mini-Evasion (~20%), 1-2 min CD would work well I think.
I just think it would diversify the toolkit better and decrease the staggering incentive to use or not use a 'lock tank on certain types of fights where the avoidance is essential or irrelevant, respectively.
Mar 26th 2012 10:46PM As for the 99% damage reduction of Dark Soul, I'd expect that to drop threat like the paladin's Divine Shield (bubble) if it stayed in the build.
As it is, I think the current combination of talents, given spells, and glyphs makes locks way too strong in certain types of encounters (namely, unavoidable magic damage) since they can soak/prevent/heal so much of the damage.
Quick questions for any beta testers out there:
1) Can you parry at all in demon form? I mean, we have a weapon... er, claws?
2) Does channeling/casting prevent you from avoiding attacks like it does for paladin tanks?
Mar 25th 2012 9:50PM Definitely making Rogue/Boomkin a strong pvp pairing... Root on Mushrooms, Stun/Smoke Bomb x3, nuke to death. Maybe throw in a Solar Beam for good measure. I don't see a lot of comps having a way to get out of that setup.
Mar 20th 2012 7:58PM In the words of Yoda:
Raw HPS, does not a good healer, make.
If you're keeping your group alive 'til the end of the fight without being too far behind the other healers, you're doing just fine. People worry way too much about healing done when efficiency and timing is so much more important- both to keeping people alive and to pushing progression.
Mar 11th 2012 5:14PM To answer the question about theorycrafting...
The real answers come from a lot of trial-and-error testing and reverse-engineering the formulas. By manipulating the variables in game (changing gear, for example) we can observe the changes and make intelligent inferences about the mathematics behind the mechanics.
Simply put: IT'S SCIENCE!
Probably the best example of this was with Armor Penetration, which didn't really describe how it functioned in-game, so by accumulating data and analyzing it, the theorycrafting community was able to break it down into [somewhat] understandable terms. In that particular case, Blizzard did actually feel the need to post the math details because they were so nebulous. Most of the time though, it's just clever people making observations.
Mar 2nd 2012 9:20PM You haven't been doing anything wrong Katyromick. For one thing, I think DKs experience this problem to a lesser degree as they can switch to more threat/damage-generating attacks (Heart Strike) in lieu of of death strike spam as they out-gear content.
More importantly though, if you haven't noticed the Vengeance issue on tank swaps, I would contend that your other tank probably was either getting very streaky with their Vengeance buildup (a problem in itself, as mentioned in Theck's blog), or they weren't maximizing their dps (more of a personal problem, but it masks the mechanical one).
I remember noticing this problem the most on Ragnaros tank swaps with my paladin trying to taunt/pull off of my bear tank teammate. Big swing damage (or avoidance), the Burning Wound debuff, combined with the bear's ability to stack more agi/stam compared to my paladin favoring mastery put this issue under the microscope for me. Even with preemptive taunting, popping wings, holding a SotR for the taunt, and occasionally hitting the bear with Salv still wouldn't always hold off their threat gains. That's absurd. The difference was so stark that encounters with good Vengeance would allow this bear to be doing 25k dps compared to my ~15k dps. Nothing in my rotation could be changed to compensate.
Theck's solution is very elegant and definitely would make me enjoy tanking more.
Feb 29th 2012 6:05PM Don't forget rogue Evasion duels! My Shiv spam will be sorely missed there too.
I'm also not really concerned about Crippling going down to 50%. After playing a Ret pally and DK, you realize that's still plenty to keep mobs in range. Don't forget, we're getting or keeping other abilities to deal with kiting in MoP.
Looking at the talent calculator, there's one on almost every tier:
Nightstalker (20% speed while stealthed)
Deadly Throw (50% ranged snare/interrupt + damage)
Any of the level 60 tier (though Prep will have a less consistent effect on your uptime)
Deadly Brew (apply Crippling when you apply a non-lethal poison)
Paralytic Poison (random stun at 5th stack)
Shuriken Toss (ranged CP generator - good to use with Deadly Throw)
I'm not too worried about lacking the ability to stay on-target. More importantly, this is the opposite of "dumbing it down". Instead of getting huge passive benefits like 70% snares and 20% increased movement speed, you actually have to press buttons more buttons to stay on target in the new system. If anything, this is an increase in the skill cap.