I reproduced the explanation from the Dev Watercooler because I wanted to highlight how this works, and more important, how it is still a stat which can be tuned. On the face of it, 1% Versatility is incredibly simple - just as 1% Critical Strike Chance increases your chance to critically hit by 1%, 1% Versatility increases your damage, healing and damage absorption by 1%, which also reducing your damage taken by .5%. How does this differ from the proposed effect of Amplify? Why, in other words, is Versatility a worthwhile trade for the previously proposed stat?
Versatility is pretty simple: 1% Versatility grants a 1% increase to your damage, healing, and absorbs, and reduces the damage you take by 0.5%. It's a straightforward, obvious upgrade to your primary role's performance, but also gives significant boosts to secondary role performance and survivability. The healing increase it provides does work on self-heals, such as Recuperate, for example. We won't be tuning it to be anyone's highest throughput secondary stat, but it'll be close, and it'll give you a nice boost to how versatile your character is in the process. It'll be especially attractive to hybrids who want to feel more "hybridy."
Posts with tag amplify
As we've said here plenty of times, it's not real until it goes live, and that goes for the new stats being designed for Warlords of Draenor. Last year we discussed Amplify, Multistrike and Readiness - since then things have changed. As always keeping in mind that this is still subject to change right up until the point of release, we now have an entirely new stat, and both Amplify and Readiness are no longer stats. Instead, Versatility. What is Versatility and how will it work?
Every Thursday, WoW Insider brings you Scattered Shots for beast mastery, marksmanship and survival hunters. This week, your host Adam Koebel, aka Bendak will be discussing new stats and the potential for hunter spec differentiation.
We're still patiently waiting for the Warlords of Draenor beta to get some more concrete information on hunters, but in the meantime we've had Celestalon to poke and prod on Twitter. Celestalon is a Technical Game Designer on WoW and has been very forthcoming with technical information regarding classes and the new gearing system in Warlords. We've learned a few new bits of information such as how new secondary stats will work and some vague plans for their intentions with the hunter class. If you missed the BlizzCon hunter recap post, be sure to check it out before we dive into the newer stuff.
The replacements for hit and expertise
You may have heard how hit and expertise are being removed from the game in Warlords of Draenor. I was very happy when I heard about this, but at the same time wondered if gear was going to get too simple since they're also removing reforging, and having less gems and enchants on gear. The good news is, those two wholly uninteresting stats are being replaced by 3 new ones, and if you've been raiding Siege of Orgrimmar their functionality may already be familiar to you.
Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.
Last week, we covered the basic class changes of Warlords of Draenor. This week, we're taking a few common questions about those changes and combining them with new information. We'll be discussing the new secondary stats and how they affect tanks, examine the possible return of dual wield tanking, and consider death knight lore in the new expansion. Without further ado, let's get started.
Q: Could dual wield tanking come back with Warlords of Draenor? After all, your weapons hit more now that hit and expertise are gone.
No. Ghostcrawler clarified recently that the miss chance for dual wield weapons isn't going away. You will still miss with "white" hits, it's just that your special hits will never miss (at least, not because of your gear). This will be exacerbated by the fact that blood death knight special attacks will not hit with the off-hand. The reason dual wielding works for frost is that Threat of Thassarian exists. It does not exist for blood death knights, therefore blood death knight dual wielding is still inferior and likely will stay inferior in Warlords of Draenor. The only real advantage dual wield tanking has is that you might get more Bloodworms, but that is not enough to offset the losses.