Ghostcrawler talks about Stamina and Tanks in Cataclysm

Ghostcrawler keeps talking about the Cataclysm Mastery but these days he has been focusing especially on Stamina and Tanks:

Stamina will always be valuable to tanks, so we're not sure that forcing them to socket / enchant other attributes would be an interesting thing. That said, tanks used to care more about avoiding being a mana sponge before. The way to alleviate the power to become a mana sponge is to take less damage and a great way to do that is to dodge more.

The relative value of dodge versus parry is something we will have to play with. The first reaction of the developers is that stop needs to be cheaper, since avoiding 100% of a hit is much more valuable than avoiding 50% of two hits, but they are not sure how much cheaper. Avoiding spikes in damage (to which the dodge contributes) also has its value, and if the second hit after a parry is dodged (so that you lose the parry 'charge') this must also be taken into account.

Passive Talent bonuses for tanks are likely to be something like 1) reduce damage taken, 2) increase damage done, 3) reduce damage taken in a way unique to your tree.


I'm not sure I follow that logic. If the tank team had thousands and thousands of Stamina points, the tanks would still gent with Stamina because it is reliable. If your health is low, then even if your evasion is 99% this means that sometimes you will die and no healer will be able to save you. Now, if healers can generally heal you through damage but eventually run out of mana, then evasion is more attractive because it allows healers to heal you longer. Does that imply that you should engem it? I'm not sure but at least one dodge trinket could be very interesting.

We also think we've put together a scheme for the tank team to have the same base endurance as a DPS team. It's not a huge balance issue by any means, but it seems absurd when a plate DPS has more.

Regarding stop vs. dodge, there will be a lot of discussion about both in our office and on all our whiteboards about how it should ideally work and the relative value of each. These conversations will take a long time and are not the kind of thing that can be easily summed up in a concise GhostCrawler post.

From all of this comes out, they need to make the evasion stats (Parry, Block, and Dodge) quite a bit more attractive than they are now. Undoubtedly, with the entry of Wrath of the Lich King, the typical problems of the Healers without mana (except in certain encounters) that were in The Burning Crusade were not found.

Let's wait to see how it evolves.


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