Tuesday, April 13, 2010

Class Previews Day 2

Tomorrow is the big day: we will get the Paladin preview. Fingers crossed for some goodies.

This blue post worries me a little bit:

The fact is we're just not as far along on paladins as we are the other classes.

We haven't torn up the paladin talent trees in earnest yet, so the preview will likely be heavy on design intent and light on details.

The reason this worries me is that Blizzard should know better. They should know from experience that paladins are the hardest class to balance right, since most paladin abilities are shared between the specs, and there is no real punishment for using abilities from another role while playing (we don't have forms, or presences, or stances).

Saving the paladin to last seems to be a bad idea when you know it will be the hardest to design. That quote above states that they have barely started....

Anyway... the second preview day showed us the warriors, death knights, and rogues. Since I play a death knight, and since we got to see some tanking masteries, these were interesting previews.

Warriors
Warriors get Heroic Leap, an ability that paladins have been asking for for a long time. I'm not going to QQ just yet, because I don't know what paladins will get. But paladins really really need a closer, an ability to quickly cover the distance between here and there. Paladins are still extremely easy to kite in PvP, and we are the only tank that cannot get to a mob "instantly" (death knights have Death Grip, but that cannot be used on bosses, so they also suffer from this).

Shouting becomes "free", Whirlwind becomes a "true" AoE, fury will be able to dual-wield one-handers again.

Then we get to the tanking masteries:

Critical Block Chance: As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing's damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing's damage instead. There will likely be talents available to push the amount blocked even higher.

Paladins will most likely get a mastery like this as well (hopefully with some individual flavor). It sounds reasonable and will make block useful again.

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character's un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won't see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.

This one I'm not so sure about. Tanks deal more damage when they get hit? And the buff scales with the damage done to the tank?

Doesn't this mean that more avoidance and more mitigation lead to slower stacks of the buff being applied? So the better gear the tank has, the slower his AP buff will stack up? Why?

And how does it work for offtanks, who won't get hit as much as the main tank? What do they do to keep threat up? How do an offtank stay "second on aggro" if he doesn't get this buff?

Well, guess we have to wait and see.


Death Knights
After being all psyched out over all the goodies that my shammy was going to get, the death knight changes seemed a bit lacking.

Outbreak will be a nice opener, making it possible for the DK to apply both diseases with just one GCD. But it will have a long cooldown (1 minute), so it will take some practise to learn how to use it best.

Necrotic Strike is the DK version of Mortal Strike.

Dark Simulacrum is the DK version of Spell Reflect.

None of these excites me much. Mortal Strike and Spell Reflect are PvP abilities, and I don't PvP with my DK anyways.

Blizzard is changing the way runes will charge, so that Dks can spend them more efficiently. This will probably take some time to get used to, but is probably a good change.

As I mentioned in my earlier post, Blood will become the dedicated tanking tree. Instead of a block mastery, DKs will get

Healing Absorption: When you heal yourself, you'll receive an additional effect that absorbs incoming damage.
So the more a DK heals himself, the more mitigation he gets.

The DK dps masteries are quite boring.


Rogues
I haven't raided with my rogue since early Trial of the Crusader, but there were a couple of good changes I noticed in the preview.

The rogue can transfer combo points from one target to another. Passive abilities, such as Slice and Dice, no longer have target requirements to be activated (which means you can use the points from a recently killed target). Combat Readiness makes the rogue less squishy. Weapon specializations will be removed (no more respeccing everytime you get a weapon upgrade).

And Smoke Bomb sounds like a lot of fun.

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