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Threat Level "Hotfxi" - Need for Expertise / Hit ?

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Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby mellomuffin » Tue Aug 16, 2011 11:12 am

So.

Pertaining to the new 'hotfix' that will be implemented shortly, it is back to the drawing board as to what works best in which situation. Sure, it seems that we'll be the top of the pie tree, I just worry to the additional fixes to come.

link here: http://us.battle.net/wow/en/blog/3300854#blog


The question rests, with expertise and hit being primarily threat outputs, where still will the balance be found as far as damage output while involving the previous two?
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Re: Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby Meloree » Tue Aug 16, 2011 11:31 am

0 hit, 0 expertise was already the nirvana state we aimed for in progression gear.

As far as I'm aware, it's not possible to get lower than 0 of those.
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Re: Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby Durability » Tue Aug 16, 2011 11:43 am

All this really does is make threat even more trivial than it already was. It's a band-aid, they're attached to the broken Vengeance mechanic and aren't willing to throw it out.
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Re: Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby bldavis » Tue Aug 16, 2011 11:55 am

the only what i can see them doing this is by making our defensive cool downs subject to the combat table
if that is the case, i may just hang up my sword and board for good...
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Re: Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby Jeremoot » Tue Aug 16, 2011 12:03 pm

Meloree wrote:0 hit, 0 expertise was already the nirvana state we aimed for in progression gear.

As far as I'm aware, it's not possible to get lower than 0 of those.


This post made me laugh, but it's the truth.
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Re: Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby Arincia » Tue Aug 16, 2011 1:31 pm

However, we want to move the shorter cooldowns like Shield Block, Holy Shield and Savage Defense so that they work more like Death Strike.
This is what I am concerned about that post. Screw making our short term abilities work like DK DS in having to hit to function.
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Re: Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby Hrobertgar » Tue Aug 16, 2011 1:36 pm

However, we want to move the shorter cooldowns like Shield Block, Holy Shield and Savage Defense so that they work more like Death Strike.


When I read this part of me wondered if it represents a response to the paucity of DKs reported in 25m-HM raid groups. Make all tanks as limited as DKs to remove the bias.
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Re: Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby Arincia » Tue Aug 16, 2011 1:42 pm

Easier fix would be to make DS giving BS that was -30% (give or take some %) physical damage with a chance to trigger (on block for combat table) equal to mastery rating for X seconds. Then they could then change blood presence armor (up 15% since no more shielding) and call it equal tank damage taken for rest of expansion. (dks still get there self healing with DS then).

Either way I think its BS that rather then fix DK mechanics like they should they are dragging the rest of us down to there crappy mechanics.
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Re: Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby Volitaire » Tue Aug 16, 2011 7:58 pm

Short term it makes me not care about threat stats even more...long term it concerns me as I don't want to be a DK dammit.
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Re: Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby Fao » Tue Aug 16, 2011 9:05 pm

Tbh been lurking this site for a while. Hotfix made me want to join the talks -.-;

As far as I'm concerned, nerfing three tanks that aren't broken to be on par with broken tank is just stupid. Arincia's idea is actually pretty cool though. I know I personally rolled a paladin to play a paladin, not a dk :x

0 hit & expertise will still work fine. Were any other tanks finding this change in tps functionality to be... discouraging, or maybe boring as an idea? My guild doesn't understand why I dislike the idea of working even less for tps :S
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Re: Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby Schroom » Wed Aug 17, 2011 1:37 am

/humor mode on

may I present the new Tankadin rotation

Single target: right click your enemy -> go make coffee
Multi target: right click your enemy -> tab every 2 seconds
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Re: Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby VikrumthePally » Wed Aug 17, 2011 12:53 pm

Curious. In terms of helping with berserk timers -- SoT Glyph is still what will increase our DPS the most yes?
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Re: Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby Treck » Wed Aug 17, 2011 1:05 pm

VikrumthePally wrote:Curious. In terms of helping with berserk timers -- SoT Glyph is still what will increase our DPS the most yes?

All Prime glyphs but WoG is for dps/threat, and SoT glyph is among the strongest, so yes, you still want thatone AND another "dps" glyph like Hammer/shieldslam.
And the WoG glyph ist to great, so i just run with 3 "dps" glyphs.
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Re: Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby Ventras » Thu Aug 18, 2011 1:44 am

Don't glyph SotR and HotR same time, interchange them depending whether you are on boss or trash (or Rhyolith fragments).

WoG glyph is the only survival glyph, so it should be on at all times.
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Re: Threat Level "Hotfxi" - Need for Expertise / Hit ?

Postby theckhd » Thu Aug 18, 2011 8:04 am

I'm going to move this thread to the gearing forum, as it doesn't really have a deep theorycrafting or calculation basis.
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