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Maintankadin

Suggestions for Class Changes

Boudi
Thu Jan 03, 2008 1:57 am
Hello mister original poster.

i don't agree with most of your ideas/suggestions. The only idea i think is in need of a change is Holy Shield. I think that the cooldown needs to be reduced by at least 0.5 seconds. Be it talented or not.

Kings baselined is BS as kings will get nerfed, and OP buffs shouldn't be a baseline.

Redoubt could be changed to something such as "Chance on block to increase Block Value by 50% for the next 3 blocks" or something.

Prot tree is indeed bloated and should be changed. But on the other hand, the current variety you have allows for different specced tanks each having their own so called "speciallity". (as example: i got both spell warding and PoJ, but dropped reckoning and don't have imp SotC)

Silences/Mana Burns are annoying but propper responses from the DPS group because they actually looked at their TPS-O-Meter should avoid wipes because of those.


Regardless of whatever class changes made/wished/wanted/demanded/begged for, every raiding guild should have a tank team consisting of all 3 sorts of tanks...warriors, druids and paladins. Be it 1 or 4 of all or even spread out to meet demands/requirements/ideas/visions of raid leaders, all 3 tanking classes should be present.

Content should NEVER be designed in such a way that all 3 tank classes can tank it for the entire duration of the encounter. That would mean raids only have to bring 1 tank and more important: Where would the challenge be?
Was Onyxia to diffecult for the people who keep suggesting this?
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Tanked: Midnight + Attunman, Maiden, Big Bad Wolf, R&J, Prince, Illhoof
Morendin
Thu Jan 03, 2008 7:35 am
If I could get some fine tuning on us, I'd want some/all of the following, preferably all, but with low numbers- 30% here, 20% there is harder to balance, but would really make gearing more interesting.

1) Stat synergy/better scaling
Preferably, I'd like some sort of relationship between +damage and mitigation, BV being my first choice- ideally, to keep us different from warriors:

+Damage -> BV while HS is up (50-100%)
Rational: this is not OP on AoE because your charges will get burned, and the large amount is needed for a noticeable effect on bosses

BV -> Avenger's Shield damage (30-50% coefficient)
Rational: early endgame, a Tankadin will have much higher burst threat, but about the same sustained threat as a well-played warrior. Once they can get heavy BV gear and start the huge shield slams, that starts to change, and adding a small BV bonus to AS is a good way to maintain a margin here

HS Coef raised to 25%/block
Rational: before a Tankadin starts building significant spell damage, HS is a major threat component, but the 5% per block Coef keeps it from scaling with the rest of your threat. raising this would a) just plain make sense, it's a tankadin's signature skill, and b) help us with threat on fast melee, our specialty


2) Panic button/proactive mitigation
Right now, we have NO built in way to proactively protect ourselves from a known spike in incoming damage- enrage or no enrage, we just keep doing the same cycle of abilities and hit ironshield/nightmare seed. A fully fleshed out tank class should have a way for a player who predicts he's about to eat a spike to do something about it, at a cost (cooldown/threat/mana/rage etc)

Warriors have three pro-active mitigation buttons: Last Stand, Shield Wall, and Spell Reflect.

We have Imp LoH, which is not accessible to any sane raid-tank build, and the *Passive* AD, which would very likely make any Shield Wall type ability worth the hotbar space OP as all hell, and makes Last Stand HP boosters difficult to balance, so we can leave those for WotLK. Spell Reflect however, is a very useful, frequently used, warrior unique ability, which puts a significant skill element into their mitigation- a good warrior can reflect major burst back at the boss, but a bad warrior either doesn't use it, or wastes a bunch of rage and a 30s cooldown on a 1k spell.

I would call, not for a spell reflect (that’s the warrior’s niche) but a melee reflect:

Heavenly Guardian Defense
1000 mana
1 minute cooldown
The next melee attack on the Paladin will be reflected (5 second duration)


Flavor-preferred but probably OP ALT version

Argent Defender (yes, I think I’m funny)
1500 mana
2 minute cooldown
Any attack blocked by Holy Shield in the next 5 seconds will be reflected, consuming 2 holy shield charges




3) Trim the tree, give us a second or two of lag-time either way for HS, crushes because your ISP sucks aren’t cool