Aww, poor DKs and Druids crying about nerfs. Do you guys have any idea how efficient Block is? Not much, let me tell you that. The 2k I am going to block barely matter when the boss is already smacking me for close to 20k. Warriors and Paladins rely on Dodge (and parry) just as much as any other tank.Now, giving this a second thought, Druids are allowed to cry. It's bad for them, because they have neither Block (not that it matters anyway), nor Parry.
DKs and Druids aren't the only ones feeling the hurt. The amount of shield block rating is nil in most of the new gear. Being a pally tank, being able to block is my bread and butter. They forced me into taking more dodge because they dropped shield block off basically every epic I get my hands on. Now they're going to turn around and knock all that dodge they forced me to take to useless. Makes me think they want to go back to just warriors being able to tank since shield block although being my best defense doesnt stop everything.
Wow... they make content marginally difficult and we're filled with QQers already. I play(ed) a DK tank, and I'd love this change - the challenges will finally be difficult. get over it =\\.
This is a bear boost, not a bear nerf. To be completely serious, this change will affect healers the most, not the tanks. And to be completely honest: it's a tank buff. Paladins will now emerge as the best tanks, while druids will get slightly more threat via more crits that they need for Savage Defence (while still having the most of all of the 3d best tanking stat: dodge (after armour and HP, which they also have slightly more)).It is still essentially AGI+STA for bears and STR+STA for everyone else.All tanks are pretty evened-out in terms of stamina nowdays, a good bear's HP is 2000-4000 HP bigger than a warrior's or paladin's at absolute best. Druids retain their high dodge margin (AGI for criiiit pleeeease) along with their bigger armor which actually boosts their mitigation with the overall reduced damage. The biggest issue is dodge-related abilities, like in the case of DK's Rune Strike and...druids will generate somewhat less rage.Otherwise, this is a goldsink for healers, who will now need to re-stat for more MP5 and less spike-healing (Flash of Light anyone?). Hurray! to Trees and their Rejuv that was not nerfed.
Ima stack me some parry!
Damn, I just mastered in elixers.... guess I have to change back to potions for all the healing potions that will sell now. Really, it sucks that they do this to fix problems with the tanks and end up screwing Rogues. This really downgrades evasion, which when combined with Ghostly strike made for almost automatic dodge of all hits for about 15 seconds.
Look, people, CALM down- GC has never been wrong, has never made stupid decisions and he is the best man for the job.All he wanted to do was to get rid of rogue tanks- they were getting OP.
This was so Needed..to all the tards out there wearing 2 brewfest trinkets tanking ToGc,it just bugs me..the whole point of this reduction in dodge is to STOP the stacking of 30 stam gems in everything and to acually use the parry and dodge gems that came out...learn to spread out stats..Bears gem diffrently..DK's more parry more dodge...warriors & pallies u got block...yay use the other skills you have. some fresh lvl 80 in 2 brewfest trinkets will not be able to go in to ICC "Working as intended"
Leet, time to stack items like thisAlso, I'm pretty sure a lot of people are still going to be using Brewfest Trinkets. Wearing avoidance trinkets will still be just as fail as it is now, for the same reasons.
So much for my idea of tanking ICC as a hunter...(Lol)
I'm reading this as evasion has gotten so high that in order to try and compensate and keep encounters challenging designers have increased the damage levels. This leads to huge unpredictable damage spikes when inevitably they fail to avoid an attack. So this in turns leads to healers having to spam their biggest heals and massively overheal in the hope of catching one of these spikes before it kills the tank. So by cutting back on avoidance they can cut back on damage, and lead to a more strategic healing style where mana management becomes more important than spam healing.
DKs don't have nearly as much pure health as any of the other tanking classes. As a DK with 5/5 ToGC10 and 2/5 ToGC25, gemmed for stam, I have yet to reach over 39k health unbuffed and still meet the hit/exp/def caps, even in a Blood spec. Other tanks in the same gear are easily reaching 40+-50k health. So even if spike damage is reduced, taking 5 hits for 8k damage (usually more in hard modes) will kill a DK, but not another class. With more hits landing in ICC, healers are going to have to watch DK tanks very carefully.I was hoping Blizzard would make up for this by throwing a bit more stam on DK tier pieces, or else we might be sidelined for a class that can soak up a bit more while a healer is running out of fire and charging a cast, for example. But the tier pieces are about even for tanking classes, so I'm not sure how it's going to be handled.