Sorry to bring up Sartharion again, given a "gimmick" fight it just saddens me to see what happened last night in that it's a very EH needed fight.
Short story: we engage the boss 25 man, we have 2 warriors and 2 paladins on the tank-scene, 3 of which are our best tanks skill and gear-wise but I know this is a retard of an encounter from the MT's perspective if he's a Paladin or a Warrior. We only have about 1 1/2 of wipes until we reach a near perfect kill - with a Warrior Main Tanking. Yes it's possible for a Warrior to the jobb! All is good, no?
Here comes the issues:
1. A few times I died with 200-700 overkills of breaths even when I'm NOT in the so called one-shot range. I have around 42K HP engaging the boss fully buffed (reduced to about 31.5K in combat).Why are the above problems?
2. I have one personal ability that can save me during the one-shot range - shield wall. After this between 3 to 5 people in the raid are required to keep me alive.
1a) Even with maxed out T7.5 gear I'm at the EH thresh-hold for this fightWhy is this interesting?
b) This makes me rethink item choices. I even use TBC gear for crying out load. Enchants also come into play - EH / MEH centric even moving to the PVP shoulder enchant wasting one of the stats on the item are better here. Profession choices also echo since at the moment JW offers the best EH / MEH stats for a tank (why didn't blizzard include a 90 stam trinket but EVERY other stat?).
c) I know for a certainty other classes would face less of an issue here even disregarding usage of cool downs. Even with the coming druid nerfs, a DK or a Druid would be far supperior a Warrior or Paladin in this area due to higher EH and much higher MEH.
d) Intentional or not, EH / MEH is king here - again, disregarding cool downs.
2a) Even if I enjoy fights that stresses the entire raid, and requires everyone to do their part and so fort, it get far more stressed with a warrior or paladin on the main-tank position. This is unbalanced as hell cause the tank him self can do nothing to improve this and thus this has nothing do to with skill and almost gear choices.
b) The above is a problem since it stresses the capabilities of the raid, not the player of the MT role. This is quite if not very different from Shattered Halls or Zul'Aman Timed as a Warrior vs Paladin where a good Warrior COULD cope with it with the notion to the raid "mind your AoE threat a bit guys".
We shouldn't, if at all possible, have this issue in future content what so ever. I think it's OK to have class A better at doing something. Paladins are to some extent better at dealing with the adds on Sartharion where a Warrior potentially is better (or at least equally good) to deal with the minibosses. Druids might be worse off on the adds but have pluses again dealing with the minibosses, it just becomes ridiculous if it's TO much of an advantage where it clearly shows game design focuses on EH / CD usage as seen on MT Sartharion.
With the above in mind I'd be fine if an event is fucked up hard for everyone. I do not mind that, as long as it's similarly hard for everyone. The problem comes when events are EH / MEH centric and you have two classes very limited in this area. I do NOT want "well just place a druid or DK there". That's wrong and poor game design. It should be skill-based what ever class I choose to play.
Well Blizzard is nerfing Druids to have less armor (more in line with DK's) yet remain king of HP. This might push them into remotley similar levels as the remaining tanks on the EH side, but they will still be insane on the MEH side. Also, given they get a block-like mechanic, they could potentially be equally good as warriors on the fast-hitting encounters discussed earlier.
Originally Posted by Satrina
How do you fix this? I for one think the "10% rule" is a good one. Having a class potentially 20 or even 30% a head of the rest of the pack in terms of raw HP, and in terms of MEH similar levels, will make balancing encounters extreamly hard unless this class shouldn't become king of the "one shot" bosses. DK's will have similar advatages on fights with high burst that is controlled (i.e boss casts big boom boom, DK uses CD and lives). I would think shifting down Druid HP would be somewhat of a better solution than just nerfing armor since the later affects both EH and MEH, where the later is only EH. Both have proven to be king of many encounters now and in the past.
This is actually something I've though of as well and to some extent it wouldn't be that unbalanced. A warrior is alongside the paladin the worst class to cope with burst damage hence it's in their interest to slow these down. This would shift the warrior to have a little more time to get help from someone else to keep him alive with buffs or interrupts of casts.
• Imp thunderclap also made it such that it wasn't just melee speed that was slowed but also casting speed.
This is also something I reckon should be an obvious where Vigiliance does offer more than the mear 3% damage reduction. But just looking at that aspect of the talent it should be possible to do this (I won't go into the BoSanc loss for Warriors since it's another topic all together).
• Vigilance was self-castable to help the toon itself take 3% less dmg.
Again, I fully agree here. Take SP off the CD and have it be used as a magical spell reflection for bolts and a spell shield for direction AoE damage on a medium ranged CD. This doesn't solve the issues Paladins have though cause they are in a similar - almost worse - boat than Warriors in the above topic.
• Spell Reflect actually reflected spells. This is probably my single biggest ability gripe in the game. I'm tired of having to test out and mentally catalog which boss abilities work with it and which don't.