05-22-2007, 10:56 PM
(This post was last modified: 05-22-2007, 11:26 PM by oldmandennis.)
Really fast attacking bosses can't also be the ZOMG crush one rounders (I'm pretty sure). It'd be too much pressure on the healers.
Priests are a bit odd. Everybody is supposed to have 3 trees, but what exactly is the point of discipline. How is it supposed to play different then holy? Or if you were redesigning the class, how would discipline play different then holy?
Warriors are in somewhat of a similar boat - what's the real difference between arms and fury in PvE supposed to be? And arms is so massively overpowered in pvp it really distorts everything else.
Survival also gets a bit of the "what's this here for" treatment.
Back to pallys, the conventional wisdom is that they are the king's of the AOE tank world. The problem with prot pallys is that the big bonuses for going deep prot all relate to single target tanking, which dev's have said (and I agree) is for prot warriors. If raids were still 40 it might be ok to say "there are some AOE pulls that you just can't do without a prot pally" the same way a couple of encounters forced having multiple hunters along. It would require altering the bottom part of that tree to effect AOE tanking. Alternatively, you could have a deep prot talent that boosted blessing of sacrifice to a useable level (as far as mitigation). This could make it really attractive to have a paladin "co-tank". However it would be difficult to balance without making the co-tank required. And I don't know how fun it would be to just cast BoSac and watch big red numbers appear over your head. And 25 man raids are already too full of hybrids trying to get out of healing. I suppose if you had a full time prot pally, you could cut back to one feral, and have a HT druid.
Priests are a bit odd. Everybody is supposed to have 3 trees, but what exactly is the point of discipline. How is it supposed to play different then holy? Or if you were redesigning the class, how would discipline play different then holy?
Warriors are in somewhat of a similar boat - what's the real difference between arms and fury in PvE supposed to be? And arms is so massively overpowered in pvp it really distorts everything else.
Survival also gets a bit of the "what's this here for" treatment.
Back to pallys, the conventional wisdom is that they are the king's of the AOE tank world. The problem with prot pallys is that the big bonuses for going deep prot all relate to single target tanking, which dev's have said (and I agree) is for prot warriors. If raids were still 40 it might be ok to say "there are some AOE pulls that you just can't do without a prot pally" the same way a couple of encounters forced having multiple hunters along. It would require altering the bottom part of that tree to effect AOE tanking. Alternatively, you could have a deep prot talent that boosted blessing of sacrifice to a useable level (as far as mitigation). This could make it really attractive to have a paladin "co-tank". However it would be difficult to balance without making the co-tank required. And I don't know how fun it would be to just cast BoSac and watch big red numbers appear over your head. And 25 man raids are already too full of hybrids trying to get out of healing. I suppose if you had a full time prot pally, you could cut back to one feral, and have a HT druid.