310% Speed mount skill
(Source Re: Question about 310% mounts in cata.
You'll have to pay for the skill, but your mount speed will increase
with your riding skill level. This way, you can pretty much roll through
all of your favorite mounts without feeling as if you are neglecting
any of them.
[...] I apologize for the added confusion. If you have 310% now, the boost is free.
[...] We want people to be able to pick and choose the mount (or mounts)
they enjoy using without feeling like they're being penalized. There
are a lot of different mounts to choose from and for some people, that
mount they got awhile back that was so awesome, lost its luster after
that next fast mount came out.
Reforging - Primary vs. Secondary Stats
(Source Re: Very concerned about Feral (cat)
The primary stats (strength, agility, intellect or stamina for tanks)
are nearly always going to be more powerful than the secondary stats.
That's the primary reason why you can't refoge them. With the exception
of gems and enchants, you don't have a ton of flexibility in stacking
your primary stats on gear -- they come at pretty set ratios to item
level. You can choose to just gem all primary stats, or you can get
fancy with the orange, purple and green gems since socket bonuses are
more powerful in Cataclysm.
It's a bigger problem if either haste, crit or mastery are of wildly different value for a given spec.
Justice Point Drop Quantities
(Source Re: Cataclysm -- Justice Point Drop Quantitie
Just a quick note that the points listed here aren't final, we're still
trying to balance the numbers. Specifically for Cataclysm drops. It's
possible they may still change.
(Source Re: Daze needs to die in a fire
You should not be getting dazed on live if you are the defense "cap" and
you shouldn't be getting dazed on the PTR if you have the anti-crit
talents. If you meet those requirements, then it's a bug.
Pulling aggro from tanks
(Source Re: Thunderclap is too weak
Unless you're doing something unusual, healer threat is generally pretty
low, and tends to go lower if there are many targets. The biggest
danger tends to be when adds spawn and a heal lands before you have done
any threat against the new arrivals. If you are targeting Thunder Clap
(I'm going to use Thunder Clap as my example, but this discussion is not
limited to warriors) so that everything is in range and healers are
still pulling, then something unusual is probably happening. Maybe
you're taking so much damage that the healers are just spamming heals on
you, which might suggest you need to somehow manage some of the adds
that doesn't involve all of them beating on you so much.
You're probably at more risk overall of having dps pull off of you. Here are the scenarios again about how that could work:
One target -- if a dps pulls off of you, they are either blowing
cooldowns before you have a chance to respond, or your threat generation
is much too low for some reason.
Many targets -- in this case, the dps are probably AE'ing. Usually they
will kill things pretty quickly, but they might get a few adds on them.
These situations are always a little chaotic, but also don't last very
long. We don't do many huge AE packs of mobs that hit brutally hard.
A few targets -- in this case, you might be CC'ing one or two, tanking a
few others, but burning down the targets one at a time. If the dps are
on the right target and pulling off of you, then we're back to situation
one. If they are on the wrong target, then they are playing badly and
should be corrected and / or mocked, depending on how you roll.
On the one target scenario, you may not need to Thunder Clap on
cooldown. The cooldown is 6 sec and the debuff duration is 30, and the
threat is not so massive that you should just always Thunder Clap any
target. On the few targets scenario, it's at your discretion. Thunder
Clap may help keep aggro on the targets not being dps'ed but you might
also break CC. On many targets, you should Thunder Clap your heart out.
You can tab target your other abilities around, and many tanks do, but
you can't realistically tab target them all, so it's not going to make a
massive difference. In the few case, you are going to want to spend
most of your single-target abilities on the dps target, but perhaps
start shifting over to the next target so that you have a headstart when
that becomes the target.
That was a long explanation, and it's possible your question was just a
thinly veiled jab at how your single target and AE rotations aren't that
different, but I think the prioritization of how you use them is.
He was saying that our AoE threat is mostly fine right now because of
tab target and cleave, but that's for smaller groups. He's saying we
struggle holding larger groups because we don't have other options.
And I'm saying you can hold them well enough. If the mage catches a
couple of whelps, it's probably not going to kill him before the whelps
die. If we did AE packs of giants or devilsaurs or Marrowgars, then it
would be critical for a tank to be able to hold a very large number of
targets. But we don't. "Tanking" those large packs is really more about
trying to decrease the damage done to others. You aren't going to be
able to control it that well. Generally if you find you can't control N
number of targets, then it's a reasonable bet that we don't expect you
to control that many. You're supposed to CC some or just burn them down,
depending on the scenario.
Word of Glory as Protection
(Source Re: Word of Glory TPS can't be intended, can
This is the kind of thing we're still messing around with. We want
Protection to be able to use Word of Glory occasionally in emergencies
or to help the healers out, but we are aware that if it's too potent,
paladins will just tank by healing themselves (either because of threat
generation or mana savings).
We also need to make sure that the AP coefficient for the heal isn't affected by Vengeance.