Sort of: You must first survive the damage you take. Once you get to a point where being killed in a few hits is a real threat, mitigation and damage reduction tend to become strongly preferred. For this reason, self-heal tanks as an archtype have seldom been successful in higher-end content in these types of MMOG's. At the opposite end of it, self-healer tank types quite often become very good, even overpowered, at solo'ing or small-manning weaker-but-still-relevant content where the damage isn't as high. Years of experience have proven it to be a difficult concept to implement well.
Prot Paladin Changes (Updated)
Re: Prot Paladin Changes (Updated)
Re: Prot Paladin Changes (Updated)
Boss crits you 5k then your heal becomes active, you press on it like mad, then heal 2k on yourself, so you suffered 3k damage, which is still higher than 2.5k normal hit. If you get another crit, then you could survive while the self heal is on cd. Currently you can survive a series of normal hits with your healers. If not then something else is wrong.Bob022 wrote: ↑Mon Oct 23, 2023 7:07 pmSort of: You must first survive the damage you take. Once you get to a point where being killed in a few hits is a real threat, mitigation and damage reduction tend to become strongly preferred. For this reason, self-heal tanks as an archtype have seldom been successful in higher-end content in these types of MMOG's. At the opposite end of it, self-healer tank types quite often become very good, even overpowered, at solo'ing or small-manning weaker-but-still-relevant content where the damage isn't as high. Years of experience have proven it to be a difficult concept to implement well.
Re: Prot Paladin Changes (Updated)
More like boss crits for 6k, and uses a breath/cleave/other instant and one shots you, or a boss with thrash gets multiple crits and you're dead. Maexxna raid wide stuns you and you're annihilated because unlike warriors and druids you have no def cds and are naturally squishier.
Tanks need the ability to mitigate crits, otherwise they simply cannot tank raid bosses. Druids and warriors can, hell warriors can also remove crushings entirely assuming the boss isn't parry hasted too badly just with shield block.
I have to ask are you guys familiar with raid boss tanking at all with these suggestions not adressing crits/crushings?
Tanks need the ability to mitigate crits, otherwise they simply cannot tank raid bosses. Druids and warriors can, hell warriors can also remove crushings entirely assuming the boss isn't parry hasted too badly just with shield block.
I have to ask are you guys familiar with raid boss tanking at all with these suggestions not adressing crits/crushings?
Re: Prot Paladin Changes (Updated)
Crushes are problematic within the existing class abilities and combat model. Can't stack enough avoidance/block to get to consistent full-uptime 102.4. Within our present ability framework they'd need to modify the redoubt talent to function in a more reliable manner--and that doesn't help druids any. It'd probably be easier overall to do it the other way around, and draw down Shield Block a bit so that warriors are also crush-vulnerable, then tune the encounters accordingly.
The excessive difficulty of reaching crit immunity can be solved via itemization, A good start would be reverting the spring 2005 defense gear nerf to its stat budget cost. WoW-style itemization with fixed stat budgets are by nature harsh on hybrid classes that require more stats to do the same job . It's a weakness of the system.