#0 - April 5, 2010, 6:18 p.m.
Q u o t e:
1) Rage is no longer generated based on damage done by auto-attacks. Instead, each auto-attack provides a set amount of Rage, and off-hand weapons will generate 50% of the Rage main hands do. This amount is based on a constant formula which factors in the base swing speed of the weapon. This means the Rage gained should be averaged out between fast and slow weapons. The constant formula also gives us the ability to easily increase the rage gained if it feels too low (or reduce it if is too high). We are also implementing the following mechanics, which will still allow rage to improve to some extent as you improve gear:
* If the attack is a critical strike, it will generate 200% Rage.
* Haste will accelerate swing times to generate Rage faster.
Several things here--
1. The entire expansion, warrior damage/threat when offtanking has been a problem. Since prot has historically had poor crit/haste rates, how will we generate sufficient rage to continue a rotation?
2. Since prot is currently balanced around 100% conversion on HS (and we're still behind on DPS), we'll need to have our base damage buffed drastically to keep us where we are now. How does that play with PVP?
3. This means that every tank will prefer slow tank weapons. Should we expect to see slow tank weapons in the future? What about our current weapons?
4. Why are we still being balanced around heroic strike? It causes so many problems for PVP and PVE. If HS is attractive to press while tanking, then we'll struggle with rage starvation while offtanking.
Please give us some indication that you've thought about off-tanking, as increasingly, warriors are the "offtank" class.