Rage system going to need a SERIOUS overhaul to be on par with the fluidity of HoPo/Chi and even Runes. Plus it's gotta remain viable for DPS warriors too...Not sure how that's going to work.
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Tanking with the Blessing of Kings - The TankSpot Guide to the Protection Paladin - Updated for Patch 5.4!
Hmm, possible...but it'd be a huge departure from "tradition" (there's that word, again....) for warriors to not use Rage. I mean, it's kinda an MMO/RPG pillar that the warrior/barb class has some sort of rage/fury/anger thing as a resource. Could see it as a secondary one, though, which might be more what you were getting at.
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I mean, I guess that's the real crux. Haste, Mastery, Exp, Hit, even Crit. These all stand on their own, and have value. They are exciting to see, use, feel, and manipulate, and give an immediate and tangible result.
Dodge and Parry are being propped up like Weekend at Bernie's, slapping band-aids and quick fixes on something that's clearly dying is just an exercise in uselessness. They are not interactive, they are not tangible, and they are not interesting. They have no skill involved, no talent or input required. Continuing to leave them in the game is just prolonging the cancer.
If anything, I can see the idea of "innate avoidance from primary stat" that we have now, with AGI -> Dodge and STR -> Parry for those respective armor types. This, while not serving any real role, is enough of a nod to "tradition" as well as enough "fun RNG" that Blizz seems to think the game enjoys and needs. Anything beyond that is just waste.
August 2nd patch notes:
Protection and Retribution: Sacred Shield is 30% less effective
Eternal Flame's periodic heal-over-time effect now heals for 40% more
Vengeance now grants Attack Power equal to 1.5% of the damage taken, down from 1.8% (The tooltip said 2% but it was actually 1.8%)
Tanks no longer receive Vengeance from many persistent area damage effects (standing in the fire) or from missed attacks (dodging and parrying an attack will continue to work as it has before)
There are now are now diminishing returns on Vengeance gains while tanking multiple targets. Each additional target grants progressively less Vengeance
I knew a SS nerf was coming eventually.
SS has been OP since release, nerfing it was just unavoidable, I'm surprised we got away with it such a long time.
30% might seem a lot, but it scale with AP, so, it shouldn't be too much of a nerf given the number of adds we will have to tank.
Besides, it's just a testing period : if the nerf is too strong, they'll revert it, or diminish it.
No panic here
I feel the 'nerfs' are justified, I am just rather pissed that monks are being overlooked once again. Imo bloodworms, statue and battle-healer all 3 needs some nerf.
I am so tired of seeing terrible people, being admired, for being terrible people.