Originally Posted by
kleinlax21
And all was right in the world.
Seriously, can't believe you are even complaining about Defensive Stance moving to situational defensive usage instead the primary stance in PvP. Kind of boggles my mind how you don't think such a change is good for the class and makes sense.
As far as the general nerfs go, Second Wind still heals for the same. Now, you're just a more susceptible target for a stun to be used on. And a loss in ten percent damage reduction, while a heavy nerf, will be offset by the increased damage dealing capability you have when using Battle Stance. Y'all were a difficult kill target as it stands, now you're a viable one. I still don't think you guys will be as delicate as DK's are currently. The following is why I think that is the case:
Blood Presense provides additional armor (the equivalent of a shield) and 8% damage reduction. A DK can cast about 6-8 Death Strikes a minute that heal 7% of max health. (.07 x 8) / 60 = .0093 percent of max healing done per second. Taking Battle Fatigue into account, that's a total healing per second amount of (.0093 x .70) = .0065 percent.
Keep in mind, a DK has to sacrifice 1 Obliterate per 1 Death Strike used, as both attacks have the same resource cost. Obliterate's damage is 230% weapon damage plus 12.5 % damage per disease on target (Frost uses 2 diseases at all times for a total of 25% damage increase, thus 287.5% damage is expected). Death Strike's damage is 185% plus 499.
In short, we sacrifice about 100% weapon damage for every Death Strike we use, which is approximately 2 Mastery procs as Arms at 55% weapon damage apiece. So, consider this fact that we sacrifice this damage to sit in a defensive stance that completely neuters our damage through reduced Runic Power generated, increased Runic Power cost of Frost Strike, and removes the benefit of a lessened CC duration we get from Frost Presence, all for .65% healing done per second.
Warriors, however, have 3% healing per second from Second Wind. With Battle Fatigue, this number drops to (.70 x .03) = .021 percent of life healed per second. However, Second Wind got nerfed to not be active during stuns. So, how long would a Warrior who is constantly below 35% life (full uptime on Second Wind) need to be stunned in order for the 2.1% number to drop down to a DK's HPS of .65%? (.065 x 60) = 39% healed over 1 min. for a DK. (.39 / .021) = 18.66 seconds of Second Wind uptime per minute as a result of stuns. You need to be stunned for a full 41 seconds per minute in order to have the same healing per second done from a passive talent, when compared to a DK's active healing that requires a great deal of damage sacrificed and constant uptime on target.
At the same time, Warriors will be benefitting from 15% damage reduction, compared to 8% damage reduction as a DK. Assuming both a Warrior and a DK will have around 70-73% damage reduction from Resilience come 5.2, a both will have (100 - 71.5) = 28.5% damage taken from all attacks. A Warrior will have (28.5 x (1 - .15)) = 24.22% damage taken come 5.2, whereas without the 10% stance nerf, they would have (28.5 x (1 - .25) = 21.38% damage reduction, for a difference in (24.22 - 21.38) = 2.84% damage taken increase. A 10% nerf, because of Resilience, is actually only 2.84%. Just for reference purposes, a DK will take (28.5 x (1 - .08)) = 26.22% damage taken in Blood Presence, which is less damage reduction.
I'm not saying DK's are UP or OP, nor am I saying that Warriors will be OP or UP come 5.2. However, I am saying that this myth of warrior survivability going belly-up is complete garbage if you look at the numbers behind the situation.