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 Post subject: Plate Tank T10 changes
PostPosted: Tue Jan 26, 2010 2:16 pm  
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I can't find the blue post now, but a dev posted that they will be changing T10 Chest and Gloves to have bonus armor on them. They must have noticed that none of the high end raiding tanks were taking any T10 with their tokens and were only taking the off-set pieces that had bonus armor on them. They said something like "we now realize that armor is the most desired tanking stat right now, so we will be modifying T10 chest and hands to be competitive with the off-set badge pieces so that tanks will be able to pursue their 4pc bonus" or something to that effect. I would expect it to be live in the next patch, which should be next week.

Just an FYI before you spend badges. My next purchase later this week would have been the off-set chest, but now I'll wait to see the new stats.

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 Post subject: Re: Plate Tank T10 changes
PostPosted: Tue Jan 26, 2010 5:25 pm  
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As hard as it is to justify spending badges on ilvl251 vs ilvl264...I can't imagine why they'd make the 251s even worse by not including the bonus armor already. Seems like a pretty obvious goof on their part.

/shrug

It will take me at least 2 weeks to get back to 60 badges (after buying cloak/belt/trinket). Next purchase was likely going to be gloves...but I reckon I'll wait.

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 Post subject: Re: Plate Tank T10 changes
PostPosted: Tue Jan 26, 2010 5:43 pm  
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Here's the poast:

Quote:
We recognize that many plate tanks are making their gear choices based on the amount of armor they’re provided, as this is currently the most preferred stat. In order to make the tier-10 plate tanking sets more desirable, we will be adjusting the stats on the gloves and chest pieces in order to inflate the amount of armor they provide in the next minor patch. This will apply to all item levels of the tier-10 death knight, warrior, and paladin tanking gloves and chest pieces.


but WAIT, there MOAR!!:

Quote:
Different items will lose different defensive stats (parry, dodge, defense, etc.) to compensate for the bonus armor being added.

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 Post subject: Re: Plate Tank T10 changes
PostPosted: Tue Jan 26, 2010 10:23 pm  
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At least you have an amazing 4pc set bonus to weigh against the ilvl stat delta. Priest 4pc (and 2pc for that matter) is completely useless for Disco.

Weird...it's like they're assuming Priests are Holy or something. I'm sure that has nothing to do with favoring 25 man raids. Cause they don't get enough cool stuff as is.


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 Post subject: Re: Plate Tank T10 changes
PostPosted: Wed Jan 27, 2010 1:55 am  
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The new changes are posted on MMO

Apparently 1000 armor = 76 defense rating or 70ish dodge rating


/sigh

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 Post subject: Re: Plate Tank T10 changes
PostPosted: Wed Jan 27, 2010 4:09 pm  
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Yeah, the changes are a significant improvement, but they are still a long ways behind the off-set pieces in the same slot.

It's annoying that the 264 offset pieces cost the same as 251 set pieces. I don't think that my 4pc bonus is worth the sacrifice, and especially not how I would go about getting it. Basically the choice would be:

Get HUGE upgrades every couple/few weeks with badges by getting the offset pieces, thereby helping progression and seeing tangible improvements immediately

or

Get very minimal upgrades at the same frequency with the hope that the 4pc bonus that I will get like 10 weeks from now is good enough to be worth waiting for, although by that time progression help will (hopefully) be a non-issue, except for heroic modes.

Oh well, they keep getting better with the loot and how to get it as they go on, and they say that they have a much better system to deal with badges and upgrades for cataclysm, so hopefully these issues will be taken care of for the next tier of gear.

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 Post subject: Re: Plate Tank T10 changes
PostPosted: Thu Jan 28, 2010 1:18 am  
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Porg wrote:
....they say that they have a much better system to deal with badges and upgrades for cataclysm, so hopefully these issues will be taken care of for the next tier of gear.


Huh - seems pretty fast / easy to gear up an alt if ya want, much less a main (in Vanilla no way I had much for raiding gear...in BC had *some* gear only by scrimping & saving like a Li'l Rascal...now I'm not floating in emblems, but have enough to buy tank gear and even *use* it).

Now if we had 10 regulars again for Saturday Ol' Married Guy night - a few weeks of frost badge earning should have anyone geared enough.

(Heh, all proud of my l33t 3-4k dps until I saw a hunter w/ exalted Ashen Verdict gear already...blowin' up 6-7k in a PUG heroic)

/presses nose against glass to stare at rich folk eatin' fancy
/goes to the dirt store with Buckwheat & Spanky


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 Post subject: Re: Plate Tank T10 changes
PostPosted: Fri Feb 05, 2010 12:31 pm  
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What the hell...

Quote:
We are making some adjustments to tank survivability based on what we’re seeing in Icecrown Citadel. We feel this is particularly important in preparation for upcoming Heroic attempts. This is tricky and occasionally subjective, so we might very well make more adjustments as we get even more data.

Paladin (Forums / Talent Calculator)

•Sacred Duty now provides 2 / 4% Stamina, down from 4 / 8% Stamina. The cooldown advantages of the talent remain unchanged.

Death Knight (Forums / Talent Calculator)

•Frost Presence now provides 8% Stamina, up from 6% Stamina.
•Icebound Fortitude now provides 30% base damage reduction, up from 20% damage reduction. For a geared tank with high defense, this translates to 50% damage reduction, up from 40%.

It’s important to note that we aren’t trying to single out paladins here. We like the tank balance of warriors and druids at the moment, and we have a larger sample size of warrior tanks that we can compare. Another solution would have been to buff warriors, death knights and druids and then increase boss damage accordingly. Obviously, that would have been a much larger change with greater risks and a longer delay.

Though Ardent Defender is always a possible target for changes, we like that this talent provides such a distinction between warriors and paladins. Rather than have all the tanks have the same health, armor, avoidance and cooldowns, we’d rather have four unique tanking classes rather than just superficial or artistic differences. Yes, that design is harder to balance, but we think class distinction is ultimately more interesting, which is better for the long term health of the game. The goal remains to have all four tanks be viable for any encounter, assuming sufficient gear and skill, and any differences in performance on individual encounters to be minor. “Minor” is obviously a subjective term.

Please note that the death knight change will result in a small survivability increase in PvP, which we think is appropriate. We chose it partially with that in mind.



So...let me get this straight. With more 264 tanking items than Porg, we have nearly identical unbuffed health. Yet...that's apparently WAAAAAAY too much for me....but just right for warriors....

/sigh

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 Post subject: Re: Plate Tank T10 changes
PostPosted: Fri Feb 05, 2010 12:35 pm  
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EDIT: Apparently this change is already live. Hence my "why do I have less health?" comments last night...

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 Post subject: Re: Plate Tank T10 changes
PostPosted: Fri Feb 05, 2010 5:15 pm  
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Crap changes.

I don't get their logic at all, except the DK buffs, which are warranted.


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