So we are suppose to take into account "all of their other tools" when it comes to deciding if knights deserve a bump and how much but not take into account the base benefits of the warrior class such as bigger AC returns, health, etc when it comes to determining if knights with the currents improvements trivialize the role of the warrior. How can some warriors expect to be taken seriously when they spew hypocritical garbage like this?
Would you mind very much posting the Warrior, Paladin, and SK displayed AC -> effective AC multiplier? So, how much bigger and how much impact do you assume that bigger has? And when you say "health" I assume you mean "maximum Hit Points". Is that what you mean? Now admittedly maximum Hit Points matters when considering survivability vs. a mob's maximum round/frequency of delivering that maximum round. (Let's not forget, any underhealing at all gives a tank a new and lower max HP's until healed to full - HP nudging knights can perform and Warriors can not - other than healing potions). But so does the mana consumption rate needed to be expended by others when maintaining a kiter, add tank, off tank, boss tank with and without combat self-healing.
There is no etc its ac / and health and how much difference is that when warrior and knight use all the same exact gear ? Warrior specific raid gear minus a weapon has been gone for a very long time. TBM warrior wrist = 263 ac 4456 hp TBM sk and paladin wrist = 263 ac 4414 hp Wow what a massive difference ? We might be able to take a whole 500 more hp hit than you. We have a 9% difference in our best mitigation discs . That hp does not do much more than pad magelo.
really sk's get a rune not a true disk.. war's can hit final stand and dose not matter to how much damage they take the mitigation is the same the whole length of the disk timer.
So long as its the DI portion of melee damage. And it occurs in that magical 3 minutes out of every 10 minutes. Combat self-healing doesn't care what the source of the damage is. AE, DoT, DS, ... it's all the same as far as a combat self-heal is concerned. Let's keep in mind that the sharing is pretty much in one direction only. Knights are gettgin some additional defensive tools. Warriors still click potions when they panic over their HP's or mutter Tank Parity (and knight spellbook superiority) while hoping a Cleric clicks DArb and a Cleric with a Sword casts a group heal.
No one knows what % would've been enough except for the developers who actually ran the tests, provided they even did. This thread similar to the other one has a complete lack of actual combat parses which is what's necessary to make a believable argument. As it is, it's just a bunch of opinions. And whether you're able to tank hard hitting monsters has to do with how much one round damage you're able to take and not die. All the other abilities Knights have = useless when put besides this simple concept, which is entirely a function of damage reduction and health. The only way to prevent Knights from dying in one round on hard hitting monsters is to increase their health and damage reduction to equal Warriors'. Until that is the case, there will always exist situations in which Knights will die in one round while Warriors will not, and therefore, there will always exist situations in which Warriors >>>>> Knights as a tank. In terms of whether such situations should exist, well it depends on how Knights are to be viewed as a class. Are they a support class, a tank class, else a second class tank class?
Well, this is news to me. There are many more dpps classes than tank classes so it's only natural you'd see more parity so you can easily interchange 8 classes. However, this isn't the case. The imbalance and inequality is continually growing and in the next patch, even more so. Wizards are the go to DPS class in all situations and it's not even a comparison when you take players of equal skill at their respective classes. So we have a pretty large disparity between what clerics can do vs other healers and what wizards can do vs other dps, but the tanks for some reason are becoming so interchangeable that knights can just replace warriors outright.
Lol, I like the DPS comparison. Imagine Berserkers claiming they need Wizard nukes "because Berserkers are DPS too".
Not really comparable to the situation it would be more like "berserkers need good dps because they are a dps class too."
I'm speaking in terms of numbers and dps output. It's pretty hard to argue against the fact that wizards all but dominate.
Wizards are getting theirs soon, according to the developers. As for Clerics, they might be the last class that actually has a large advantage in their role, simply because Shamans and Druids have melee and spell support abilities that require them to not heal full time.
Like today? - Wizard - Corrected an implementation error with ranks 13-16 of Mana Burn that allowed the debuff to increase the damage of non-instant duration spells.
Even if druids and shamans would go healing full time, they would be beaten np by clerics with their heal multibinds
Weake Aggro, that is not a wizard nerf, it is a slight boost. in a Raid with 3 to 4 necros, that will leave 50 to 100 counters for nukes which Wizards will get some of, now that necros can't eat up 20 each in one tick.
Why don't you go back and correct mouse targeting while you are working on the other issues created by the patch..... Please.