WoD is changing up stats as well as talents and very likely other abilities so a thread to consolidate our thoughts on all that would probably be quite useful until the beta comes up and we can do more specific work for each spec.
Gear changes are summarized:
No more expertise, hit, dodge, or parry. DPS will always have the needed hit and expertise for attacking from behind without missing, while tanks will have the extra expertise to ignore boss parry from the front too.
Reforging is gone.
Extra secondary stats are amplify, multistrike, and readiness.
For armor pieces (helms, shoulders, etc) the item’s primary stat will change based on spec. Wearing a plate item while specced as holy will give it intellect, while prot and ret will have strength on the armor instead. Cloaks, necklaces, rings, trinkets, and weapons will not change any stats based on spec.
Spirit and bonus armor will not appear on armor pieces but can appear on cloaks, rings, etc. as secondary stats.
The word on tier items so far is they’ll also switch primary stats as well as the tier bonus depending on spec, but won’t switch secondary stats. This might be a problem since each spec will almost certainly value each stat differently so having the same stats between specs could be annoying given the number of combinations of secondary stats available now.
Vengeance is being reworked to boost only defensive abilities for tanks, not AP.
New secondary stats:
Amplify will be exactly like the effect on Thok’s Tail Tip and similar trinkets and is fairly straightforward. Note that it increases crit damage exactly as shown, so 10% amplify would make a crit do 210% damage (for 110% additional damage above a regular hit). For multistrike it’s a multiplier (so 10% Amp would make multistrike do 33% extra damage or healing). It increases the damage of crit and multistrike just in case there are capping issues.
Multistrike was clarified by Celestalon to be: “X% Multistrike means: Each ability has two separate (X/2)% chances to hit each target an additional time for 30% damage.” I haven’t seen further clarification on this such as whether it’s possible to have a double multistrike since there are two chances to proc. Celestalon also said that multistrikes (and cleaves) are not dependent on the damage or healing of the ability that triggered them, so there won’t effectively be “double crits.” However, multistrikes (and cleaves) can crit on their own.
Readiness is the same cooldown reduction effect as Evil Eye of Galakras and similar trinkets like Vial of Living Corruption. CT clarified that readiness will have different coefficients for different specs since each spec gets a different value from CD reductions.
CT has also tweeted that all secondaries except spirit will have defensive value for tanks, so expect some mechanics for prot that are keyed to crit and multistrike.
The original level 100 talents unveiled at Blizzcon are as follows:
The Light Within:
Holy: Beacon of Light can now be placed on up to two targets.
Prot and Ret: Your Seals also cause your Judgment to empower you with an additional beneficial effect: Justice, increase move speed by10% for 20 sec. Insight: Heals you for 3% of your max health every 2 sec for 20 sec. Righteousness: Increases attack speed by 1-% for 20 sec. Truth: Increases attack power by 10% for 20 sec.
Seal of Faith: Fills you with Holy Light, causing you to ain Faith equal to all damage dealt. Faith acts as spell power toward the next healing spell you cast.
Holy: While SoF is active, increase damage by 30%.
Prot/Ret: While SoF is active, reduce all damage by 30%.
Holy: When your Beacon of Light target drops below 30% health, grant a shield for the target equal to 30% of their max health for 10 seconds. Can only happen once per minute per target.
Prot: Increase block chance by 10% and when you block deal 2000 damage to attacker.
Ret: Replace Templar’s Verdict with Final Verdict, which is pure holy damage equal to 250% of weapon damage.
These of course aren’t final and CT tweeted that they’ve completely replaced some talents shown already thanks to feedback at Blizzcon and after.
My own thoughts:
Making the primary stat change based on spec eliminates the issue of having to add int plate and it also means that hybrids like us paladins don’t have to run around with more than one set of gear if we want to fill different roles.
When it comes to secondary stats on gear I’m hoping they’ll at least have 3 pieces each tier that have 2 of the different 6 stats. That way at least one item will have the best secondary stat, but it might also have the worst too and thus another item with #2 and #3 stats might win out. I’m hoping they won’t have such a massive discrepancy between stats like on the scale of crit compared to haste for fury warriors (crit is about 4.5 times more powerful for them than haste in BiS). Going down to the worst stat being 40-50% as good as the best would be the absolute limit.
Adding more secondary stats that are meaningful should help give some new perspective and hopefully make more people want to go for upgrades even if the stats aren’t the best ones possible. It might also spur theorycrafting alternate rotations and priorities given how the stats interact and all that.
I’m curious how they’ll integrate crit and multistrike into tanking with us. One of the simplest ways would be to let SoI crit and/or multistrike, but we need more than just that especially considering certain talents. They might do something like a monk’s Evasive Brew where crits proc a secondary resource to boost dodge, but in our case it might be block or parry instead. There might also be more emphasis on WoG and/or EF and boosting those through crit/multi.
I’m also curious if any of the new stats are going to get raid buffs or perhaps pop in with new racials since all the hit and expertise racials are no longer valid.
Since it's come up in a couple places I've looked: Increasing the number of secondary stats on an item to 3 would actually increase the number of combinations possible, not reduce them With 2 stats of a pool of 6, there are 15 possible combinations and this can be mathed out through combinotorics. The equation is (6!)/(2!*4!) which equals 15. Going up to 3 stats would make the equation (6!)/(3!*3!) which is 20.
Some of the level 100 talents definitely need to be reworked. Seal of Faith, using current numbers and mechanics, could result in an EF that heals for over 500k each tick and effectively makes the paladin or the healing target invincible. It needs to have a cap or a time window such as a DK’s blood shield. It also needs to not scale exactly with damage done because going straight with damage>SP would result in huge numbers given the current scaling of heals. And so far it’s not going away given CT’s tweet about it being meant to let the character be half DPS and half healer. Along those lines, Ret is getting more heals so that SoF might actually make it a viable hybrid. Hopefully that also means Holy is getting more DPS abilities.
Two target beacon, if it’s staying, needs a way to choose which beacon goes where. Simply having it go in order such that the first becomes the third might be problematic because you might want the second one to be moved instead. It does open up some interesting tank healing play in combination with Tower of Radiance though.
Prot and Ret’s version of The Light Within needs to have the buffs be mutually exclusive if seal twisting is to be avoided. However, on movement fights seal swapping will likely happen anyway since Justice’s effect boosts move speed.
Holy’s Divine Conviction seems a bit weak for a level 100 talent, but I suppose we’ll have to see what health looks like in WoD given the item squish and such. Prot’s Divine Conviction also seems weak for a T7 talent and would be easily mathed out come beta. Ret’s Final Verdict is powerful since ignoring armor in both PVE and PVP is nice.
Anyone else have some opinions or insight?
Edited by Charybdis, 01 December 2013 - 10:52 PM.