Regarding tank racials

warhammer gold



Currently there are 5 racials that are relevant tanking; expertise for human, dwarf and orc, hit points for tauren and chance to be missed for night elf. The tauren racial has been a lot better than others for a long time and rightfully got nerfed to only give a certain amount of health depending on level (~450hp at level 80, I'm not sure if this number is still supposed to be increased to match 5% of a green geared character). However, at the same time the night elf racial got buffed and I think it is now over budget or, simply put, too good. What I mean with 'over budget' is the amount of ratings or stamina that it takes to make up the difference. A simple comparison: Dwarf, Orc: it takes ~41 expertise rating to get 5 expertise, however this is limited to one weapon type Human: it takes ~24.5 expertise rating to get 3 expertise, limited to two weapon types Tauren: it takes ~39 stamina (with BoK and Vitality) to get 450 HP, this equals 26 points in any of the ratings Night Elf: it takes ~78.5 dodge rating to get 2% dodge, which compares best to the racial Chance to be missed is actually very slightly better than dodge. On top of that, all the avoidance ratings are subject to diminishing returns now, making these 2% worth a lot more at higher avoidance levels. As it is now, NE would be the superior choice for tanking and it could even go as far as it did with tauren. NEs being the preferred as recruits, rerollers always going with NE, etc. A possible solution would be going back to 1% but adding something else instead that is more offensive and not as important for tanking. Or turn the racial into an amount of dodge rating that scales with level, something like 0.7x level. That way NE tanks would still be affected by diminishing returns on dodge rating. The value of this version would depend on itemization though. The fact is the NE racial 'skips' the whole avoidance normalization change that has been in since beta started. At peak this could amount to well over 100 rating for a racial, this is overpowered on a level similar to how Taurens were in TBC. A weapon specialization and 1% avoidance might be a nice compromise. The same is true for Shadowmeld, as was the case with The Fall of Humanity, this is simply too abusable for a tank. And what would that weapon specialization be? I'd say glaives, but there are quite few of those. Daggers? Nothing says weapon specialization has to be specific to each race, Dwarves and Humans both have Mace specialization. Bows would be good, or daggers, swords/2h swords would be very nice aswell. Though it doesn't have to revolve around tanking at all, it's just a suggestion to get away from another overpowered racial (Quickness). I think reducing it to 1% and adding something else is a good solution. Also might want to reduce the nature spell miss chance to 2% to be more in line with other races. (otherwise night elf would be THE tank race in case of a nature resist boss) I would suggest something that helps for either grinding or PvP, preferably the former. I'm thinking something along the lines of a HoT like what herbalists get. It would tie in well with the %26quot;nature-ness%26quot; of night elves, and would be fairly useless for tanking. Anyway, seems to me that blizzard have tried to make racials less %26quot;required%26quot; in most ways, but have failed in some regards since some races got nerfed while others are bordering on overpowered. Incidentally, blood elves having 2% miss chance against ALL magic schools does seem way out of line with other racials (especially us undeads... sigh, most utterly useless race for tanking). I could imagine blood elf becoming the default race for horde tank death knights, since they are supposed to be specialized for magic tanking and 2% miss on everything is fantastic for that. Bump, tauren racial not working as promised long time ago and NE miss chance is still too high. The NE racial will be especially useful for DKs who can reach over 70% avoidance in a raid setup (while being really squishy when they do actually get hit), but according to GC, 'DK dodge and parry were not much higher than warrior dodge and parry'. I would honestly like to see the math on that one. Rework those damn racials to %26quot;racial talents%26quot; already. There you go problem fixed and I do not give a damn about lorelol QQ. I'm happy with my ability to save my group when I get feared or charmed. May not be OP, but damn nice nonetheless. :) They changed it several patches ago so that mobs don't deaggro a feared target. This goes for Nightbane, Nefarian, Onyxia, Archimonde, Yauj, you name it. And yes, I tanked all of those bosses. And I felt how much less useful my will of the forsaken button got. I felt how annoying it was to be asleep on Anetheron when will of the forsaken for some reason doesn't break the sleep. A 25-man raid with neither a shaman or a priest is not likely. In TBC you often want to stack shamans and shadowpriests, but even without that stacking, you would expect to have a couple of each in the average raid group, and almost always have at least one. Fear ward can be cast on any raid member; tremor totem only affects party members on live, but I assume it is raid-wide in WotLK like other totems. So yeah, goodbye will of the forsaken.Q u o t e: This goes for Nightbane, Nefarian, Onyxia, Archimonde, Yauj, you name it. And yes, I tanked all of those bosses. Raid boss, raid boss, raid boss, raid boss, raid boss. I wasn't talking about raids. Q u o t e: A 25-man raid with neither a shaman or a priest is not likely. I wasn't talking about raids. In case I didn't make myself clear earlier when I said %26quot;don't know if you're a raid tank and don't do much heroics%26quot;, but I don't raid. I do 5-man heroics. Oh, and before you get on your high raider horse, here's a newsflash: raiders are the vast minority. I'm in the majority. In case you haven't noticed, there are mobs in heroics that use IS on you and run off to someone else, or there may be other AoE fear mobs in the pack, which happen to switch targets, throw a fear, and I'm off running somewhere while the mob that feared cuts down my healer. Yes, I'm actually talking about 5-man instances. Imagine that. Q u o t e: In case you haven't noticed, there are mobs in heroics that use IS on you and run off to someone else, or there may be other AoE fear mobs in the pack, which happen to switch targets, throw a fear, and I'm off running somewhere while the mob that feared cuts down my healer. Not really. The only things I can think of is the trash before first boss in shadow labyrinth and before last boss in slave pens, but both are easy to deal with even without any fear-removing abilities. I have done all TBC 5-mans on normal and heroic, and rarely has will of the forsaken felt useful to any major extent. And even if it did, that still leaves it weak for raiding, which is a major part of this game whether you like it or not. I have done lots of heroics too, and while there are a few (very few) places where being undead helps, it really isn't much. Certainly didn't deserve to get nerfed because of it. And yeah I have experience from baron 45 and stuff like that too, so /yawn at experience-epeening. In soloing wotf is almost completely useless. Cannibalize, on the other hand, is very nice. I just want to achieve a reasonable balance between races in as many aspects of the game as possible; this thread demonstrates some of the imbalances that are cropping up in the tanking department, where undead are becoming one of the very worst races. As for the raid vs. non-raid thing, I dont see any evidence that raiding is such a rare thing. In fact I see lots of people running around with Karazhan gear and the like. But even if you are correct, that doesnt change that it is a major part of the game (where lore evolves, just check your TBC manual and see how raids were included in the game lore), and needs to be considered along with other aspects of the game (5-man PvE, battleground PvP, arena PvP, soloing etc.) when balancing classes and races.



warhammer gold



Q u o t e:


The Tauren racial nerf is just a very limp change overall, what happens when we level over 80 in the next expansion and gain new gear, it gets lower? Just no, 5% was always 5% and it is 5% and would have been 5%. In any situation, now they have to manually adjust it again later on when the scaling of it doesn't make any sense past 80 where who knows what the value of stamina will be.






No, it was supposed to be a higher value of base health to be around the same HP that the old racial would have been on a green geared character. This would mean around 8-10% of base health, it will always just scale with base health after that. This has still not been done after several weeks though and so far it is still only 5% of base health.