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#1 Apr 04 2008 at 8:17 AM Rating: Good
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www.bosskillers.com wrote:
Sunwell Radiance
Chance to hit increased by 5%.
Enemy chance to dodge reduced by 20%.

This buff is currently active on all NPCs in Sunwell Plateau, including bosses, it seems intended to balance encounters against high avoidance tank gear. It also makes the rogue ability Evasion less effective. It does not require any particular raid strategy to counter, but tanks and rogues should be aware of it.


My guild is working on Kael this week, so we're still a long way from the Sunwell Plateau raid. Is this as bad as it looks for paladin tanks? The new avoidance cap would be 127.4% (assuming T6 tankadins have at least 20% dodge).
#2 Apr 04 2008 at 11:23 AM Rating: Good
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3,801 posts
AstarintheDruid wrote:
www.bosskillers.com wrote:
Sunwell Radiance
Chance to hit increased by 5%.
Enemy chance to dodge reduced by 20%.

This buff is currently active on all NPCs in Sunwell Plateau, including bosses, it seems intended to balance encounters against high avoidance tank gear. It also makes the rogue ability Evasion less effective. It does not require any particular raid strategy to counter, but tanks and rogues should be aware of it.


My guild is working on Kael this week, so we're still a long way from the Sunwell Plateau raid. Is this as bad as it looks for paladin tanks? The new avoidance cap would be 127.4% (assuming T6 tankadins have at least 20% dodge).


Hmmmm, now that's a loaded question.

Is this as bad as it looks? The short answer is... yes. It is a VERY noticeable chunk of avoidance taken out for pretty much every tank class. (I don't know of a single person who tanks in Sunwell who isn't taking the full brunt of that 25% avoidance reduction while raid buffed)

However, there are a couple consolations.

First is that the bosses can put out a higher estimated DPS without abnormal spikes. If a tank is intended to take 5k DPS in an encounter but has 50% avoidance, the boss needs to hit for 10k. If a tank is intended to take 6k DPS in a new Sunwell encounter, but the tank now only has 25% avoidance, the boss only has to hit for 8k. This makes it easier to heal even though the tank is taking 25% more total damage. Spikes aren't going to kill because your tank is being hit so often, so you're pouring on constant healing.

As for the avoidance cap, yes, it would be 127.4% to avoid crushing blows.... if anything in Sunwell actually could land a crushing blow. However, we get lucky, there are no crushing blows.
#3 Apr 04 2008 at 12:01 PM Rating: Good
Quote:
Spikes aren't going to kill because your tank is being hit so often, so you're pouring on constant healing.


Wouldn't that bring up issues of healers going OOM, then. This seems like it's easier in the short run i.e. burstiness, yet harder in the longer run, cause the tank's getting more damage.

Quote:
As for the avoidance cap, yes, it would be 127.4% to avoid crushing blows.... if anything in Sunwell actually could land a crushing blow. However, we get lucky, there are no crushing blows.


Why not?
#4 Apr 04 2008 at 1:25 PM Rating: Good
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1,004 posts
Probably because they didn't want to introduce a NEW mechanic and decided it would be better to work with current ones. So in order for them to "shortcut" the counter to heavy avoidence gear they had to remove crushing blows.

Or it could really be some other idea that they had... Either way, it's true.. You don't have to put up with 150%s in SPLAT25.
#5 Apr 04 2008 at 1:55 PM Rating: Good
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3,801 posts
CapJack of the Seven Seas wrote:
Quote:
Spikes aren't going to kill because your tank is being hit so often, so you're pouring on constant healing.


Wouldn't that bring up issues of healers going OOM, then. This seems like it's easier in the short run i.e. burstiness, yet harder in the longer run, cause the tank's getting more damage.


Not really. Due to the nature of damage spikes, there was typically major amounts of overhealing on the main tanks. This is because the damage spikes were so large that you cannot realistically reactive-heal the encounter. By leveling out the damage spikes to a more even amount, you should be able to lower your total healing required because you don't have to worry about healing for a major spike that may not happen.

CapJack of the Seven Seas wrote:
Quote:
As for the avoidance cap, yes, it would be 127.4% to avoid crushing blows.... if anything in Sunwell actually could land a crushing blow. However, we get lucky, there are no crushing blows.


Why not?


Why can't they land crushing blows? Probably because it would be a bit of an extreme jump from requiring 102.4% uncrushability in BT to 127.4% uncrushability in the zone immediately after it.

It's not like it's the first place with mobs that can't crush. Archimonde can't, neither can the bear/lynx bosses in ZA, and a few others that I can't remember right now.

I've gone through lots of combat log with Kalecgos and, while I have seen regular unblocked hits land on the other tanks and myself (which would suggest a chance at a crushing blow) I have never seen a crushing blow land.
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