So, i tank in a few toons. They happen to all have combat res. Paladin, DK and Guardian.
Something struck me as i played Protection Paladin, which was how much more of a “drama” it is to combat res someone as a Paladin than it is with a Blood DK and a Guardian druid. Guardian is slightly more difficult than DK as well. Let me show it.
They are all instant.
Look at this:
Blood DK
CR on the Blood DK costs 30 runic power which pools to 100 for DK (raised to 125 by talents which you will take).
30/125 (runic power)
Guardian Druid
30/100 (rage)
Protection Paladin
It costs 3 Holy power from a pool of 5. That would equate…
~60/100 (HP 3/5)
Both DK and Guardian are able to pool resources to proceed with resing while still keeping a healthy amount of resources. Most of their moves cost 30-40 Runic power or rage. The ones for Prot paladin cost 3HP.
The speed at which these resources are generated is also much faster for a DK requiring about 2 globals. The Guardian being more inconsistent but also around the same. For a prot paladin it will cost 3 globals to generate the holy power unless they use a cooldown.
I cannot understand this unbalance and it makes it very punishing to res as Prot paladin.
I would like to suggest to the devs to lower the cost to at least 2 HP or allow prot to pool up to 6 HP.
That is not the case at all. The costs are different for all tanks given relative pools. I am not suggesting the same but just enough to be able to pool a res and still have resources to work with. The paladin one is clearly over budget.
I kind of agree (I’m retri, but I’m thinking to go for prot). Although with DK, if someone dies in the beginning, or when you rotated all your runic power, you have to use runes as well to generate the runic power.
My issue is with both, especially if the person dies because of stupidity, is that I have to sacrifice something in order to get that person back. True, we are people. I wouldn’t mind them lowering it to 2 HP to make it more accessible though
Paladins get procs to make their spenders free. While it doesnt make a res free you didnt mention it here at all as reducing the downsides that a paladin has when ressing.
thats why i took 2 min cd for 3 insta heals. this is damn game changer in chaotically pub runs.
problem with paladin is that when you need cr its sometimes “cr vs heal or die”.
That is random and is a talent not everyone will take. I said all this is without cooldowns. Not all builds take divine purpose (you can’t if you want to take all 3 cap stones), nor is it reliablably going to be up when you need to res someone.
There is a cooldown that can do that every 2m, but so do the other 2 tanks have one such cooldown to increase their resource generation (berserk and rune weapon).
It still doesn’t explain why it’s so expensive.
The only reason why is, imo, because they want all spenders to consistently be 3HP.
Thus i added the alternative to increase the pool to 6 HP for prot.
I don’t really see an issue with some classes being better or more convenient at certain utilities than others. That’s what makes the classes different in the first place.
Its damage, healing and damage mitigation which is what needs balancing over who needs to cast Battle res or not.
Well, it matters when it means you can’t use the res or you are going to die and if you don’t your group will likely wipe. It’s like having a tool you can’t use. That is certainly not the intention.
It would make sense if the other tanks also had to make that decision, but they don’t. Not that you die or you wipe is a very interesting choice to have.
I do not dispute tank balancing in other areas is important. I just think this is too.
Sure, I was just highlighting that you chose factors that support your stance but not the ones that don’t necessarily.
At the end of the day, I agree with the principle that these things need not all be equal. I play a prot pala in M+ too and have to plan to res. I may have to pop a CD or wait for a proc, makes it more interesting although it does have downsides.