In another what if post we will delve into secondary stats.
First things first, we remove the unneeded secondary stats. No more hit or expertise. Lets face it, if you can not hit a dragon the size of a house standing right in front of you, you would not be a hero. As such you surely should not have even made it to some epic battle because if you can't hit a 10 story dragon there is no way you would make contact with the first bear you run into and it would maul you to death and your young career as am adventurer would come to a quick and brutal end as a pile of twisted bones and blood and torn flesh.
Another stat going the way of the dodo for this what if is spirit. It is not needed any more. As spirit is converted to hit for some classes and not others it is not balanced to begin with and being we are removing hit we need to remove it as well. Healers would receive their mana regeneration from intellect and get a passive boost to regeneration as is. Lets face it, the complexity of healing should be from knowing what abilities to use and when to use them, not from spending the whole fight saying you hope your mana holds out. So mana regeneration and spirit really need to go away.
Lets get to some of our what if new secondary stats.
Now all classes will have a tank ability. Flanking would be like a second dodge but for each spec it would have a different side effect along with the damage avoidance.
For tanks, when you flank an attack it hits the attacker back for 50% of the damage that would have been done to you. For damage dealing casters and hunters, it would increase haste by 20% for 6 seconds after you flank an attack. The flank ability would need to transfer to pets for the pet classes of course, so they could still take use of it. Melee DPS would receive a cleave action single target ability for the next 3 seconds hitting all targets within 8 yards for 20% of the damage done to the main target by a single target attack, if no secondary target is hit by the flanking cleave they would receive a shield that protects them for that 20% and it would last 20 seconds. And lastly, for healers, when you flank an attack your heals for the next 6 seconds will be increased by 50% and have no mana cost.
To make flanking useful in a questing, raiding and PvP environment you would also be able to flank magical attacks and AoE effects.
Could you imagine the desire to stack it for healers so they a healing boost? And would they? Would melee favor it for the fact that it effectively works as a heal when doing single target and a DPS boost when in multi target? Who knows.
A new secondary stat that increases the ability of your signature ability by 5% per 1% of immersion you have. After you get 10% immersion you receive only 1% increased ability from your signature ability per 1% of immersion.
For a Disc priest it would be penance, for a survival hunter it would be explosive shot, you know the drill, you know what your signature ability is. Would a warrior want to get to that 10% immersion to get 100% avoidance from shield wall? Sounds like a holy crap thing but would it be worth it. Would increasing the damage of explosive shot be worth not taking crit which would effect everything? I am sure theory crafters would have some fun with this one and would have what they call soft caps on when it is no longer worth having immersion.
How about they create some secondary stats that do not come naturally on gear at all but you can reforge into them?
I could see some PvPers wanting to turn a little of their other stats, even more so if it is an extremely poor secondary stat, into speed for when doing some PvPing. The speed stat would stack with other speed modifiers. Like if you have 10% extra from the speed state, effectively moving at 110% run, and have a 50% speed boost cooldown you would get an addition 55% and now move at 165% speed. Could you imagine stacking speed and moving as fast as, or even faster, than a ground mount? That would be insane and quite honestly would be something I could see myself actually using reforging while leveling.
I would reforge into speed because other stats do not matter while leveling. Leveling is easy enough as is but a little speed boost never hurt the process any so I would gladly add some speed on my gear while leveling which would also mean it would be the only time I had ever even considered reforging anything while in the leveling process because let face it, who cares about stats until you stop leveling and they start to matter.
Yes please. Another stat that doesn't come on gear but you can reforge into it. I would create a second set of gear just for grinding. Skyshards in the vale, rare drops while out in the world. that stupid mount in UP that has still eluded me with over 500 attempts. I would gladly create a second set of gear just to increase to luck of the drop rate of rare items. I would go around finding every piece of each item for every slot and picking the one for each slot that has the highest secondary stat that I could turn into luck just for farming.
I could see many people doing the exact same thing, having their farming gear, all boosted out in the most luck secondary stat they can find. I am drooling over the idea just thinking about it. That mount will be mine even if I need to get to 30% luck to increase the chance of the rare items to drop by 30%.
I am not sure I would like the idea of new secondary stats on gear naturally. Removing hit, expertise and spirit is a no brainier and should be done but do we really need other secondary stats? I don't think so. However, I would like the utility secondary stats, like speed and luck. Stats that will never come on gear but you could reforge into them if you wanted them. They are for utility only but they are something I would consider using. I would love to see those new secondary stats added.
How about you? What would you like to see if they added new secondary stats or would you even want them?
Guild and project plans
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