Dual Specs and Why I Don't Think They'll Suck

A lot of people have posted concerns that dual-speccable hybrids will run the pure DPS classes out of a job; that why would a raid leader take a mage when they can take a druid who can swap between DPS and healing and tanking at will?

Here are a few of the other bloggers’ takes on the subject: Dinaer of Forever a Noob is against dual specs (with a second post on the issue here), Larisa of Pink Pigtail Inn laments not being unique any more, Big Bear Butt feels that pure DPS classes should outstrip hybrids as compensation. Spinksville points out that the issue is with raid design, not hybrids, and Aurik of /Hug posts an anti-rant in support of dual specs. There are doubtless many other posts I’ve missed, too.

I have three opinions on the issue, all of which are basically pro-dual-spec.

Flexibility sucks when you’re the only one who’s flexible.

Remember the ghettoization of some tank classes into “permanent offtank” status?

I know quite a few feral druids who hardly ever got to tank anything in TBC – despite being as dedicated and skillful as any warrior or paladin – because protection warriors and protection paladins did pitiful DPS if they weren’t tanking, whereas bears could cat it up and do okay.

Great for flexibility? Sure, but lousy for actually getting to play what you want. If you’re the only one who’s flexible, you’re the one who always has to pay the price.

The improvement of prot warrior and paladin DPS in WotLK is one step towards fixing this; dual specs are the final nail in the coffin of that ghetto.

Flexibility is necessary to compensate for raid design.

Spinksville made this point in her post on dual specs, but I want to reiterate it because I agree with it.

I’ve read quite a lot of anti-dual-spec posts characterising hybrids as greedy divas who want to be the best at everything. I’m sure there are some greedy diva types out there, but the reason why we want to be able to perform adequately in all our roles? is because we have to.

Look at Naxxramas as an example (assuming you’re not geared to the teeth and running 25-man Naxx in two hours with three healers). Naxxramas requires anywhere from one tank to three or four tanks, depending on the encounter and the strat you use. It requires anywhere from four healers to seven, depending on the encounter and your latency (and gearing level).

If I’m taking three tanks and six or seven healers for Patchwerk and Kel’Thuzad, what are those spare tanks and healers meant to do on Grobbulus and Thaddius, who both only need one tank, four or five healers, and a ton of DPS? Scratch themselves?

No – they either go back to town, respec and reglyph for DPS before Thaddius, and then repeat the process to return to their original spec for Kel’Thuzad (a time consuming and expensive solution), or they put out sub-par DPS on Thaddius and feel obsolete and inadequate.

In other words: in a raiding context the real problem is that raids require very different numbers of tanks and healers between one boss and the next, and respeccing for every second boss is a pain in the ass. Which means that without dual specs, you have a lot of bored tanks and healers not doing much, and getting frustrated and miserable with feeling superfluous. With dual specs we can at least do something, even if it isn’t our role of choice.

Flexibility isn’t everything.

How many raid leaders are honestly, regularly, going to bench a mage for a boomkin, or a rogue for a cat druid, solely because the hybrid can respec?

I really don’t think it’s actually going to harm pure DPSers as much as they fear, for three reasons:

One: This is nothing new.

Hybrids – i.e. everyone who’s not a mage, rogue, warlock or hunter – can already swap between one role and another. All they have to do is swing by a class trainer for the respec, and a Lexicon of Power for the reglyph.

People do this between one PuG and the next, one Arena match and the next, in the middle of raids when necessary. I’ve seen plenty of PuGs with a hybrid in them saying “I can do X or Y, depending on who else we pick up”. I’ve seen plenty of people port back to town and respec between one raid boss and the next because the extra DPS or tank or healer is necessary. And, as far as I know, the pure DPSers are still getting plenty of raid spots in spite of this. In this context, dual-specs just cuts down on waiting-around time, which is in everyone’s interests.

Two: Talents ain’t everything.

There are two points that are oft-repeated, but bear invoking again:

  1. Just because you can spec for it doesn’t mean you have the gear for it.
  2. Just because you can spec for it doesn’t mean you know how to play it.

There’s a lot more to playing a role than just having your talent points in the right place. Any raid leader who has me swap to tank spec in the middle of a raid is going to get a nasty shock, I can tell you. I’ll do it, but it won’t be pretty.

Three: Class balance dictates raid composition.

Every healing and tanking class is a hybrid, because they all have at least a second role (DPS) if not a third. As such, it makes much more sense to build your healer and tanking corps around the idea of them respeccing to DPS when they’re not needed in their primary role, rather than building your DPS corps around the idea that they’ll occasionally have to respec to heal or tank.

Honestly, I would be really surprised if, after 3.1, pure DPSers are regularly getting bumped for hybrids on the grounds that the hybrids can dual spec on the fly. If having the extra tank, or the extra healing, is that important to your raid group then you probably need to recruit another tank or healer.

What it boils down to is: having extra healing or extra tanking – and having DPS who can respec to provide it – is only situationally useful. Having extra DPS – and having healers and tanks who can contribute to that when they’re not needed – is always useful.

Paladin PTR News – Holy & Protection Changes

Here’s a quick roundup of the latest changes from the PTR. I don’t normally post ongoing changes, unless there’s something big for holy paladins, but this time around the news sources are overwhelmed with Ulduar data and the class changes are getting a lot less press. So here we go. (The source: MMO-Champion.)

The usual caveat: all of this is subject to change before 3.1 goes live. If you watched the progress of class changes in the WotLK beta, you’ll know just how much something can change during the testing process.

This is from Build 9658 of the 3.1 PTR.

General

  • All paladins auras had their range extended from 30 yards to 40 yards.

Thank God. Along with Blessing of Kings being baseline, this is one change where we can all say “It’s about time”. On the other hand, now Holy needs an 11-point talent.

Holy

  • Sacred Shield now cannot be on more than one target at any one time.

This change was implemented because Sacred Shield was doing “too much” damage prevention in Ulduar.

  • Infusion of Light no longer has a chance to reduce the casting time of Holy Light, but increases the the critical chance of your next Holy Light by 10/20% instead.

No word on why this change was made, but I’m hoping it doesn’t stick, personally.

Protection

  • Hand of Sacrifice now lasts 12 sec or until the caster has transfered 100% of their maximum health.

A PvP limitation; I don’t think HoS gets used as much as it should in PvE content anyway.

  • Targets affected by Divine Shield, Hand of Protection or Divine Protection can no longer be affected by any of these spell for 2 minutes. (Down from 3 minutes)

A nice change. Not unbalancing, I think, just making life a bit easier.

  • Divine Sacrifice *New Talent* (Tier 3) – 30% of all damage taken by party or raid members within 30 yards is redirected to the Paladin (up to a maximum of 150% of the Paladin’s health). Instant, 2 min cooldown.

Well, protection paladins finally got their 11-point talent. You can see some of their discussions in this Maintankadin thread.

Also, this isn’t a paladin change, but it’s something you need to know about anyway if you do any PvP:

Arms Warrior

  • Shattering Throw *New Skill* – Throws your weapon at the enemy causing [ 50% of AP + 12 ] damage (based on attack power), reducing the armor on the target by 20% for 10 sec, and removing any invulnerabilities. 25 Rage, 30 yd range, 1.5 sec cast, 5 min cooldown

Just like a priest’s Mass Dispel, that’s bye-bye bubble. Be wary of warriors wielding only one weapon!

Source: MMO-Champion.