I saw the below thread on MMO-Champion’s Blue Tracker and it I something I have thought about for a long time, especially with the addition of Monks in MoP.
I was honestly stumped on the issue until recently. What changed you ask? I started to play Star Wars and concepts I had thought were set in stone were changed, different and worked in The Old Republic.
What is different for those that don’t play ToR? Well simply there is only 1 healing class that uses anything like Mana, that is the Jedi Sage healing spec, with mana being Force. I will state now that I think one of the biggest design mistakes still in World of Warcraft given what has been said is coming in MoP is the reliance on Mana as a resource system. Hell look at Diablo 3 even and yes we have Mana/Arcane Power like systems but then they get modified to be a little different from each other.
In ToR the Smuggler healing spec heals and has mechanics like a Rogue it was when I was healing my companion with a smuggler that I saw the realm of possibilities open up and how Blizzard has been gimping themselves for so long being tied to Mana, Mana, Mana like EQ. I realize with how behind every project at Blizzard seems to be at the moment that this change will most likely not occur until the expansion after MoP if ever but there are many other and some better ways that Blizzard could do core mechanics and stats.
Additionally I think a new base stat would need to be added to the mix but maybe not at first.
We would then have the following for Primary stats.
Strength Plate – Warrior, Death Knight, Paladin
Agility Mail – Hunter, Shaman
Agility Leather – Rogue, Druid, Monk
Int Cloth – Mage, Warlock, Priest
The shared slots like Rings, Necks, Cloaks and Trinkets would then only have secondary stats on them and could then be more role specific not class specific.
By making the gear system simpler it also allows greater control over tuning of each spec and over all power balance across classes within a role. Resto Druids a little behind on the overall Healing output, just tune the Agility to Healing Power Ratio slightly. The same would be for any of the other healing classes in the Primary Ability to Spell/Healing Power conversion Ratios. Additionally like melee classes have primary -> Attack Power everything in the end should be based on the Healing, Spell, Melee, Ranged Power and not to the Primary Stats on the character or Weapon.
I have already ranted a bit about my annoyance of using weapon damage ranges and not the universal DPS figure that already takes swing speed into account.