The Light and How to Swing It: The Tankadin for Dummies part III
Block Rating
More than any other tank, Paladins look favorably on Blocks. However, blocks unlike dodges or parries is a mitigation mechanic. Even if you block something, you can actually still take damage from it (that's why a lot of Strength is a good thing). It takes 16.29 Block Rating to grant a 1% chance to block, making it easier to gear for than either Dodge or Parry. Furthermore, blocks tie in with important Protection talents such as Holy Shield, Redoubt, and to a small degree even Reckoning if you're so inclined to pick up the talent. Block Rating is cheap and good, and at many points during an encounter, such as when Redoubt procs, you'll find yourself blocking pretty much every darned thing.
Block Value
Not to be confused with Block Rating which improves your chance to block, Block Value determines how much you block. Each point of Block Value absorbs one extra point of damage. While Warrior tanks also depend on shields, Paladins make special use of them with Shield of Righteousness, which bases its damage off a shield's Block Value. For Paladin tanks, Block Value isn't just mitigation, it also means more damage and consequently more threat. It's important to point out that blocking is calculated after all other forms of mitigation (such as armor) is factored in.
Understanding the Hit Table
Unlike other class archetypes, tanks must be familiar with the all-important Hit Table. It is critical to understanding how tanking works and it guides gear choices. Similar to pen and paper RPGs, a raid boss makes a single attack d100 roll to determine the outcome of a strike on a tank. This attack roll works off a linear progression of possible outcomes, which go something like this: Miss > Parry > Dodge > Block > Hit > and Crit.
Defense works to increase the values of the first four possible outcomes and -- when capped -- pushes Critical Strikes off the table. Let's assume that a tank has enough Defense to eliminate Critical Strikes, has taken the appropriate talents, and has a passable shield with a 10% chance on Misses, Parries, Dodges, and Blocks. The Hit Table will look something like this:
ROLL : RESULT
01 - 10: Miss
11 - 20: Parry
21 - 30: Dodge
31 - 40: Block
41 -100: Hit
- : Crit has been pushed off the table
So if, for example, the raid boss (aka Blizzard's servers) rolls a 6, it'll miss. If it rolls a 14, you will parry its attacks. So on and so forth. Those values will vary depending on your actual scores, but will always push the table downwards so in theory a tank with phenomenal ability scores and combat ratings won't ever get hit. This can actually happen with Paladin tanks when Holy Shield is active and Redoubt procs, which is an additional 60% in addition to the Paladin's base chance to block. With enough percentage to be missed, to parry, and to dodge, a Paladin can sometimes block all incoming attacks (that don't miss, or are parried and dodged, of course).
Obviously, the best would probably be a crazy chance to be missed by the boss, which pushes everything down. But Miss, Parry, and Dodge all contribute to moving more Hits off the table so the more of the defensive stats you have, the less chances you'll get Hit. The Paladin tank can fill everything in between with Blocks.
Wrapping up for now
Whew. That's all we have time for today, but I'll pick up on the next installment sooner rather than later because there's just a whole lot we still have to talk about. Tanking is about the most technical play style in the game, more so than healing or DPS. This is because there's much more to learn. Today we just went over survivability mechanics but there's still a lot to look at -- from threat generation, talent builds, and common rotations. Tanking is challenging and utterly fun. When dual specs roll around in Patch 3.1, I'm hoping we'll see a lot more players take up their shields and lead the charge.
The Light and How to Swing It tries to help Paladins, those champions of the Light, tackle the Wrath of the Lich King. Read Zach's thoughts on how good it is to be the King, raiding as Retribution, and what dual specs mean for the class.
More than any other tank, Paladins look favorably on Blocks. However, blocks unlike dodges or parries is a mitigation mechanic. Even if you block something, you can actually still take damage from it (that's why a lot of Strength is a good thing). It takes 16.29 Block Rating to grant a 1% chance to block, making it easier to gear for than either Dodge or Parry. Furthermore, blocks tie in with important Protection talents such as Holy Shield, Redoubt, and to a small degree even Reckoning if you're so inclined to pick up the talent. Block Rating is cheap and good, and at many points during an encounter, such as when Redoubt procs, you'll find yourself blocking pretty much every darned thing.
Block Value
Not to be confused with Block Rating which improves your chance to block, Block Value determines how much you block. Each point of Block Value absorbs one extra point of damage. While Warrior tanks also depend on shields, Paladins make special use of them with Shield of Righteousness, which bases its damage off a shield's Block Value. For Paladin tanks, Block Value isn't just mitigation, it also means more damage and consequently more threat. It's important to point out that blocking is calculated after all other forms of mitigation (such as armor) is factored in.
Understanding the Hit Table
Unlike other class archetypes, tanks must be familiar with the all-important Hit Table. It is critical to understanding how tanking works and it guides gear choices. Similar to pen and paper RPGs, a raid boss makes a single attack d100 roll to determine the outcome of a strike on a tank. This attack roll works off a linear progression of possible outcomes, which go something like this: Miss > Parry > Dodge > Block > Hit > and Crit.
Defense works to increase the values of the first four possible outcomes and -- when capped -- pushes Critical Strikes off the table. Let's assume that a tank has enough Defense to eliminate Critical Strikes, has taken the appropriate talents, and has a passable shield with a 10% chance on Misses, Parries, Dodges, and Blocks. The Hit Table will look something like this:
ROLL : RESULT
01 - 10: Miss
11 - 20: Parry
21 - 30: Dodge
31 - 40: Block
41 -100: Hit
- : Crit has been pushed off the table
So if, for example, the raid boss (aka Blizzard's servers) rolls a 6, it'll miss. If it rolls a 14, you will parry its attacks. So on and so forth. Those values will vary depending on your actual scores, but will always push the table downwards so in theory a tank with phenomenal ability scores and combat ratings won't ever get hit. This can actually happen with Paladin tanks when Holy Shield is active and Redoubt procs, which is an additional 60% in addition to the Paladin's base chance to block. With enough percentage to be missed, to parry, and to dodge, a Paladin can sometimes block all incoming attacks (that don't miss, or are parried and dodged, of course).
Obviously, the best would probably be a crazy chance to be missed by the boss, which pushes everything down. But Miss, Parry, and Dodge all contribute to moving more Hits off the table so the more of the defensive stats you have, the less chances you'll get Hit. The Paladin tank can fill everything in between with Blocks.
Wrapping up for now
Whew. That's all we have time for today, but I'll pick up on the next installment sooner rather than later because there's just a whole lot we still have to talk about. Tanking is about the most technical play style in the game, more so than healing or DPS. This is because there's much more to learn. Today we just went over survivability mechanics but there's still a lot to look at -- from threat generation, talent builds, and common rotations. Tanking is challenging and utterly fun. When dual specs roll around in Patch 3.1, I'm hoping we'll see a lot more players take up their shields and lead the charge.






Reader Comments (Page 1 of 2)
Christos' Feb 21st 2009 6:18PM
Thank you for the article...as a long time ret pally, I've been looking for this kind of information about taking up a shield.
I look forward to the next installment.
Heilig Feb 21st 2009 6:19PM
Great article on the basics, Zach. Glad to see you're finally doing some tanking. One thing I think you didn't cover (probably because you haven't been fighting the misconception as long as some of us have) is the fact that paladin threat generation is very different now than it was in BC.
Pre-wrath, a LARGE portion of our threat came from being hit. This reactive threat was taken into account with a lot of paladin talents. Holy Shield was a major threat talent as well as a required skill to remain uncrushable. Ret aura and Holy Shield were a big chunk of our threat equation, andSpiritual Attunement required us to take damage to get mana back.
That has all changed now. Hammer of the Righteous, Shield of Righteousness, and Blessing of Sanctuary have turned Paladins into avoidance tanks. The ideal paladin tank nowadays takes as little damage as possible. SoR and HotR have such high threat coefficients that we can keep aggro just by using those two abilities, meaning mana regen is only important on fights like Patchwerk and Malygos. Blizzard saw fit to make those guys do massive damage as well, so there is no reason to stack block rating at the expense of defense, dodge, or parry. Holy shield will keep you very near the "full-block" on the attack table where you take no normal hits, and there is little reason to take much block rating on our gear. Leave that stuff for the warriors who have no way to get the extra 30% block we get. We should be focusing on pure aviodance whenever possible.
Also, you should definitely mention Tankadin2 as the premier mod of the Tankadin community. It is indispensable for any serious Tankadin, and takes all the guesswork out of gear choices.
Farrell Feb 21st 2009 9:31PM
I've just discovered Tankadin 2. Quite a nice little mod [even for non-pala tanks]
It's nice to be able to see how you're doing towards raiding/dungeon goals for tanking at a glance.
It, along with Rating Buster, are invaluable, I feel
Here's the link:
http://www.wowinterface.com/downloads/info10754-Tankadin2.html
Eternauta Feb 22nd 2009 9:52AM
I didn't know about that mod.
Thank you very much!
I always have problems with gear choices. xD
Dookieshed Feb 22nd 2009 1:35PM
Oh my, someone that knows a thing or two about paladin tanking. I've been at it since TBC, and I honestly do miss the spell power gear. It was possible to generate so much threat once you were in mostly t5+ gear.
But anyway, I'm impressed that there are others out there that understand how useless stacking block is becoming. If a raid boss is going to hand you your ass, he's gonna do it through your block. I've been battling diminishing returns on my block and parry to get the most from my gear, and eventually stacking defense rating is your best bet.
As for the tankadin addon, I assumed it had died with crushing blows, so thanks for the tip!
Naithin Feb 21st 2009 6:29PM
I have to take issue with referring to 540 defense skill as a 'cap' (you knew one of these was coming, I bet. :P )
Don't get me wrong, I often refer to it as a 'cap' myself, since it's what most people refer to it as, and amongst most tanks, it's understood that despite calling it a 'cap' it really is just the 'minimum' (which I am glad to see you at least took a nod at, in its first mention.)
For new tanks though, it's important to differentiate between an actual cap like hit or expertise, where upon exceeding it, it literally does absolutely *nothing* for you, and a minimum, where that is the number you require to be raid viable (yes, I know some people argue this point, and yes, I know people have stories of going through raids without being at the minimum, but these people are just lazy, given how easy it is to hit the minimum even with purely crafted pieces :P), but exceeding it is not actually a bad thing.
In fact, it's currently one of the better stats we tanks have.
upgray3dd Feb 21st 2009 8:15PM
I don't mean to nit pick, but expertise doesn't have a "cap", either. There is a dodge cap, but the parry cap differs between mobs (and is unreachable). .... ok, that was really nit picky. Oh well.
Gorehorn Feb 21st 2009 8:40PM
If you had read the article you'd know that Zach wrote this in the next paragraph. I quote:
"You can also never have enough Defense because even though uncrittable status doesn't get any better, you still benefit from Dodges, Blocks, Parries, and Misses. Besides, a few bosses actually have a higher crit than the standard 5.6% so more Defense never hurts."
Farrell Feb 21st 2009 9:25PM
it's what's called a "soft cap".
Basically, it's the number you should be reaching for.
Much like the rogue softcap for hit is 315 since this is the point that poisons will never miss.
Going beyond still offers benefits, but not to the same level as the soft cap number
Taladan Feb 21st 2009 7:27PM
Zach, awesome article. It did answer a lot of questions I had about how parry, dodge, block works and what stats should I go after.
I used to be prot from 72 to 78, but the holy tree kept calling me all the time.
And now I have an itching to be prot in BGs... and this article made the itch harder ;)
Heilig Feb 21st 2009 10:02PM
Prot is going to be FUN in PvP when 3.2 hits. We'll be able to lock down casters like no other class. Warlocks will be so much dead meat, so will shammies. Mages will still be able to kite us, but I'm looking forward to picking off locks and shammies.
Taladan Feb 22nd 2009 2:16AM
@Heilig: Remember this words, brother: Hand of Freedom.
I used to ignore it, but in a recent duel with an Arcane Mage friend, I lost the first fight and then I remembered this hand. Won easily, then.
Zach Feb 22nd 2009 2:17AM
@Taladan - Spellsteal. A good Mage will bait you into using HoF, then spam Spellsteal.
Jesse Feb 21st 2009 7:28PM
first, the obligatory 540 defense is just a SOFT cap (ie, it will no longer lower your chance to be crit, as at 540 defense, it's already at zero) defense is still a valuable stat after 540.
second, an obligatory link to maintankadin basic training forums: http://maintankadin.failsafedesign.com/viewforum.php?f=4&sid=65db188a1780f69ed0c2117f5cf73028
this is really the best next step for anyone interested in transitioning from ret or holy.
tankspot is good for overall tanking topics, but maintankadin is really the home for prot pallies...
Krick Feb 21st 2009 7:56PM
When you're in level 80 blues, reaching 540 defense isn't difficult at all. However, once you start gearing up with level 80 epics, all the defense starts disappearing and you'll quickly find yourself using more and more defense gems and enchants in order to stay above 540. You can't just stuff every socket with stamina gems anymore and expect things to go well.
...
Krick
http://www.tankadin.com
McRaider Feb 21st 2009 8:03PM
"and at many points during an encounter, such as when Redoubt procs, you'll find yourself blocking pretty much every darned thing."
Yes, yes... One of my hunter pals said that after a duel...
and
"This can actually happen with Paladin tanks when Holy Shield is active and Redoubt procs, which is an additional 60% in addition to the Paladin's base chance to block."
Uhh, yes, if you then have +104,2% block+dodge+miss+parry. Otherwise you can still be hit. I have 106% with redoubt, so bring it on :D
Manatank Feb 21st 2009 11:08PM
It is actually 102.4%. And it is easily obtainable even without redoubt.
McRaider Feb 22nd 2009 7:03AM
I put the 2 and 4 to wrong places... again! >.<
And I'm pretty far away from 102,4, because I don't have much naxx gear yet. Just tanking heroics, but hoping I'll get to the naxx25 my guild is going :D
AyaJulia Feb 21st 2009 8:12PM
If you're really aiming this at new tanks, a mention that you only need 535 defense to be uncrittable by level 82 heroic bosses would probably be worth squeezing in. You don't -need- the last five until raid bosses, which are of course considered 83. I know a tank with nearly 560 defense, but only 21k health unbuffed, and as the person who has to heal the guy, I've always felt like his priorities are in the wrong place. If you're not raiding anytime soon, it -might- be worth stopping at 535 and beefing up your raw avoidance and health. :)
Zach Feb 22nd 2009 12:17AM
Good point about the requirement for Heroics. Although at any point, I think Defense is always worth more than the raw avoidance stats like Dodge and Parry because of diminishing returns. You also get a flat 5% of each from talents which don't suffer from DR.