Shifting Perspectives: Tanks, "Wrath," and crushing blows

"Why would you title the column this way?" you ask, as you reach for your "Please fire _______ from WoW Insider" form letter. "Crushing blows are out of the game, dipwad."
Well, yes. The crushing blow is technically out of the game, but another and worse mechanic has taken its place.
In this article I'm going to try to explain the source of "shield tank" frustration over health pools -- and why they are correct to see it as a problem -- and the Druid tank's unhappiness over the nerfing of Heart of the Wild -- and why Druids are also correct to see it as a problem.
Why the crushing blow was important
One of the biggest differences between pre-Wrath and Wrath tanking is the absence of the crushing blow. If you're unfamiliar with the term, then as a very simple explanation: any given raid boss had a 15% chance per melee hit to perform a 150% damage attack, which was also known as the crushing blow. It was typically a big damage spike and could lead to a wipe on progression content, with healers struggling to compensate in the small window of time before the boss' next attack landed. Burst damage is very unwelcome as it's often the greatest contributing factor to tank death. This is why reaching crit immunity is still so important to all tanks, and why the ability to avoid or absorb crushing blows was a fundamental part of pre-Wrath tanking mechanics.
The only means of avoiding a crush was pushing your dodge/parry/block over 102.4%, which would nullify the boss' higher weapon skill and render the tank immune to crushing blows. And this is how tanks dealt with that individually:
Warriors would use Shield Block to push their dodge/parry/block over 102.4%.
Paladins would use Holy Shield to push their dodge/parry/block over 102.4%.
Bears would eat it. Prayer was often involved as well.

Bears have no form of avoidance beyond dodge. Because crushing blows were the last attack to be pushed off a boss' hit table, a bear would need more than 85% dodge even to avoid some of them. While a gear set with >85% dodge was technically possible in late Burning Crusade content (and something similar was used by Rogues to tank bosses with predominately physical damage, which is why you saw all of those Rogue-tanking videos popping up in late BC), the amount of agility you needed to pull it off left you with a tiny health pool and almost no rage generation. You wouldn't get hit, but you also wouldn't be able to hold aggro, so it was the sort of catch-22 that made the situation an amusing one to consider, but then you'd laugh and go back to your regular tanking set.
Without the ability to avoid crushing blows, a Druid's armor and health had to guarantee that: a). the blow would hit for less, and: b). they would have the health pool to absorb multiple, even back-to-back crushing blows, because there was nothing the Druid or raid could do to change the boss' 15% chance to crush.
The Druid's overall damage taken was thus heavily reliant on RNG. You might go minutes or more on a raid boss without once being crushed -- and then there was the time on Teron Gorefiend where I was crushed on six successive attacks and we wiped. The only thing that could prevent that was better armor and more health, so Druids pushed their armor to reduce the damage, pushed their agility to avoid as many normal blows as possible, and then pushed their stamina to outlive the attacks.

The approach of Wrath and the new tanking paradigm
One of Blizzard's stated aims with the introduction of the Death Knight and the overhaul to existing tank specs was to address the chronic tank shortage on most realms. They did this by reworking the Protection Warrior tree extensively, introducing the ability to frontload threat and CC in the form of Shockwave, generate better reflective damage, and improving Thunder Clap to function as a relatively good form of burst AoE threat. Protection Paladins were altered to have better single-target threat and more controllable aggro generation, which somewhat addressed their relatively weak off-tanking capabilities. Bears overall were changed least in their basic threat mechanics, but were given occasional burst AoE threat in the form of Berserk, the removal of a target limit on Swipe, and cooldowns in the form of Barkskin in forms and Survival Instincts (a clone of Last Stand).
The net effect was to improve tank damage, soloing capacity, and threat scaling in an attempt to make tanks a little more user-friendly and fun to play. I would argue that in most respects Blizzard has accomplished that goal.
The Death Knight
Death Knights were also meant to allay the tanking shortage by providing a new, cool-looking, and predictably popular class that began life at level 55 and utilized several unique mechanics. However, the introduction of a 2H-weapon tank who lacked the ability to block was a problem for the concept of the crushing blow. In the absence of block, Death Knights would be unable to become uncrushable without increasing their total avoidance from parry and/or dodge beyond 85%. Increasing their armor or health to the level of a Druid's would also have made them the single most powerful tank in the game against any form of damage, which was problematic for Blizzard's efforts to standardize tank quality. Developers were probably already concerned about the potential effects of Death Knight tanking talents on PvP balance. As we later saw, the Death Knight's impressive mitigation and avoidance cooldowns, coupled with frightening damage and self-healing, has made them an unwelcome and often resented opponent in battlegrounds and arena.
If you cannot change the class to suit the game mechanic, then the solution is to change the game mechanic to suit the class. Crushing blows can now be performed only by NPC's 4 levels or higher than a player character. As the highest-level NPC you will encounter in a 10- or 25-man raid is level 83, crushing blows functionally disappeared from the game.
Sort of.

The reappearance of the "crushing blow"
A crushing blow by any other name is still a "crushing blow" -- it's just not a crushing blow as we're accustomed to understanding it. When I say that the crushing blow has reappeared in the game, what I mean is that -- on encounters that matter, we continue to see enormous burst damage on tanks. The difference in new Wrath raid content (naturally we must exclude Naxxramas) is that the damage spike is typically magic in nature (e.g. Sartharion's Flame Breath, Malygos' Arcane Breath) which none of the three classic/BC-era tanks mitigates particularly well. Magic damage cannot be pushed off the boss' hit table and cannot be dodged, parried, blocked, or (for most raid bosses) interrupted or Spell Reflected.
Because the majority of your gear, talents, and abilities are completely useless versus this damage, the two things that matter most are your health (the more, the better) and your cooldowns (should you have them).
So what does each tank do about it?
Warriors eat it...which they are not designed to do.
Paladins eat it...which they are not designed to do.
Bears eat it, which is what we were designed to do when burst damage was nearly all physical in nature.
Death Knights use cooldowns to mitigate most of the damage, which is precisely what they are designed to do.

Why is this a problem?
Most of the time, it's not. In Wrath, the current raid content is sufficiently easy that any guild that works at it can usually clear everything given time. Sartharion's Flame Breath without drakes up is not particularly dangerous, for example. Blizzard is entirely correct in saying that you can clear all of the game's current content with any tanking class at the helm.
However, the current measure of a raiding guild is the degree to which they've made the content artificially harder by doing achievements. Your guild is no longer evaluated by the content you've cleared. Guilds and players don't advertise themselves by saying "MH/BT guild," or "3/6 Sunwell" anymore if they're after quality players. Hit the PTR around raid times for Ulduar bosses, and this is what you'll see in general chat:
"Twilight Vanq DPS LFG."
"Twilight Vanq/Nightfall Tank LFG."
"Immortal/Undying healer LFG."
This is how a smart player or guild will advertise themseves, both on the PTR and on the recruitment forums. If you want to compete with the best, it is no longer sufficient to advertise what content you're doing, because the greater accessibility of raid content renders it fairly irrelevant as an outward indication of player quality.

So what matters?
Achievements matter.
And the most important achievements overwhelmingly favor a Death Knight, or secondarily a Druid, tank.
Filed under: Druid, (Druid) Shifting Perspectives, Wrath of the Lich King, Classes, Bosses, Raiding, Features, Expansions, Analysis / Opinion, Achievements






Reader Comments (Page 1 of 2)
SimpleSurvival Mar 3rd 2009 9:17PM
Very good analysis...
Overall, I like the tanking mechanic changes of wrath... but it is very apparent that the golden child of wrath is outshining the classics in serious endgame action.
I'm not an achievement tank, but I'm a quite capable endgame tank... Tis a bummer malygos eats me regularly...
Bladez Mar 3rd 2009 9:59PM
As a really well geared protection paladin the high burst magic damage has been really scary to me. I am at the point where WoTLK has no upgrades left for me and I sit right above 41 k flask/food buffed. We banged our head on 3d sarth 25 man for 3 weeks with RNG being the factor if one of our tanks survived the huge burst sartharion does.
We only have 3 prot pallies and 1 warrior in our tanking corps so we didn't have a choice. We had to get a dps death knight who got offspec tank gear to tank him and we were finally able to do it then. This fact that having the best gear in the game for a prot pally vs having a death knight in mostly 10 man tank gear tank sarth 3d scares me for what will happen when tanking content matters
Http://bladezoflight.blogspot.com
Nick S Mar 4th 2009 12:44PM
I had exactly the same reaction. Our MTs were all relegated to add duty while a (reasonably well-geared, but still) DK MTed Sarth.
My Protection Paladin is a great example of exactly how the problem shows up. She's not in great gear, but she nonetheless takes laughable damage from melee. Magic, however, is almost totally unmitigated.
Brrtank Mar 3rd 2009 11:11PM
Great article!
I've got to ask...What is the name of that staff in the first picture?
Brrtank Mar 3rd 2009 11:25PM
Did a little research on my own...
http://www.wowhead.com/?item=34198
Stanchion of Primal Instinct
...I never did anything more then farming trash in SWP.
Allison Robert Mar 4th 2009 4:33AM
Yup, it's a Stanchion off the Eredar Twins in Sunwell. Still my favorite Druid weapon overall, although Origin of Nightmares is a close second. :)
jaxson_bateman Mar 3rd 2009 11:25PM
I just wanted to make two clarifications:
1) While for all practical purposes crushing blows have been removed, they still exist in the game. However, only a mob 4+ levels up can crush now. As such, boss level mobs (3 above player) will not crush.
2) Miss (from defense) also contributes to avoidance, and was used to push crushing blows off the table. All def capped tanks had at least 5.6% miss (unless they were getting some uncrittability from talents/resil), and more depending on their level of def.
Triforceelf Mar 3rd 2009 11:35PM
An excellent article, it really sums up the problem with wrath tanking right now. How the heck do you balance around four very unique tanking classes? Right now, its not really balanced at all.
smuglife Mar 3rd 2009 11:54PM
This is one of the best articles I've read on wowinsider. Nice work.
Ryan Mar 4th 2009 12:03AM
This article is gold, especially when compared to some of the other stuff that has been posted on this sight recently.
Covnam Mar 4th 2009 12:09AM
This was a very interesting and enjoyable article. I usually only read the columns for the classes I play, but I'll be sure to keep an eye out for Shifting Perspective in the future.
On a side note, could anyone tell me what mod in the last picture on page 1 that provided the 'Fire Wall' notification?
Thanks.
Allison Robert Mar 4th 2009 4:33AM
Hi Covnam -- the "Fire Wall!" notification is actually just plain old Deadly Boss Mods. It'll also play a sound file from the Big Bad Wolf in Kara ("Run away, little girl!") when there's an incoming Fire Wall, which can be really helpful during the more frenetic portions of the fight.
The mod in blue below that is BadKitty, which is a great Druid tanking/DPS mod that makes it substantially easier for me to keep track of necessary boss debuffs.
Evangelin Mar 4th 2009 1:13AM
""Why would you title the column this way?" you ask, as you reach for your "Please fire _______ from WoW Insider" form letter."
That's funny, I giggled :)
Muanta Mar 5th 2009 1:57AM
As a long time tank, I just wanted to thank you for this well thought out and insightful article. It really hit the nail on the head for just about 90% of the problems with tanking right now. I love your potential solution.
It would be great if every type of tank were GREAT at a particular situation and every other types were pretty good at that situation. Making each type great in their own way, but never completely obsolete.
Naqaj Mar 4th 2009 7:25AM
Excellent post, a very good analysis of the current tank situation.
I would have loved to read more about your thoughts on how encounter design influences the viability of the 4 tank classes.
Slow, hard hitting bosses; weak, but fast hitters; AoE encounters, magic burst damage ...
Ghostcrawler recently talked about how it's unfortunate that the 2 top-end raid encounters put too much emphasis on a certain tank class. Ulduar should bring some remedy to this. Looking forward to read more from you about htis.
Siberius Mar 4th 2009 11:42AM
3/8 Sunwell...did i miss any bosses?
Draxz Mar 4th 2009 9:41AM
Only downward part i would say can't always judge a player by his achievements. I've seen players clear all the content before including maglyos and not been able to find groups to do the 4 drakes or immortal. comes to gear and Exp.
shadowwolf007 Mar 4th 2009 9:44AM
Good article :) I think this really does well to describe why Warriors & Paladins have such a hard time tanking Sarth3D versus DKs and Druids.
It sounds like Blizzard realizes this and are making changes. Here's to hoping a balanced playing f ield ( I'm selfish - we have a Warrior MT most of the time! ).
Azmodous Mar 4th 2009 10:44AM
From a warrior, thank you. I have some really nice tricks they introduced. I've really tried to avoid complaining to much, but I've noticed those magic hits. It's my number one killer. On Sarth 3D and on Maly. If I die, it's to a magic attack and there just isn't anything I or my healers can do about it. 45% health gone in less than one second...
McRaider Mar 4th 2009 11:38AM
Druid health pools... Cool when a 42k druid is carrying the flag in wsg and ppl healing him.. How the heck are we going to kill that bit**??