Shifting Perspectives: Why effective health needs to die, part 1

If you've tanked at all over the course of Wrath, you've probably become familiar with the phrase "effective health." It's a concept that's cropped up with increasing frequency on the tanking forums, and not necessarily in a good way. If you knew nothing of the idea beyond how players tend to use it, you'd be forgiven for thinking that "effective health" is the only metric by which all tanks are measured, and proof that Blizzard either can't (or won't) balance the game. There are very real differences between the tanking classes when it comes to average EH, and this has resulted in some angry discussion when the term is thrown around by players who either don't really understand what it means, or don't know that it was meant to be used in context. Consequently, "effective health" as used on the tanking forums has become an endlessly parroted phrase that's not only starting to lose all meaning, but is also guaranteed to derail a thread once it makes its inevitable appearance.
When I say that effective health needs to die, I don't mean that the concept itself is intrinsically wrong. It's not. But the twisted version of it so frequently used to bludgeon players over class differences is getting more ridiculous by the day, and it prevents or distorts more reasonable commentary on things that are much more likely to kill tanks on hard-mode content.
Why effective health is important
Effective health was a concept first discussed by Ciderhelm of TankSpot in a May 2007 article when pre-nerf Karazhan was progression content. It was something he'd toyed with since tanking the original 40-man Naxxramas, and more particularly Patchwerk, when it became obvious that the off-tanks had to reach a certain armor and stamina threshold to avoid being one-shot by Hateful Strike. Under those circumstances, he observed, it was pointless to encourage a tank to stack avoidance; when they inevitably failed to dodge or parry a Hateful Strike, they still had to survive eating the blow. A raid that wanted to get past Patchwerk had to be realistic about the amount of damage the offtanks were likely to absorb from a Hateful Strike and gear them accordingly.
The general principle is simple; tanks, regardless of how high their avoidance is, will eventually get hit. Ideally, you want that hit to be as small a percentage of the tank's life as possible, because healing a tank through a blow that hits for 15% of his/her life is much easier than healing through a blow that hits for 40%. Because most other contributions to tank survivability are procs (e.g. Ancestral Fortitude) or RNG (avoidance), the only way to ensure that an incoming blow will always hit for less is to gear for as much armor and stamina as possible. More armor reduces the damage of the blow; more stamina guarantees that what does land will be a smaller percentage of the tank's overall health. Good tanking is about avoiding damage, but it's also about being able to smooth incoming damage into a manageable rate for the heal team.
Isn't that basically the druid tanking model?
Yes -- to a certain point. The BC-era druid tank was essentially a waddling pile of effective health, because we were designed around the ability to mitigate (rather than avoid) crushing blows. With a 15% chance per hit to receive a 150% damage attack with no way to dodge it, druids stacked armor and stamina to turn monstrous hits into manageable ones. Warriors and paladins were hit less often and could avoid almost all crushing blows, but the hits they did take were proportionately larger than the ones that fell on a druid. Over the course of a given encounter, the druid would take more cumulative damage but less per hit; warriors and paladins would take less cumulative damage but more per hit.
Although it made us overpowered versus basic melee damage, the druid's armor and health advantages were not considered a significant balance problem. The need to absorb crushing blows, our vulnerability to magic damage, our lack of worthwhile cooldowns, and inconsistent itemization all made the druid a less attractive choice than we might otherwise have been. However, it was the inability to deal with mechanics like Pyroblast (Kael'thas), Shear (Illidan), Deaden (Reliquary of Souls), and Fear (Nightbane, Archimonde) that made these encounters virtually impossible for a druid to main-tank.
To put it very simply, the druid's effective health advantage didn't make much difference on encounters where tank death was overwhelmingly the result of mechanics that ignored armor and health. Thus, the ultimate lesson of the BC tank experience is that encounter design is capable of bypassing a particular tank's strengths, regardless of how massive their advantage is -- and the druid's armor and health, relative to a plate tank's, were considerably higher than they are today.
What happened when crushing blows were removed from the game?
This is an issue we've discussed previously, so I won't repeat it at length here, but Shifting Perspectives: Tanks, Wrath, and crushing blows illustrates the transition between Burning Crusade and early Wrath tanking. As a gloss on that March 2009 article, the introduction of the death knight tank forced Blizzard to eliminate crushing blows from boss' hit tables, as PvE and PvP balance problems would have resulted from a 2H-weapon tank being able to avoid or absorb them. However, death knights still became the progression tank of choice on hard modes, mostly due to the introduction of giant magic-based hits and cooldown-based tanking in general (e.g. Sartharion 3D, hard-mode Vezax), which was uniquely suited to the death knight's ability to chain strong defensive cooldowns with help from a 25-man heal team.
In another nod to the influence of encounter design, warriors and paladins -- by no means weak tanks, but still designed around avoiding the now-obsolete crushing blow -- were hit hardest by the introduction of "crushing blows" that ignored their avoidance, +block, and armor. Druids, by contrast, were an acceptable second choice if you didn't have a death knight; having been designed around swallowing melee crushing blows gave us the option of stacking stamina in order to absorb the magic "crushing blow." While the druid was significantly harder to heal than the death knight on content that made use of this damage, a large health buffer provided a welcome margin for healer error.
Now and then
Roughly 8 months after writing that article, several things have changed:
- Death knights have been nerfed, mostly in the form of their ability to chain percentage-based damage reduction cooldowns. Right now they are popularly considered the weakest tank for progression raiding, although (as always) much of the community discussion concerning this is completely overblown.
- Paladins have been buffed, most notably in the form of the new Ardent Defender. In an interesting reversal of their usual fortunes, they are popularly considered the best tank for progression raiding.
- Warriors are roughly the same, although Glyph of Shield Wall (introduced in patch 3.1) has given them the opportunity to tailor Shield Wall to specific encounters, particularly in conjunction with Improved Disciplines.
- Druids have been nerfed, but are still popularly considered the second-best or best tank for progression raiding due to an effective health advantage (should they choose to stack stamina over avoidance, and most do). In another curious note, especially given the tanking community's strong feelings on the matter, druids have also been confirmed to be the least popular raid tank.
Every week, Shifting Perspectives treks across Azeroth in pursuit of truth, beauty, and insight concerning the druid class. Sometimes it finds the latter, or something good enough for government work. Whether you're a Bear, Cat, Moonkin, Tree, or -- for some unaccountable reason -- stuck in caster form, we've got the skinny on druid changes in patch 3.3, a close look at the disappearance of the bear tank, and thoughts on why you should be playing the class (or why not).Filed under: Druid, Analysis / Opinion, Features, Raiding, (Druid) Shifting Perspectives
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Reader Comments (Page 2 of 4)
LilBanshee Nov 19th 2009 12:45PM
With the right spec and glyphs, shammies and to a lesser degree druids can be alright tank healers. However, paladins are still better at that job, and with your level of experience I find it hard to believe that this is news to you.
I think what you're really just saying is you have a strong guild that can push through content even with a less-than-ideal group composition. Grats on that, but the man still has a point about certain classes being at a clear disadvantage on tank healing.
BigBadGooz Nov 19th 2009 1:11PM
My shaman would disagree
Chris M Nov 19th 2009 9:21AM
Amazing article Allison. A fuzzy tank after my own paladin light-bringy-shield-and-hammer tanking heart.
Karilyn Nov 19th 2009 9:30AM
You know, there's no way to go back and change it.
But I wish Death Knights hadn't been added to the game. So much problems in PvE and PvP balance had erupted from the addition of the new class. There wouldn't be so much hatred being flung around between Warriors, Paladins, and Druids, because the class balance between them would have been pretty much correct if crushing blows were left in the game.
I hope Blizzard learns from this, and thinks twice about adding a new class in the game in future expansions.
Arenas may be the biggest mistake Blizzard ever made, but Death Knights are the second biggest mistake.
jtrain Nov 19th 2009 9:49AM
"Arenas may be the biggest mistake Blizzard ever made, but Death Knights are the second biggest mistake."
/Agree
Linden Nov 19th 2009 9:51AM
I think putting all the balance issues at the feet of DK's is a bit unfair, when they added the 60-70 levels there were tons of issues with balance as well; it's one of the problems of trying to make such an insanely complex game 'fair'. While DKs represent a large amount of extra variables to balance they aren't by any means the sole reason.
Even then unless you happen to be running in an absolute min/max raid you can field what you want, so what if a DK isn't the best tank for patchwerk or a druid will get fried magically on Lord Jaxx - so long as the player is skilled enough and with reasonable gear they should be ok.
I think this is part of the problem that Allison is talking about; yes DK's, and the extra 10 levels, and glyphs and new gear systems and different raid styles and.... et cetera have un-balanced the game to a degree but the difference isn't as much as most players will try and make you believe.
tarvis2 Nov 19th 2009 10:06AM
@ linden i have to disagree mainly because Dk's changed a lot of variables but alot of the gameplay mechanics were warped around so their class could work, the extra levels were something that could be fairly easily anticipated due to control of gearing, glyphs just help with a few spells (like a talent, something already in the game) but deathknights just came in and changed everything around them so they could 2h tank..
loop_not_defined Nov 19th 2009 10:11AM
The only way to avoid screwing things up is to never add anything. o_O
They could have added any other class, and it would have been just as destabilizing.
Heilig Nov 19th 2009 11:16AM
"They could have added any other class, and it would have been just as destabilizing."
Yeah, except we wouldn't be having this conversation if DK's couldn't tank. The problem wasn't adding a new class, it was adding a class that could function as the lynchpin an entire raid's success hinged upon.
Killchrono Nov 19th 2009 11:54AM
Imo Death Knights should have been balanced around the existing mechanics prior to Wrath rather than changing the mechanics to suit them, but there's no use crying over spilt milk now. Plus even if they hadn't removed crushing blows in Wrath, no doubt they would have removed it as part of Cataclysm's stat simplification.
Remember, DKs have suffered as much from the tank balancing problems as much as the other tank classes during Wrath. This whole thing has been one big learning curve for the dev team. Here's hoping the stat changes and hopefully better encounter design in Cataclysm will smooth out the imbalances between the tanking classes.
Sanguinefrozenboy Nov 19th 2009 12:44PM
If blizz had never implemented arenas, you'd never have been able to say they were a mistake because you'd never have known.
The same goes for death knights.
I'm sorry if you guys like to play the same boring old stuff, but It should be nice when new things are added.
Balance cannot be achieved to perfection so take what you get, count your blessings and stop whining.
Bigguss Nov 19th 2009 9:42AM
Probably one of the best, most well informed articles i have read on wow.com for quite some time.
Thanks Allison.
Hal Nov 19th 2009 9:43AM
That's still the current thinking on "EH"; if you're taking lots of damage that you just can't avoid (say, Gormok's Impale or Anub'arak's Leeching Swarm), it's better to stack stamina so that your health pool is as big as possible.
Although frankly, I think some of this is driven also by the player mentality these days; since tanks get judged by the size of their health pool, people stack stamina to make themselves as attractive as possible. Not an "EH" issue, but part of the overall tank behavior aspect.
That Chill of the Throne (or Icewell Radiance, as it's termed on the tank forums) is something that concerns me. I understand that the designers want to smooth out tank damage. Cool. I understand that they feel that they gave too much avoidance, what with the extra tier of gear they introduced via hard modes. Fine. I'd just like to know that, as a tank who won't be going into Icecrown with tribute gear, that the dodge loss won't disproportionately affect my tanking vs. that of a fully-geared TotGC tank.
Maidenform Nov 19th 2009 11:25AM
Actually, Chill of the Throne will effectively dethrone effective health as king. Because of this avoidance deficit as we go into ICC, devs are able to make bosses hit more "smoothly." This will allow tanks to once again value a balance between stamina, mitigation and avoidance instead of just focusing on the first two.
Personally, I'm psyched. Tho I do love seeing my tank with a huge health pool, it sucks to have to opt for wonky enchants like +18 stam to shield just because at the point I'm at it outweighs the far better itemized defense one.
Karilyn Nov 19th 2009 10:05AM
It shouldn't disproportionately affect you.
While it's possible for a fight to be designed that favors avoidance (Brutallus), even that is still related to effective health... Brutallus hit extremely fast, and you got enough effective health to survive 2 attacks in a row... You had no way to acquire enough effective health to survive 3 attacks, so you just stacked as much avoidance as possible, and prayed you didn't get hit three times in a row.
But that only really works when a boss hits you for nice predictable chunks of melee damage.
A similar boss in testing tank survivability that came out recently was hard mode Gormok. Why don't people stack avoidance for him? Well that's because his melee damage wasn't what killed tanks. It was also his DoT, which you can't avoid.
Things like DoTs, and uncontrollable AOE damage, and other damage that didn't directly come from the boss attacking the tank, all really mess up anything other than effective health.
In a long story short... No, your lower dodge won't really impact you in Icecrown, because odds are, like normal, your health will be far more important than your avoidance.
Homeschool Nov 19th 2009 10:54AM
Don't forget that Blizzard intends to trade spike damage for faster, smaller hits. While this equates to the same amount of damage overall, it also helps healers.
I was just beginning on 80-raid healing when Ulduar was released, and I'll agree, healing was easy. Tank avoidance and strong mana regen meant you could do almost whatever you liked, and never worry. Blizzard changed all this with bosses that hit like steamtrains, resulting in more one/two-shots. Only druids can heal death, and not often. It's been a lot more challenging, yes, but in the way that running through traffic blindfolded is challenging.
I believe that Chill of the Throne and the spreading out of damage are intended to smooth all that out without adversely changing the other encounters. Blizzard gets to push people toward damage reduction without sweeping changes, and the healers will no longer need to worry about pumping out 30k of healing within a fraction of a second. Spreading the damage over a duration means we can begin healing as soon as it starts, and as long as we keep on it, the tank will stay well away from that inch-of-death line.
N-train Nov 19th 2009 11:00AM
Remember, Chill of the Throne was designed to make your healer's job easier, not nerf your tanks.
Zinn Nov 19th 2009 9:44AM
Great article, really interesting and I look forward to part 2!
Deadly. Off. Topic. Nov 19th 2009 9:45AM
The sad thing is...
Paladins - tanks of choice? While I agree this should be true, it's not... time and again I see raid leaders opting for warriors and druids instead.
Killchrono Nov 19th 2009 10:47AM
Think of it this way:
You're doing ToGC. You have two tanks, a warrior and a paladin, both with 40k HP. Fighting Anub'arak, your MT gets hit for 40K health.
Warrior tank gets hit for the full 40K and dies.
Paladin tank's Ardent Defender kicks in and reduces the damage down to 32k.
Which one would you rather have?
That's an overblown example, but you get what I mean. Ardent Defender on it's own is powerful enough to push pallies into OP territory, that's not even taking into account the fact they currently have higher natural HP than warriors, as well as numerous abilities that reduce damage flat (Glyph of Divine Plea and Blessing of Sanc alone are a 6% damage reduction). Combine that with a pally's awesome threat gen and AOE abilities, warriors have very little that pally tanks have.