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 4 of 4)
Uh Nov 19th 2009 12:06PM
Good article, good analysis, though.
Just would change the rankings:
1) for just about everything Prot Pallies
2) Druids - top mitigation tanks
3) DK's - Very high Armor Values
4) Warriors - Bad armor values when CD's are on CD.
Angus Nov 21st 2009 10:15AM
You state a bunch of stuff and I'm trying to figure out WHERE these numbers come from, because I just don't see them.
"When their Shield Block or defensive CD's are down, they have the lowest effective Armor of all tanks and get the absolute crap beaten out of them. They take upwards of 25-30% more damage from Gormok's Impales and even with 3 tanks on Gormok get demolished. "
Let's see.
Lowest armor: UM how?
http://www.wowhead.com/?compare=48657:48658:48659:48660:48661;48461:48462:48463:48464:48465
There's the iLevel 245 T9 for warriors and tankadins. Oh look, same stats except warriors got a free 21 block value. In fact all the gear is the same in every other slot if you go with non-set stuff.
So where do you get the less armor except maybe an aura? (let me point out that if you have more than 1 of a single spec paladin, devotion aura can be on a warrior)
Or are you saying because of the lower block they have less armor? It's a poor statement. I do like how you can just ignore that when they are using Shield block they have twice the block of a paladin and can have that up a lot during physical damage spikes. Cherry picking the situation and outright being incorrect invalidates most of this. The next part is the kicker though...
Impale is PHYSICAL damage. Which means block is worthless. So again, SAME ARMOR means they aren't taking more damage than a tankadin. So how is this warrior taking more? Same gear, start with more health than a paladin and scale about the same. Where is Impale getting 25% more?!?!!?
Please remove sacred shield from your thinking with tankadins. We use it in heroics or soloing. If there is a holydin healing the tank, THEIR shield is used as it is much better and allows them more healing options.
3.3 is going to nail paladins thanks to a bunch of whining PVP terribads. We won't be able to use LoH in most fights anymore. Removing the chance to shield wall if I use it or having shield wall make it so I can't LoH myself is going to hurt.
One more thing, why on earth would anyone say warriors take more damage when they are the best tank for a large number of fights? Any boss that casts spells which can be interrupted are best tanked by warriors. I get 7 interrupts in 3 minutes as a BElf. A warrior gets 5 in a minute just from shield bash. If there is a mechanic that allows the warrior to get a charge in they have more, and they can even break fear and return to a boss instead of having the boss smack them in the back where they can't dodge, block or parry.
If your warrior hasn't learned how to take advantage of this, is too poorly geared, or just plain sucks, then it is not the fault of the class.
Mognet T Nov 19th 2009 12:07PM
Thanks for the article Allison. I just dinged from 49 to 54 on my Druid while using your leveling guide, and started reading your column because of it. I feel much more knowledgeable about tanking in general after read this article.
DavidC Nov 19th 2009 12:54PM
I disagree with the OP saying "EH needs to Die".
EH = Math, so you can't say: "Math needs to Die" ... that would be silly and hence the premise of this article is silly.
There is nothing wrong with the term "Effective Health". It's kind of like a gear score, but tailored more towards tanking. EH + Avoidance are the numbers you look at when evaluating tanks.
Steven Nov 19th 2009 1:44PM
"I disagree with the OP saying "EH needs to Die".
EH = Math, so you can't say: "Math needs to Die" ... that would be silly and hence the premise of this article is silly."
Not true: EH != Math; EH = "Coined Term to describe {x}" Math, as it relates to WoW (ONLY!) is done by two groups of people. Those that work for Blizz, those that play to much WoW.
"There is nothing wrong with the term "Effective Health". It's kind of like a gear score, but tailored more towards tanking. EH + Avoidance are the numbers you look at when evaluating tanks."
If you want to know what "Effective Health" truly is, it must be defined to an absolute point and everyone must agree on it. Just like, using math, what is Pi (Pie)? "When a circle's diameter is 1, its circumference is pi." The fact that EH is "health + armor reduction = boss damage before death". Even with those two points, too many other variables are still involved. I may still be new to the newest raids, 3.1 and beyond, but I choose my tanks by the player, not the class they choose.
Off topic, but relates to same post: As to gear score, try two different sites (wowhead, wow-heroes as examples) and using the same toon, see what you get for "gear score". I tried all of my "high lvl" toons (mage, palladin x2, warlock) and got different values when comairing mage=mage (yes, refreshed both sites from "live")... How is that an effective measure?
tim Nov 19th 2009 11:37PM
OP, the only thing silly here is your use of the term "math." EH is a mathematical model. Mathematical models fail all the time.
Amaxe Nov 19th 2009 1:18PM
So, would WoW.com go on record in saying it opposes an effective health care system? ;-D
[Ducks]
Colonel Kurtz Nov 19th 2009 5:53PM
Buzz Killington.
Sorcefire Nov 19th 2009 9:50PM
Another great article Allison! I'm eagerly awaiting the next chapter even if I don't play a tank.
I, along with many others I'm sure, am looking forward to less "spiky" damage on the tanks. The game has gone through some evolutions, but the current twitch-spam-repeat approach is just too hectic, especially when you spend so much time doing nothing between pulls (trash, but who count's that?).
Healing should definitely be about effectiveness, efficiency, and appropriateness for any given encounter, not about which player has the fastest reflexes and/or lowest latency. That would go a long way to making fights really enjoyable from a healers perspective. I can't count the number of times, because there have been so many, that a healer failed to land a big heal because of latency issues.
tim Nov 19th 2009 11:33PM
another excellent article by allison. keep up the good work, this is the type of stuff I enjoy reading
Gravity Nov 20th 2009 9:56AM
Good post, and is on a similar topic to a discussion on pwnwear at the moment about tank balance, asking whether DKs are being benched, and on the problems the ratio of number tanks to the rest of the raid members.
KronosIII Nov 20th 2009 11:19AM
From what I seen as a healer and a tank. Warriors are hardest to heal and the worst in surviving compared to other classes.
When I heal a pally. There is no stress and less of a fear of a 1 or 2 shot.
Warriors......are not as lucky as the other classes. They are not meat shields, they don't have good aoe or ranged at all. And they don't have the best armor.
AND......if you even want them to do good aoe tanking they are forced to glyph to do so.
Warriors need better passive abilities better NATURAL aoe and better survival.
Yet in 3.3 not one thing is being changed about the warrior..............wtf
Shrike Nov 20th 2009 6:35PM
You know why they're letting warriors continue to be the worst tanks out there? Habit. Blizzard says there are still more warrior tanks than non-warrior tanks, since people think of warriors as "the tank class". One complication is: in a lot of guilds, the warrior MT is the best-geared player by far, and can thus just barely eke out wins through skill, where a worse-geared and less-skilled tank of any of the other three classes could do the same.
Note that I'm not saying that non-warrior tanks are unskilled, I'm simply saying that warrior tanking is far and above harder than non-warrior tanking, on both the tank and the healer, but the sheer number of warrior tanks still out there is keeping us from ever seeing a buff to our tanking.
Over time, warriors will be stratified, such that the only warrior tanks out there will be the best-geared, but ALL warriors will keep getting balance nerfs based on best-in-slot gear (just starting to raid as Fury? Oh yeah, you know what I mean), leaving the "elite" and those foolish enough to keep trying to get up while getting kicked back down.
TL;DR? So that this guy: http://eu.wowarmory.com/character-sheet.xml?r=Tarren+Mill&n=Kungen can't faceroll content, warrior tanks get boned.
Angus Nov 21st 2009 10:23AM
My wife saw none of that on a warrior and hates DKs. Warriors take spikes, but they are smaller and the warrior has some trick up their sleeve to deal with it. DKs have to keep using those CDs and so if they aren't available will take a huge spike that they just plain can't deal with. If they don't keep using their CDs they are just eating too much damage anyway.
A great warrior can AoE like a champ if given a few seconds, the problem isn't the tank, it's the moronic DPS. I've seen it as a paladin. I get in melee range, consecrate and there is a raid of fire or seed or blizzard already on it's 3rd tick before mine has actually ticked...
They go after offending moron, moron hits some panic button, mobs go after moron's friend who also does this, they kill a healer. And all of this is outside my consecrate which still has 5 seconds left and I can't do a thing about it.
If your tanks are in 1-2 shot range, they shouldn't be tanking it or are on bleeding edge of progression. Even tankadins die easily if this sort of damage to health ratio exists. Not like Ardent Defender is going to save the tankadin when they are likely to eat the same sort of spike in less than 2 minutes.
Holice Nov 23rd 2009 3:56PM
Maybe the best warrior tanks can AOE tank, but usually they have a harder time doing it then a pally, who quite frankly has the best mechanics for it.
BoomBoomPowKin Nov 23rd 2009 3:57PM
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