The Light and How to Swing It: Tanking stat changes in Cataclysm

Since paladins are last on the list for the upcoming Cataclysm class previews due to how Blizzard ended up doing the development schedule, we've got another week and a half to wait for our details. I'm not picky as long as it gets done, so there's no reason to really grumble other than having to wait an extra week. However, I thought I'd go over some of the things we do know about Cataclysm for tanking.
Blizzard has mentioned that they're going to rethink tanking cooldowns and has previously asked for feedback on some of the abilities we currently have -- but to what end, we're unsure at this time. What they have told us about thus far is how some of the avoidance stats will be working in the coming expansion. Essentially, the only avoidance stat that isn't changing is dodge, with the others either being overhauled or removed. Let's take a look.
Reaching uncrittable in Cataclysm
First off, your defense rating stat is going away completely. That means the annoyance of trying to balance gear, gems and enchants to reach that magical 6% critical strike reduction (currently, 690 defense rating [edit: which is 540 defense skill and yes, 689 defense rating is tossed around as the number, but according to some theorycrafters, you really need 689 and change which means you have an absurdly small chance of being critically hit at just 689 which is why I said 690]) also goes away.
While things aren't completely finalized, Blizzard has said that they will likely just make it so that having Righteous Fury up will automatically make you ready for tanking both dungeons and raids, as far as crits are concerned. Each of the other tanking classes will have a similar, simple mechanic for this. Druids will have it baked into Dire Bear Form instead of the current talent Survival of the Fittest, warriors will likely have it tacked onto Defensive Stance, and death knights will add it into Frost Presence.
Higher health, lower damage, more hits
As far as stat scaling goes for the coming expansion, Ghostcrawler has been letting everyone know that health pools should be a bit higher than expected. That's nice, because bosses are going to hit for less but hit more often, much like some of the bosses in Icecrown Citadel. Oh, and your avoidance stats will be in the toilet compared to what they currently are, to avoid what happened in both Sunwell and Icecrown Citadel.
You'll be doing fewer dodges, parries and blocks than you currently are, as Blizzard has more or less stated that tanking avoidance stats have probably started out too high for the past two expansions. So instead of staying block-capped most of the time, you'll be sitting at a lot less than 102.4% avoidance for most of the expansion. How much less? We're still not sure, as Blizzard has only been hinting at the details of that.
All in all, you'll probably spend more time around 50% health while tanking than you currently are, due to healing's also being reduced drastically. However, you'll be in much less danger of being instantly killed while in that scenario, due to the less-potent boss damage. All in all, it should make things a little more interesting and less of a twitch-gaming scenario.
Your shield side
First, let's take a look at our bread-and-butter avoidance stat: block. Currently, you've got block rating, which helps you to block more often, and you've got block value, which increases how much damage you can block from each hit. When trying to quickly glance through gear, it can be confusing unless you've trained your eyes to look for value versus rating. In Cataclysm, they're reducing this issue by flat removing block value.
"Why would Blizzard remove a way to increase how much damage we block?" you may be asking yourselves. Answer: Because block value kind of sucked in the long run and often needed fiddling with. Sure, it allowed you to virtually ignore the hits that legions of lower-level mobs dished out, but in higher-end content, it didn't scale well. All in all, it was a pretty broken mechanic in which it was either superb for things it didn't matter against or subpar on things you really needed it for.
Instead of a flat value, they're moving the damage blocked to a percentage, and it will be that percentage no matter how big or small the hit is. This allows you to scale your mitigated damage regardless of what type of content you're dealing with. The method by which you'll be raising that percentage of damaged blocked is through a new gear stat called mastery.
Mastery is a generic stat for all classes and specs that makes them better at what they want to be better at. The example above, given at BlizzCon 2009, shows that for paladins, mastery would give you more critical heals if you are holy, faster spell cooldowns if you are retribution, and a higher block percentage if you are protection. Of course, this might all change when they release details next Friday.
Your sword side
Along with the changes to block, we're also going to be seeing changes to parry. This will mostly affect death knights, as they rely much more on parry than we do. Instead of parry allowing you to avoid 100% of the damage from the hit, you instead stop 50% of the damage from that hit as well as 50% damage from the next hit. We still don't know what this will mean if you stack multiple parries in a row.
Some of you will probably have the same reaction as we did here at WoW.com and say, "How can you parry half of someone's sword?" To answer that, I'll just ask you how do you shoot holy fire from your fingertips to exorcise undead and demons? It's a game, and while they do try to make the game mechanics make sense logically, sometimes they've got to make changes to those game mechanics in order for things to work a bit better.
However, with parry reducing two hits by half, you will on average be avoiding one hit's worth of damage per parry. This also makes it easier on healers so that your incoming damage will be more steady, instead of spiking from those times where you're not dodging and parrying.
Overall, the game will be radically changing in some ways when Cataclysm hits, but hopefully, that's just to prepare it for another five years of active gaming.
Filed under: Paladin, (Paladin) The Light and How to Swing It, Cataclysm







Reader Comments (Page 1 of 2)
Azraille Apr 7th 2010 9:14PM
Just wanting to let you know of a correction. 590 defense, not 690. But great info otherwise. Love the column and keep 'em coming!!
Cadros Apr 7th 2010 9:20PM
I stopped playing a few months ago but isn't it 540?sorry if I'm wrong
lawomous Apr 7th 2010 9:24PM
540 Defense Skill is equal to about 689 Defense Rating for a level 80 character.
Gregg Reece Apr 7th 2010 10:12PM
I said defense rating, not defense skill. This is also part of the reason why it's being removed.
nieboh Apr 8th 2010 1:23AM
If you had bothered to follow the link to defense the author bothered to include in the same paragraph where he said 690 defense rating, this would all be clear to you. From the wiki: "Critical Hit immunity for a level 80 player against a raid boss occurs at 540 Defense and requires a defense skill of 140 (689+ def rating) from gear to achieve."
Vitos Apr 7th 2010 9:14PM
Perhaps when you parry, rather than knocking their sword completely away from you, you make it so that it barely grazes you and on their next swing, they didn't come from the position they were planning on so they have to improvise which means a less effective attack.
GrumblyStuff Apr 7th 2010 9:36PM
So are you saying it was only a flesh wound?
Falcom Apr 7th 2010 10:45PM
Obviously it was only a setback!
Thaylo Apr 8th 2010 8:39PM
My theory has always been when you parry their attack with just your hand and main weapon the shock of absorbing the entire blow of your enemy weakens you and hurts you
Bob Apr 7th 2010 9:45PM
Don't forget that Ghostcrawler's said they want to make Prot Pallies less the aoe-tanking behemoths we are know. In particular how Seal of Command does wonders for us as well. Expect some changes on that side as well. Perhaps this is a part of the reason why the Paladin Class Change updates are going to be so much later than the other classes.
Everybody Apr 7th 2010 9:24PM
You could also ask "if I block an attack, how do I still get hurt?"
I would assume that in both cases you're absorbing the shock of a blow with an implement held in your arms. That still hurts!
Lucidien Apr 7th 2010 9:43PM
Moreover, in the case of parry especially, the impliment you are using to block damage, was not designed, persay to block damage, and the shock is likely to still send you reeling a little. I like this change, physics-wise, and as a RPG'er (I know, D&D nerd... *sigh*), I find it fun justifying these things so.
loreaddict Apr 9th 2010 1:04PM
I know it's somewhat convoluted, but could they add a talent to give block a set amount of damage to block, plus the percentage? I just don't want to loose the ability to make massive pulls and watch the mobs struggle helplessly while I mow them down as a scythe on a wheat field >:)
GrumblyStuff Apr 7th 2010 11:17PM
@loreaddict
Oh, certainly but I think a major part of the blocking overhaul is reducing the disparity between tanks that can block and those who can't. Right now, DKs are the only odd ones out (since druids have pseudo-block savage defense).
Pulling some numbers out of my butt (based on 40k hp unbuffed being pretty attainable without ICC), a 3 point talent that gives you blockvalue equal to 1.5% of your hp per point (4.5% total) would bring us close to where we are currently. Since I heard 56k earlier, that'd be 2520 blockvalue. Maybe a 4 point talent, 1% per point?
And you'd still have to do something for DKs so they wouldn't get left behind. Talented component to frost presence (in addition to uncritability)? Frozen Blood: The blood of your enemies freezes to your armor. Successful hits (not glancing, parried, or blocked) increases the thickness. The damage of the hit successful attack against you (not parried) is absorbed by the equivalent of 1% your HP, stacks 4 times.
Shinon Apr 7th 2010 9:52PM
What about tying the 6% crit reduction to rockbiter weapon for those shaman tanks? Its already ridiculously harder for them to get def capped. Show some love
nieboh Apr 8th 2010 1:27AM
Shamans still tank?
EtaoinShrdlu Apr 7th 2010 10:17PM
Well, generally speaking, parries are deflections, and hence receive very little or no force from the blow they deflect. Imagine someone trying to punch you in the face with their right hand. If you move your head, you dodged. If you put up a peek-a-boo guard like in boxing to absorb the impact, you blocked. If you are fast enough to push their right elbow to their left, it will change the angle of their punch and it will go way off to the side, and that's what is called a parry. You'll never feel the force of their attack because it never connected. In other words, the change is ridiculous from a realism standpoint, but if I wanted realistic combat I wouldn't be playing a video game.
Bvannas Apr 7th 2010 10:18PM
So in cataclysm parry will deflect an attack from you, just enough to turn an attack that would chop your arm off into a mere flesh wound.
Schadow Apr 7th 2010 10:24PM
I understand the reason for these changes for end-game, and I also recognise we will spend most of our time at end-game.
However...
It seems to me that this will make levelling as prot a complete and utter pain. Where previously our damage reduction and avoidance made it simple for us to pull entire villages at a time to make up for our woeful offensive capabilities, we will now take damage from even the smallest nub mob.
We don't have instant heals, won't be able to block 100% of attack, parry effectiveness is halved, and base dodge will be diminished.
All we have is a big health pool that will be whittled away during the fight without much we can do about it.
We don't have the in-fight healing capability of holy or ret, with the exception of seal/judgement of light. Since we seal Sanc and usually have to judge wis for mana, we're looking at reducing our pull sizes and/or having to heal and/or drink between each pull.
I am really not looking forward to the levelling grind if this is the case.
Mattimus Apr 7th 2010 11:33PM
I think, come Cataclysm, Blizz sort of expects you to have Dual Spec. Now, this hurts folk who dual spec into Prot and Holy, that's a given, but I just wanted to point that out before someone else did.
That said, Blizz has ALSO said they want to increase the amount of damage that tanks do, because over the course of this expansion, the amount of damage for DPS grew a LOT, while the amount of damage for Tanks didn't. They'll likely lower the amount of AOE damage for all tanks, and increase single-target damage quite a bit. This will bring a higher level of difficulty to Heroics, since DPS will have to burn down targets one at a time rather than the AOEfest we have now, which they're clearly trying to avoid a second time.
So, yeah. As tanks, hopefully we'll see a significant improvement in our single target DPS that'll make soloing and questing not as much of a worry as you seem to think it will be.