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
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Reader Comments (Page 2 of 2)
Krick Apr 8th 2010 1:16AM
@mattimus
What happens when a new player rolls a paladin and tries to level them as a tank? How are they supposed to know about dual specs? Come to think of it, where are they supposed to get 1000g to purchase the dual spec ability?
I leveled my paladin all the way to 80 as protection. I eventually got a second spec, holy, so I could help off-heal on single tank fights. I have no desire to spec as DPS. Heck, I don't even like to heal, so I guess dual specs was a waste for me.
It would be stupid for Blizzard to "expect" that everyone would have dual specs or will level as DPS. I mean, what's the point in having a dungeon finder at lower levels when there aren't any healers or tanks?
...
Krick
http://www.tankadin.com
Schadow Apr 8th 2010 1:35AM
If they wanted the focus to be on single-target instead of AoE-fest, I find it silly that they are expanding the AoE capability of classes.
The simple way to handle it would be to nerf AoE to the point that it is only effective with 5 or more targets.
Reducing tank AoE threat while giving more AoE abilities to DPS just means more people being idiots and blaming the tanks, which leads to fewer tanks wanting to do instances, which leads to longer queues, and a less-fun game.
People won't stop AoE just because the tank can't hold threat as well. They AoE because it makes their recount look pretty, which strokes their e-peen. Until single-target damage strokes their e-peen better than AoE, DPS will continue to do as they have.
Heck, I had a former raid leader who refused to stop spreading diseases all over the faction champs fight because he did lots of damage spreading diseases. Never mind that because of his selfishness the guild didn't pass FC for a long time because nothing could be CCd effectively. His own e-peen was more important than a successful encounter.
Mechanics will change, but I sincerely doubt people will. The people who did their jobs instead of going for higher numbers have mostly quit playing as Wrath became more faceroll-oriented. It simply lost the challenge for them.
Make the game harder, and they'll risk losing the audience they won via the ease of Wrath. Hi rock, meet hard place.
Ragen Apr 8th 2010 5:04AM
It's not quite as bad as one would think.
I leveled as a protadin from the very beginning of BC, and I hit 80 about three months in. The leveling was a tad bit slow, but not miserable. I really did enjoyed learning how to control my mana and health as well as damage (as much as you could do at the time). Then 3.0 came out.
I gained a 200% boost to my damage. I remember on the PTR running through Heroic Ramps loving how well I could hold my own. It was wonderful, and it wasn't because of block rating. (I also secretly loved my Sun Eater. It was awesome using it the first time ^_^)
Because of the way paladins work now days; I'm positive the leveling experience will not be as bad. The damage your shield absorbed while leveling was low anyway.
jbodar Apr 8th 2010 7:06PM
Remember though, Parry will still negate about the same amount of damage overall, just spread over 2 attacks. Obviously, every time the second attack was for less damage than the first, then yeah, you essentially got screwed, but it should average out.
Raganer Apr 7th 2010 10:54PM
Blood is going to be the tanking spec, so it probably won't be associated with frost presence
adz1992 Apr 7th 2010 11:01PM
Lol, under the prot tree it says "Damege"
grugan Apr 7th 2010 10:56PM
hooray block fixed! it's been the source of so many problems for prot warriors, am happy to see this change.
Fletcher Apr 8th 2010 12:19AM
I'm a bit worried by the fact that tank uncrittability will be tied to Righteous Fury, since it's available to ret pallies as well and they don't like to be critted either. I fear we'll see mouth-breathing facerollers (not you, dear reader - I mean the legions of idiot pallies on the other side of the faction fence from you) using RF in dungeons "because it helps me take less damage". One thing you learn is that there's a lot of idiots in the world.
To avoid this, I'd tie the uncrittability to Improved Righteous Fury. No ret pally has any business picking it up (if they're going that deep in the prot tree it's only to pick up divine sacrifice), so it should be safe from the grubby paws of people who don't know better. Alternatively, we can /laugh at the idiots, I suppose, but I'd prefer to have stupidity disincentivized passively, though the talent trees, than actively, by the players. The hands-on method is tedious and irritating to all concerned.
Seloth Apr 8th 2010 12:39AM
They may make RF a Prot Talent (Unlikely due to low level instances)
They may make a talent (Improved Righteous Fury) that reduces chance to be critically hit by 2%/4%/6% when RF is active. But this might be one of those 'boring' talents they are trying to get rid of.
GrumblyStuff Apr 8th 2010 12:53AM
What's the difference between dealing with someone using RF incorrectly and someone talenting RF for the same effect?
Either way you'll be yelling (or telling nicely) at them to turn it off.
LiaG Apr 8th 2010 5:25AM
Well, about RF, it (currently) increases the threat your Holy spells do by a lot. If Blizzard keeps this aspect and add the uncrittability (and that may happen, since the reason RF is mandatory to tanks is because of the +threat), a ret pally would be retarded enough to get it and use it in a fight - you'll be asking to be called a noob.
Bain Apr 8th 2010 6:26AM
sadly blizzard wants people to not have to spec to be able to tank, they already stated they would like classes like arms warriors just be able to put on a 1h and shield and start tanking. so i wouldnt count on having it be a talent that is required to be uncrittable.
it just means nobody will really need protection spec until you actually hit raid instances.
i think its a shame personally as its just likely to add to the faceroll element of the game.
(cutaia) Apr 8th 2010 1:25PM
"sadly blizzard wants people to not have to spec to be able to tank, they already stated they would like classes like arms warriors just be able to put on a 1h and shield and start tanking."
That sounds kind of like the opposite of their current philosophy on tanking...
Case in point:
http://www.wow.com/2010/04/06/cataclysm-blood-will-be-the-only-death-knight-tanking-tree/
arcter Apr 8th 2010 1:55AM
Isn't it more likely that Blood Presence will be the DK tank stance?
Gregg Reece Apr 8th 2010 8:02AM
there's no reason to swap the skill functionality right now unless Blizzard just feels like renaming the presences. We might find out what they're doing about that today though.
Lethe Apr 8th 2010 1:22PM
As far as mastery goes, they announced the warrior changes today and in the Protection section announced the second mastery bonus, Vengeance, which will be common to all tanking class trees.
"Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character's un-buffed health."
That's with 51 points in the tanking trees, which any tank will easily have, and lower numbers for less points spent or lower leveled characters. This way they can continue to gear mostly for survivability while still allowing threat and damage to scale better.
Angus Apr 8th 2010 7:45PM
It looks like that screenshot is likely no longer valid.
In the warrior changed they mention that all the tanks will share Vengeance, which will make their damage scale better.
I do find it humorous that parrying an attack reduces it and another by 50%, but putting a wall of wood/metal/supercoolmagicalmaterialorcorpseparts in the way only stops 30% when shields were infinitely better for stopping damage.
Gregg Reece Apr 9th 2010 3:46AM
Yeah, that's a BlizzCon photo which was given as an example of the things Mastery might provide. It looks like they've gone through a lot of iterations since then, so a lot of it probably isn't valid.
I'll probably do a "What will we probably see" type post for next Wednesday making guesses at what our announcement will look like. I expect a lot of changes to the current Holy paladin healing toolkit though and a significant chunk of the post talking about that.
We'll see in a week.