New changes to tanking cooldowns coming for Cataclysm

For now, specifics are only available for paladin, druid and warrior tanks. The post hints that cooldown changes for druid and death knight tanks will be coming later, once developers can get a better handle on the complexities of the classes' abilities.
When asked for comment and analysis, Fox Van Allen's orc Grunk posited, "Me Grunk! Grunk fear change! Grunk smash!" Sadly, Grunk lacks the mental clarity to process the full meaning of all these forthcoming changes because as a warrior, Grunk does not stack intellect (and takes repeated physical blows to the head). If he did, the changes would be meaningless to him, as he'd have followed his dream and become an architect rather than becoming Orgrimmar's No. 3-ranked skull cleaver.
In lieu of expert testimony from Grunk, we have the full blue post just after the break.
First, the post from Nethaera discussing changes to paladin and warrior tanks:
As the release of World of Warcraft: Cataclysm draws near, we continue to fine-tune various class abilities. Based on feedback and our own testing, we're in the process of assessing and amending tanking cooldowns -- at level 85 in particular. Some of these abilities, like druid Savage Defense and death knight self healing, are particularly difficult to model, so further testing will be necessary before there is sufficient information to base adjustments on.
In the case of paladins and warriors, we have recognized that it is possible for block chance to get too high too quickly and cause a situation where stacked mastery and the warrior Shield Block ability behave strangely. Since that's a scenario we want to avoid, we're making some changes regarding how block chance is handled for each of these classes:
Paladins - Holy Shield will be changed to increase block value by 10% (40% total) instead of increasing block chance by 15%. Since this will cause Mastery to become more valuable, the amount of block granted by Mastery will be reduced to 2.25% block chance per point of Mastery, down from 3%.
Warriors - At level 85, the value of Shield Block decreases as block value generated by Mastery increases. To remedy this, we will convert overflow of block + avoidance that exceeds 100% into critical block chance instead. Along with that change, Shield Block will be reduced to +25% block chance (down from +100%), but this will still yield a net buff for most warriors. Also in response to this change, the amount of block and critical block provided by Mastery will be equalized. Finally, Mastery will now grant 1.5% block chance per point.
In the case of paladins and warriors, we have recognized that it is possible for block chance to get too high too quickly and cause a situation where stacked mastery and the warrior Shield Block ability behave strangely. Since that's a scenario we want to avoid, we're making some changes regarding how block chance is handled for each of these classes:
Paladins - Holy Shield will be changed to increase block value by 10% (40% total) instead of increasing block chance by 15%. Since this will cause Mastery to become more valuable, the amount of block granted by Mastery will be reduced to 2.25% block chance per point of Mastery, down from 3%.
Warriors - At level 85, the value of Shield Block decreases as block value generated by Mastery increases. To remedy this, we will convert overflow of block + avoidance that exceeds 100% into critical block chance instead. Along with that change, Shield Block will be reduced to +25% block chance (down from +100%), but this will still yield a net buff for most warriors. Also in response to this change, the amount of block and critical block provided by Mastery will be equalized. Finally, Mastery will now grant 1.5% block chance per point.
Shortly after the above post went live, fellow blue poster Zarhym expanded more on the changes to paladin and warriors, while also adding in information about druid changes:
Here are some additional details based on the questions and feedback we're seeing:
- The new warrior Mastery is 1.5% block and 1.5% critical block per point of mastery.
- Shield Block will spill over into critical block if any portion of the 25% would have been wasted because your block + dodge + parry is so high already. If you are somehow always over 100% (which will be pretty hard now), you only get the critical block when Shield Block is up. The intent is to make sure Shield Block isn't wasted, not to make sure you have mastery coming out your ears (or any other orifice in the facial region).
- Shield Block is not intended to be a magic damage cooldown (neither is Blood Shield, which also is physical damage only). We don't want to duplicate the exact same ability on every tank when we can avoid it. Bosses generally don't spam out a lot of magic damage on short cooldowns. On the other hand, Shield Block has a much higher up-time than Barkskin. We still believe the Cataclysm raiding environment is going to be a lot less centered around tanks dying to spike damage than players currently experience at level 80. Mitigating a lot of damage to save healer mana can be very valuable in Cataclysm.
- Savage Defense is massively overpowered on beta and has been dealt with accordingly. Many of the reports of beta raid bosses two-shotting tanks were because that was how much damage the bosses needed to do in order to challenge Feral tanks. With less damage absorbed, the boss damage can be adjusted downwards. We've reduced the multiplier for attack power on the absorption effect (from 65% to 35%, still modified by mastery) and it no longer procs from periodic critical hits.
- Paladin tanks are not intended to go cap block as fast as they can. It's fine if you want to do that, but we don't treat it as "the new defense cap" and we don't balance paladins assuming they have a 100% block chance. That is something the community identified as being not only possible, but likely, and one of the reasons we changed the way block works for paladins.
- These changes are all slated for patch 4.0.3a when the shattering of Azeroth takes place, and are not currently implemented on live realms. Some of them may be active in the beta test – the Savage Defense change for example was applied via a hotfix to the beta realms recently.
There's a little bit more information available on the official forums about the rationale behind the changes if you're starved for more information. Otherwise, for more on the upcoming changes for paladin, druid and warrior tanks, be sure to stay tuned to Gregg Reece's paladin column, The Light and How to Swing It, Allison Robert's column on bear druids, Shifting Perspectives and Matt Rossi's warrior column, The Care and Feeding of Warriors.
World of Warcraft: Cataclysm will destroy Azeroth as we know it; nothing will be the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion (available Dec. 7, 2010), from brand new races to revamped quests and zones. Visit our Cataclysm news category for the most recent posts having to do with the Cataclysm expansion.Filed under: Paladin, Warrior, News items, (Warrior) The Care and Feeding of Warriors, (Paladin) The Light and How to Swing It, Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 3)
johnshelley92 Oct 28th 2010 10:31PM
Not because its spam.
Not because your post has bad grammar.
But because its Ed Hardy.
Douche.
Necromann Oct 28th 2010 10:14PM
Its a good thing that cata bosses can do less damage, even at the hit of druids.
(I have a druid tank, but I prefer my dk tank over him.)
johnshelley92 Oct 28th 2010 10:34PM
/facepalm
Eli Oct 28th 2010 11:11PM
These changes would be more interesting if I hadn't already sharded all my feral gear and picked up a balance spec to go along with my restoration spec. Unfortunately 4.0.1 made tanking no longer fun for me.
(This is not a QQ of class mechanics - I rather enjoy the changes to feral tanking as not being spammy anymore. This is, however, a QQ of the the changes to playstyles. While tanks are now being forced to keep AoE threat using primarily single-target threat-generating skills against classes using nearly only AoE DPS abilities in instances.)
Mitawa Oct 29th 2010 12:16AM
I dunno. I feel like Feral tanking is still a bit spammy. You just spam things in an order now instead of macroing swipe and maul to every key and facerolling.
I'm playing chopsticks instead of banging the piano with my fists, but I still don't call it "fine music".
I've been loving prot warrior though. ^^
Super Guest Man 9000 Oct 29th 2010 12:21AM
The issue is that the Cataclysm mechanics are in but we're still in Wrath content. The cata instances will not be very AoE friend so the need for AoE tanking is decreased. But as things currently stand, yes the current focus with tomorrows mechanics play weirdly.
MrJackSauce Oct 29th 2010 2:26AM
It's basically because we don't have thrash. I would say our AoE threat has been cut in half without that included in our rotation. Getting an AoE bleed effect is going to make all this a hellof a lot easier, if only we could get Thrash now and not at 81. Curses.
This is Thrash btw: http://db.mmo-champion.com/s/77758/thrash/
Cyrus Oct 29th 2010 9:00AM
I assume we're going back to the BC or vanilla model of tanking where at least one CC ability will be needed per pull and probably more, and the dps never unloads aoe with both barrels on elites because if they did, they'd die and everyone else would laugh.
I was feral in BC. Tanked Shattered Halls. There were half a dozen pulls with five elite mobs and a few pulls with even more. The pull would start off with a polymorph and/or freezing trap and/or succubus seduction and/or mind control (can't have sap; mobs in these groups could see stealth), but two such abilities at the very least, and then I'd Hurricane to get aggro on the three uncontrolled mobs. Obviously, that had to be timed just right. I'd have to duck around a corner to line of sight them from me because some of them would attack or cast spells from range. Then I'd shift to bear and tab-target from mob to mob to spread lacerate around, swiping all the while. Dps might be a little slow because everyone has to refresh their CC abilities.
That's one pull. Out of more than half a dozen. Paladin tanks had it easier, but I gather it was basically the same for warriors as for feral druids.
tl;dr version: When I was your age, I had to walk three miles to school, uphill both ways! In a foot of snow!
Well, after the Cataclysm it seems that you'll get to see what it's like. Remember your winter boots.
Eli Oct 29th 2010 10:39AM
Don't get me wrong, I'm perfectly OK with the BC-style of tanking – hell, it made my job as a hunter DPS during BC more interesting when I'm not AoE-ing along with everyone else. It's just frustrating trying to tank BC-style, but minus the CC and single-target DPS. It makes me feel like a bad tank because a mob will so often go astray :(
Elmouth Oct 28th 2010 10:37PM
"Paladins - Holy Shield will be changed to increase block value by 10% (40% total) instead of increasing block chance by 15%. Since this will cause Mastery to become more valuable, the amount of block granted by Mastery will be reduced to 2.25% block chance per point of Mastery, down from 3%."
SO basically, nerf across the board, yay...
Vitos Oct 28th 2010 10:57PM
It depends on how much block you already have. Right now our block reduces damage by 30%, with HS up (in the future) we will be taking 10% less damage instead of 30% of 15% (less than 5% damage reduction).
Elmouth Oct 29th 2010 1:08AM
Oh I'm sorry, so its actually a buff to 5% of the community, that makes it A-OK.
Josin Oct 29th 2010 7:29AM
When people are block-capping already, you have to admit there's a problem. If current gear trivializes the mechanics, it would only get worse in the first tier of raiding. The nerf had to happen, or scaling would be thrown completely out the window.
thebitterfig Oct 29th 2010 12:45PM
Old Model: 1 point of mastery reduces damage taken by 0.9% (a 3% chance of reducing damage by 30%).
New Model: 1 point of mastery reduces damage taken by 0.9% (a 2.25% chance of reducing damage by 40%).
It may be a nerf to Holy Shield, but it isn't a nerf to mastery.
Saeadame Oct 28th 2010 10:50PM
Well, although I play a druid, the change seems to make sense. Savage Defense, especially with Vengeance also increasing the shields, was just too good.
Oh well, the temporary age of overpowered druid tanks is now at an end /sigh.
matthewggrammer Oct 29th 2010 12:11AM
Yeah, i solo tanked LK from the Valk phase on this week. Soul Reapers just ... didn't matter. The healing crew was okay, but not amazing.
At the end, I was happy it was a kill, but it didn't 'feel' right.
Gizen Oct 29th 2010 4:19AM
Our druid tank has been solo tanking Lich King from the Val'kyr phase onwards since when the buff was only at 5%. I don't think that's a Savage Defense thing so much as a gear quality + ICC buff thing.
Now, if you wanna talk about things that don't feel right, ever since the patch, we've been disregarding Necrotic Plague entirely.
Chokaa Oct 29th 2010 5:32AM
@Gizen
If you've been ignoring necrotic plague, I suggest kicking it up a notch and going after heroic LK. Can't ignore it there :D
Martinel Oct 28th 2010 10:58PM
nooooo they be stealin' my blokkit
D:
styopa Oct 29th 2010 12:17AM
4.0.1 is barely in play, and already they misanticipated the scaling?