Lichborne: The great death knight Cataclysm tanking stat weight debate

So here's the thing about figuring out your tank stat weights as you go into raiding: They're all subjective and likely to stay that way for a while. Between Blizzard's redesign of the way stats work, the way boss fights work and the newness of expansion, we're still trying to get the data we need to figure out the best exact way to min-max our gear. Right now, there are a few specific schools of thought on how to gear yourself for raid tanking, and right now, they all seem to be working for specific raid groups. Today, we'll take a look at the major tank survival stats and discuss the new quirks, benefits, and drawbacks of each of them as you start gearing up in earnest for the raid game.
Stamina In Wrath, stamina was more than king -- it was grand high emperor. Despite the fact that Wrath supposedly removed crushing blows, boss fights were still almost all built around the idea of each boss dealing out huge amounts of damage in a short time, requiring tanks to stack as much stamina as possible in order to survive these hits. In Cataclysm, bosses are a little more forgiving on how much damage they do, at least so far.
This doesn't mean stamina is unimportant, however. It's probably still the most important tank stat. However, there will in theory be a cutoff point at which your healer will be able to heal you from a few hits, and you'd be better off stacking mastery or avoidance to keep the damage from happening at all. That said, no one's quite sure where this cutoff point is yet, and it may actually be different for each raid group or even each boss.
Regardless, most people at least believe you probably don't need to focus on gemming stamina as much anymore. When you have 150k HP, the extra 5k you get from gemming just isn't as important as it used to be. At the least, you can feel free to use some purple and green gems where needed to get more avoidance, mastery, hit rating, or expertise.
Mastery At the opposite end of the spectrum from unholy's dismal (for now) form of mastery, blood's mastery, Blood Shield, is incredibly good. It's essentially our own version of shield block, a focused burst of physical damage absorption. It's better than avoidance in that Blood Shield can absorb damage that cannot be parried or dodged. On the other hand, it's worse than avoidance in that it must be activated. You must hit the Death Strike button, and you must activate it often.
If you choose to stack mastery, you should probably be eschewing the use of Heart Strike as much as possible to churn out more Death Strikes. Just be careful, as new Blood Shields will overwrite old ones, so optimally, you want to make sure your last Blood Shield is gone before putting up a new one. In theory, this puts a soft cap or diminishing returns on mastery at various points if you are consistently overwriting an old Blood Shield with a new one. Also, if you decide to go with mastery stacking, you will probably want to make sure you also make a good run at getting close to the 8% hit soft cap and the 26 expertise soft cap, as missing a Death Strike means you don't get a Blood Shield, which means you're about to be in a world of hurt.
Avoidance Dodge and parry rating are your next defense options. There are two big advantages for avoidance. First, it's innate. You don't have to hit with a Death Strike to avoid an attack. Second, it avoids all damage from a hit. If you dodge or parry an attack, you take no damage. At the same time, it's also random. You can't control which hit you avoid. This means if you have a bad run, you could suddenly be taking a lot of extra damage from a bad string of high hits.
Still, a lot of people argue that a good, solid avoidance stat is just as good in the long run as mastery, as long as your healer doesn't mind the damage being a little more spiky. When gearing or gemming for avoidance, your goal should always be to raise the stat that's lower out of parry or dodge. This is because both stats have equal diminishing returns now, so the lower stat will always give a bit more bang for your buck.
So what's a tank to do? People are still deciding, and in fact, a lot of people are seeing various amounts of success even in heroic raiding by using various styles. At this point, it's mostly anecdotal, but since most of the math is in the preliminary stages and it's not even clear if some of this stuff can be properly mathed, it's the best we have.
One of the more popular methods is to choose to get either mastery or avoidance to a certain comfortable level or soft cap (such as 25-30% total avoidance, or 90-100% conversion from mastery), then gem, reforge, and gear for the other stats. This allows you a nice balance that'll give you some control over your damage intake via sizable blood shields, while not completely neglecting that avoidance can sometimes be superior in giving you a quick breather.
I have to admit that for the moment, I myself am biased toward stacking mastery. I always like feeling like I'm the master of my own destiny, so being able to control my damage intake in a very real way with some well-timed Blood Shields feels both skillful and high control. Whether or not that pans out in the long run is a little bit murky. The math is still being compiled, and depending on who you ask, you may get a different answer. In fact, it may be we won't have a clear winner until tier 12 or 13, when we can stack even higher levels of mastery or avoidance and see where they take us.
Which stat reigns supreme?
If you'd like to get a little more into the math and theory side of this debate, I'd recommend checking out the pwnwear forums, especially this thread, which dates back to October and follows the evolution of the debate from then until now, complete with enough math to give a liberal arts major a splitting headache. As more guilds get into the raiding side of things and we get more data from more death knight tanks, it may be that we'll get enough of a sample size to establish once and for all which tanking stat reigns supreme. Of course, if we don't, maybe that isn't such a bad thing after all.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
Aceman67 Jan 4th 2011 9:06AM
Thanks, good things to know when I Start working on my Death Knight after my Druid is ready to raid.
Organian Jan 4th 2011 9:11AM
Stack that mastery... maybe even reforge parry/dodge into it
Wolfshanze Jan 4th 2011 9:14AM
This is all fine and dandy, it's been pretty well advertised about Mastery probably being the 2nd most important stat for Blood Tanks after Stamina.
What i'd like some feedback on is what people think of Bloodworms (or whatever you call those little suckers). Are the two talent points put on bloodworms worth it, or are they better spent elsewhere on the tree? Do they actuall heal much, or is it more eyecandy/gee-whiz that looks cool stuff? Most of the talents on the blood tree are pretty straight-forward in knowing exactly what they do, but the math/worth of bloodworms flies by me. I'd like to know what other Blood Tanks think if this is a must-have, situational or avoid-it-like-the-plague stat.
Aceman67 Jan 4th 2011 9:19AM
Having switched from DPS/Tank DK to a Balence/Resto Druid for this expansion, I can tell you that I prefer DK tanks with their little pink friends to the DK tanks who don't have them.
It might not be much in terms of healing, but it does take a little bit of the work off the shoulders of the healers.
Every little bit helps.
CaryEverett Jan 4th 2011 9:21AM
Bloodworms are mostly a "Well, what else are you goint to spend the points on? BCB? LawlCrimsonScourge?"
You should be taking Bloodworms simply because even if it is lackluster, there are no other viable options to put the talent points into.
Plus the nice part about Bloodworms is they don't just heal you, they heal all the melee DPS. If there's ANY AOE at all during the fight, you can produce a surprising amount of AOE healing on the fight, and help take some of the weight off the healers in content where a lot of the fights are wipe or not wipe based on whether the healers oom.
CaryEverett Jan 4th 2011 9:38AM
Basically I look at a DK talent spec like this:
You have 3 optional talents to chose between.
Abominable Might
Scarlet Fever
Virulence
That's it. And it all comes down to does your raid group already have the 10% AP? IS the other tank you are raiding with a Prot Warrior who can do the 10% physical damage reduction? Do you have enough people in your raid who can reliably interrupt that you don't have to spellcap your interrupt?
Mesphito Jan 4th 2011 9:40AM
From what I've seen bloodworms either die before they heal and when they do heal its not that much. I'm toying with using my extra talents in desecration for utility in slowing down runaway adds. Just started with that so not sure how good it is yet. Seems to help with the go go go players that break cc before I get to them.
Cabbageloins Jan 4th 2011 12:49PM
I've literally outhealed the healer in some encounters due to DS, Bloodworms, and glyphed Rune Tap. When the group is stacked, and my worms pop for a 16-20k AoE heal, followed by a 5% heal via Rune Tap, your healer will ask you nicely to PLEASE keep using bloodworms.
That said, OT: I tend to stack stam. Old habits, I suppose. I do reforge to mastery (after hit and exp soft caps).
Cataca Jan 4th 2011 2:23PM
As a healer I can not praise blood worms enough.
I remember the first time I was with a DK spec'ed for them. The entire group was already at about 50% and was taking damage fast. In my head I was running through what spells I needed to cast next and then bam...everyone is at near full health. Frequently turned a stressful situation into a relaxing healing vacation.
Nitride Jan 4th 2011 5:27PM
Bloodworms also absorb various spell attacks completely, preventing them from hitting *you*.
I have seen the buggers absorb poisons, fears, stuns, freezes and more. Plus they tend to attack (and occupy) nearby mobs keeping them off of you for a bit.
I did not have blood worms at first @ 85 as a blood tank, but I respec'd and picked them up and am very happy with their utility.
Elmouth Jan 5th 2011 2:58AM
Stamina is far from being the top stat, as stated billions of times before, this isn't WotlK anymore. Having an extra 60k health does a lot less than having an extra 5-10% avoidance.
Having more health won't help you survive because the healers won't be topping the extra off. Meanwhile Dodges & Parries directly affect your healer's mana expenses making it a better stat than stamina.
I'm expecting there will be a Health cap for tiers in cata, where putting more past a certain point is wasted stats.
Max avoidance, once thats done, max mastery. If you've already got good health, you don't need to gem/enchant for more.
Also, magic damage is irrelevant, not only are the "big" hits gone, DKs can simply pop anti magic shell and breeze trough problematic spells.
lazearian Jan 4th 2011 9:17AM
Does this open the door for odd dk's stacking mastery and using dps gems/enchants to increase the damage of deathstrike?
sushigaski Jan 4th 2011 9:33AM
Death Strike no longer heals based on the damage on the strike, it "heals you for 25% of the damage you have sustained during the preceding 5 sec (minimum of at least 7% of your maximum health)."
So, stacking DPS stats would make any difference for the DS heal / Blood Shield size.
sushigaski Jan 4th 2011 9:35AM
Would *not* make any difference. WTB Edit button.
Adam Jan 4th 2011 9:38AM
Not really - the blood shield is based off of DS' amount healed, which is in turn based on 7% of the DK's health or the 25% of the amount of damage taken in the previous 5 seconds, whichever is higher, rather than the amount of damage dealt.
Wolfshanze Jan 4th 2011 9:21AM
On the stat issue, I must say "hooray for YELLOW sockets on tank gear!".
Back in my WotLK days, I used to absolutely DESPISE each and every yellow socket on my tanking gear. There goes another socket bonus, because you can't justify much of anything in a yellow socket back in WotLK gemming... but now, you can get the Mastery/Stamina gem cut, which gives you the two best stats in the game for Blood Tanking, so I love those yellow sockets, keep em coming!
Mesphito Jan 4th 2011 9:25AM
Mesphito@Dark Iron Ive been gemming yellow with mastery, blue with stamina and red with parry+stamina. I haven't bothered reforging till the rest of the guild is ready for raiding. Right now I am just doing heroics and not having many issues. My healing % per fight is usually half for the trash mobs or a little bit lower. For most boss fights I am at around 30-40% of the healing which is awesome (I'd be interested to see how that compares with damage absorption of other classes) . With DS, Death Pact and I really like to use the Glyph of Rune Tap that heals the party for 5% to help out the healer. The glyph can really help out in boss fights. Alot of them seem to require alot of running around.
Adam Jan 4th 2011 9:43AM
Based on feedback from healers in my guild who've ran with other DK tanks, they generally say that my 100%+ blood shield smooths out healing for them much better than those that have stacked stam or avoidance over mastery. Like Daniel mentioned, managing uptime for the shield is critical, though, and I do favor DS over HS for most fights, switching to HS spam only for targeted AoE pulls. An add-on, unfortunately, is critical for watching when your shield has broken or faded.
Potsnpans Jan 4th 2011 10:20AM
Small correction needs to be made to this article. Parry is not 100% avoidance. It's 50% damage reduction on the attack that's parried and 50% on the next attack.
omedon666 Jan 4th 2011 10:42AM
They undid that, it's 100% to one hit now, once again.