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
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Reader Comments (Page 2 of 2)
Ron Jan 4th 2011 10:50AM
Please open your game client and confirm yourself, that that idea for parry is not in game. In fact, it has been scrapped either at the beginning or before beta already.
In other words: Good Tank is not you!
Rob Jan 4th 2011 10:58AM
Hmm, i think it could be argued that passive bonuses are better than something you have to fight for and maintain all the time, at least for those not doing heroic raiding. If you are one of those guys who occassionally forgets about their trinkets, maybe its better to gem for avoidance. As you get more skilled with DS, start thinking about stacking mastery.
Cyrus Jan 4th 2011 11:43AM
It doesn't seem like you really "have to fight for" something that comes from Death Strikes, though. I can't quote the DK rotation from memory (mine is still only level 81), but I'm pretty sure it's a big part of any DK tank's arsenal for both threat and self-healing. So once you have a lot of mastery it might be the only ability you use other than panic buttons, and you might need to change your rotation or spec to enable you to use it more often, but even a level 82 DK who isn't minmaxing will be using Death Strike fairly often, right?
Kav Jan 4th 2011 11:50AM
Correct Cyrus. Nobody should be going out of their way to DS. It should be part of their rotation. Even more so for the mastery now tied to it.
Boobah Jan 4th 2011 1:54PM
With two Heart Strikes doing more damage (and hence threat) than a Death Strike, the ability to hold runes without wasting them, and the fact that Blood Shield overwrites instead of stacks, there's more to tanking effectively than hitting the Death Strike button every time it's available.
Kav Jan 4th 2011 11:20AM
Blood shield is a great add-on for blood tanking if you use addons but don't have it.
Revynn Jan 4th 2011 1:46PM
I really only have one question . . . Why do I continue to read articles about tanking, build and upgrade tank sets and keep a blood spec when I hate tanking?
Wolfshanze Jan 4th 2011 1:49PM
Because DK's make awful healers?
Twill Jan 4th 2011 5:38PM
You clearly haven't done your bandage spec properly. Happens to the best of us. You most likely have 2/2 in "I want to re-roll," when you should have 2/3 "I exploit mechanics."
Hope the tip helps.
Antherios Warrior Jan 4th 2011 3:06PM
A quick question, should i be using one 2hander, or two def 1handers??
Cause i had seen a lot of dk tanks with two 1handers
Wolfshanze Jan 4th 2011 3:48PM
Then you're either talking WotLK DK tanks, or you speak of fail Cataclysm DK tanks. The last viable dual-wield DK tank spec was old-school Frost Tanking, where they had talents to help connect a dual-wield spec. Since 4.01, no DK should be dual-wield tanking, you'll lose too much threat through missed swings.
A proper Blood DK tank should be using a good 2H weapon (preferably one with more tank-friendly stats like hit/expertise and/or mastery). That only DKs that should be dual-wielding are Frost DPSers that spec into dual-wield talents.
Antherios Jan 4th 2011 4:34PM
Thanks!, that might explain why they were terribad and couldnt hold agro against my fury warr
Twill Jan 4th 2011 5:31PM
"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."
If this happens, you aren't taking any actual damage. I would love for this to happen at all times ^.^
Sejarki Jan 5th 2011 3:24AM
Right now I'm going with avoidance just because I feel like having to also manage hit/expertise on top of mastery stacking is a bit too much stat juggling for the gear we have now. Instead I can also reforge hit/exp into avoidance stats as well.
So far though it seems like Blizzard did a good job balancing the stats (what?) since they seem to be about equivalent.
PeeWee Jan 5th 2011 9:22AM
http://wow.curse.com/downloads/wow-addons/details/blood-shield-tracker.aspx
This addon helps you optimize your blood shield rather well.
Zeb Jan 5th 2011 9:46AM
As a healer I can tell you, I love blood worms and i hope there are not to many DKs out there thinking otherwise.
bryleach Jan 5th 2011 2:36PM
Originally Posted by Iol
I want to expand on that because not everyone was around back when healer mana was a real concern in raiding. It may not be obvious to all that even if you take more dmg overall, if the incoming dmg curve is smoother and more predictable you actually cost less mana to keep alive. Predictable curve translate to less spikes / less reactive healing and that translates to;
- Improved mana efficiency by using slower but more HPM efficient spells.
- Reduced need to be toped off at all times, thus lowering over-healing and letting HoTs tick for actual healing. Again, being more efficient on mana.
So even if your DTPS (dmg taken per second) is higher than the next tank, you can be easier to heal and more efficient on your healers mana.
bryleach Jan 5th 2011 2:41PM
I failed to mention that the above was posted on EJ in a discussion about Block vs Avoidance. I feel this point is relevant in regards to DKs, as well as Warriors and Paladins.
hpavc Jan 6th 2011 5:30AM
need a link to a blood shield monitor addon