The Light and How to Swing It: Tankadin bugs and hidden changes from 4.1

Now, by reading this article you are all sworn (henceforth and forthwith) to a secret society where we'll speak in not-so-hushed tones about the necessity of correcting the bugs of Patch 4.1 that are afflicting Hammer of the Righteous and Avenger's Shield. At the same time, however, let's just keep it under our hats about the probably-a-bug buff to the Sacred Duty proc. No need to go tipping Blizzard off to what can't possibly hurt, right? In any case, if you agree to these terms, please continue to draw breath.
In addition to those fortunate and unfortunate bugs, I have a serious gripe with the undocumented change to Divine Guardian in 4.1. All in all, hopefully by the end of this column, I'll have spared the you the same surprises that were inflicted upon me when I first heard of the change to my precious raidwall on Monday, shed warm tears of blood, and then let forth a gratuitous (and Emmy-worthy, thank you) Skyward Scream. Don't let that be you!
Divine Guardian: New range
First, the heartbreak di tutti heartbreaks. As of 4.1, Divine Guardian is limited to 30 yards around you, as opposed to the 100 yards it previously boasted. This brings it in line with Rallying Cry, the Cousin Oliver of raid cooldowns.
This creates some unfortunate limitations for what was once the most primo raid damage reduction ability around. Before the change, the prot paladin could -- several times over the course of a fight, thanks to the 2-minute cooldown -- shave off a hearty chunk of incoming damage for everybody in the room, regardless of what mechanics might have necessitated a splitting up of your group.
Consider the second phase of Nefarian. Before, we could throw up a raidwall for the benefit of everyone in the raid, no matter which pillar they on. Now, you can only cover your particular third of the pie, while the other two groups have to grapple with the crackles.
Of course, as much as I rue the nerf, I can't blame Blizzard. Divine Guardian was stupidly overpowered, and it's a wonder it made it this long. Ever since the ability was first introduced halfway through Wrath, the devs have fought to balance it somehow against the massive benefits it brought to the table. Hell, the ability was so good it was nigh mandatory for even holy paladins to reach for in progression raiding. The more raidwalls you could bring to the table, the better.
How it made it into Cataclysm the way it did, I'll never now. It's like having a bank error in your favor. You know it's going to get taken away eventually, so it's best to play dumb and not get too attached to the ill-gotten gains.
Avenger's Shield: No Censure on bounces
I'm guessing/hoping this is a bug, although it might be related to the change where Judgements of the Just applications don't proc certain effects erroneously any more. (That's just handwaving on my part.) Nonetheless, prior to 4.1, when you threw your shield all Steve Rogers-like, it would apply the Censure effect from your Seal of Truth to each mob it hit.
Here's an example log:
[19:57:32.783] Rhidach casts Avenger's Shield on Time Warden
[19:57:32.898] Rhidach Censure Time Warden 2437
[19:57:32.898] Rhidach Avenger's Shield Orphaned Emerald Whelp 13640
[19:57:32.898] Rhidach Avenger's Shield Orphaned Emerald Whelp 13824
[19:57:33.001] Orphaned Emerald Whelp afflicted by Censure from Rhidach
[19:57:33.001] Orphaned Emerald Whelp afflicted by Censure (2) from Rhidach
[19:57:33.001] Time Warden's Censure is refreshed by Rhidach
[19:57:33.179] Rhidach Avenger's Shield Time Warden 13599
Notice that AS hits three creatures: Time Warden and two Orphaned Emerald Whelps. Censure is immediately applied to each following their hits by the shield.
Now, let's look at a log post-4.1:
[20:00:05.173] Rhidach casts Avenger's Shield on Storm Rider
[20:00:05.304] Rhidach Avenger's Shield Orphaned Emerald Whelp 15414
[20:00:05.305] Rhidach Avenger's Shield Orphaned Emerald Whelp 15395
[20:00:05.479] Rhidach Censure Storm Rider Miss
[20:00:05.562] Rhidach Avenger's Shield Storm Rider 15156
Three creatures get hit by AS, just as in the previous log. However, this time, only the Storm Rider has Censure applied (an attempt -- it missed; how embarassing).
The repercussions of this are twofold:
- It's going to take us a little longer to stack Censure on a pack of mobs we're AOE tanking, which will hurt our ability to generate threat on them off the bat.
- It'll avoid our screwing up any pulls requiring crowd control where our AS hits an ancillary mob, which then gets sheeped but immediately breaks free because Censure is ticking on it now.
Of course, the latter can be mitigated by more conscientious play, so that's not really a gain at all. The former may be a scratch, but it still is a hit to our threat. Here's hoping this is indeed a bug and will soon be corrected.
Hammer of the Righteous: Back to the future
There was a hotfix earlier this year, back in February, that made the splash portion of Hammer of the Righteous no longer rely on separate rolls from the primary, physical attack. If the initial attack hit, the splash did too, and if the primary attack missed, everything missed.
This was a great change, because beforehand, we were looking at the splash possibly missing from mob to mob, even when that lovely clang had already sounded off with the physical connect.
With 4.1, it seems the hotfix was either reverted or reintroduced the method of each splash attack against a mob being a separate roll. Considering this was deliberately hotfixed to be corrected not three months ago, I can't imagine Blizzard has already changed its mind and decided to revert.
Sacred Duty safe
Not all bugs are bad bugs! One of the hidden delights of 4.1 is that the Sacred Duty proc is no longer consumed when Shield of the Righteous is dodged/missed/parried. That may seem inconsequential at face value, but it's actually a huge damage buff for us. An SD-powered ShoR is the be-all, end-all of our rotation, and every button we press is merely prelude to that moment when we let off a fully loaded holy shield slam.
Likewise, according to Theck, a lack of SD consumption on misses/avoids makes hit and expertise less desirable for us. Thus, we can further alleviate any guilt we may face over having an anemic hit chance.
So suffice it to say, this is a great bug that I sincerely hope is not corrected any time soon. Enjoy it while it lasts, before Blizzard finds where I hid its fly swatter.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
zpg006 May 6th 2011 5:12PM
The Avengers Shield change seems like a fix to the original change of Seal of Truth applying only to single target attacks as an attack that hits up to three targets isn't a single target attack.
nieboh May 6th 2011 5:22PM
I know you said sheep in repercussion #2 as an example, but I can tell you it's not an issue with me at all. I've had my polymorph glyphed to remove dots for a while now (stupid warlocks).
Katherine May 6th 2011 7:07PM
Not my fault glyphed fear doesn't remove dots.
(cutaia) May 6th 2011 5:30PM
Question: Isn't Avenger's Shield supposed to ignore CC'd targets? Because recently, I've seen it bouncing off of targets who are under the effect of Repentance or other CCs (but not all CCs...trapped mobs tend to stay iceblocks, for example).
Was this changed and I now just have to be more careful with pulls, or is this a bug I should expect to see fixed eventually?
nieboh May 6th 2011 5:39PM
yes yes. this is a good question and i'd like to know as well.
trefpoid May 6th 2011 5:41PM
well, with my GF tanking (I'm a mage) I've noticed Avenger's Shield avoiding my sheeps. But there's a catch, if she throws the shield right at the same time I'm casting the sheep, the mob will transform but receive a shield bounce and be freed. So if my observations are correct, the tank has to wait for the CC's to be in place before throwing his shield of awesomeness so they don't break. I might be wrong though, but that's what i've observed.
Skyrei May 6th 2011 6:28PM
Avengers Shield will not break CC; provided the target is CC'd before the shield is cast.
(cutaia) May 6th 2011 6:41PM
Alrighty...but I swear I've seen it happen when it was cast after the CC. Maybe it's a latency issue?
In any case, I'll just try to be more careful about timing and perhaps run a test or two when I can.
Skyrei May 6th 2011 6:53PM
If there is a bug involving it, Ive not seen it. Aside from accidentally casting it directly on a CC'd target (oops) I haven't seen it misbehave
almightree May 6th 2011 6:58PM
I have actually had to go as far as to tell the Ret Pallies I run with to wait to repent after AS has gone out, just to make sure it does not break. There has to be a bug in there somewhere for the relationship between Repentance and Avenger's Shield.
pancakes May 6th 2011 8:43PM
It's clearly an attempt to plant seeds of mistrust between different pallie specs.
benbettis May 7th 2011 2:38AM
Yeah this is a matter of timing.
Avengers Shield will NOT break a CC'd target, so long as it is not the primary target of AS.
If you're a little too itchy on the trigger finger, and let that shield fly as your mage is casting, you might hit before the mob register's as CC'd.
So you can certainly launch a shield in there without having to guess and fret over which mobs your AS will happen to choose to bounce to, so long as the CC has securely landed and that your shield doesn't hit the CC'd mob as its main target.
ozzriffic May 7th 2011 9:28AM
I'm pretty sure Repentance IS broken by AS. I've had it happen when tanking and when using Repentance with another pally tank. That's the only CC I've seen broken by the bounces. I have seen sheep broken when it is cast after AS has been flying.
nicole.talucci May 10th 2011 7:21AM
Repentance is bugged. I'm 100% sure of it. We tested this last night in Grim Batol to be sure. Every pull where AS could jump and break a Repentance'd character, it did. This has been the case since 4.1 and makes pulls difficult when you're running with multiple Paladins.
MysticalOS May 6th 2011 5:48PM
don't forget the lovely 4.1 bug where conc was not working on elevators first week. our paladin would drop a conc for the 12 adds rezing and they'd say "screw this" and run the other way. 10 man it's a little easier to get away with a shield on rez and some hammers but with 12 mods the whole pop plea inq then conc as they rez is just OP for pickup, and it not working made for a crappy raid week. Fortunately hotfixed now.
Kar May 6th 2011 7:13PM
I think the "bug" on AS is probably a blessing in disguise. I know I was having some feedback from dps about censure on shield trash being a pain about breaking cc. I think tab targeting a bit will be much more preferable for keeping censure up.
Lohac May 6th 2011 8:02PM
Funny, when I use Avenger's Shield my censure still gets applied to all three targets. Then again I keep my paladin tank at or near the normal 8% hit to make sure my key abilities don't miss.
I've noticed a lot of people dropping hit since the expansion. I've yet to see a single good reason to drop hit.
Hit(til cap)>Mastery(til 60% block)=Expertise(til cap)>/=Parry=Dodge>Stamina
Since having our raid tanks switch to that formula we've been tearing through content that use to wipe us time and time again. It's working well for our warriors too. We've had a few variations of the balance between Mastery, Parry and Dodge, but it all works much better than dropping hit and expertise for mitigation stats.
Enjoy!
benbettis May 7th 2011 3:02AM
I'm going to have to disagree, brother, threat just isn't an issue in raids right now due to vengeance and you're wasting lots of itemization on Hit and Expertise. Sure you might miss a few times, but just land a few 40k SotR crits and it's smooth sailing on threat.
Reforge to Mastery in this order (meaning starting with the least worthwhile to you):
Haste, Crit, Expertise, Hit, dodge/parry (for dodge/parry, use whichever you have MORE rating of due to diminishing returns)
Here's some good reading: http://elitistjerks.com/f76/t110338-cataclysm_tanking_protection_field_manual_updated_feb_9_2011_4_0_6_a/#Stats
Mike bare May 7th 2011 3:39PM
I totally agree with Benbettis. Only tank that makes more use of hit, is the DK. Mastery doesn't have deminishing returns and you should have your Parry and Dodge about the same level of eachother. This is not the case in Bears, because they don't parry.
nicole.talucci May 10th 2011 7:30AM
I was skeptical of these changes too, but I tried it to see the results. There is nearly no difference in threat generation, the exception being the pull, or having a high DPS player attacking a secondary target instead of the focus-target. These problems are very easily solved by having your DPS pay attention to threat and focus-targets--which they should be doing anyway, if they're worth their salt.
The benefit you can gain from reforging hit and expertise to mastery is amazing. I wouldn't want to go back.