The Light and How to Swing It: Exploring the ramifications of the 4.2 Holy Shield change

Blizzard fired off the latest salvo in the Battle of Blockcap, this time making a seriously substantive change to one of our signature, foundational abilities:
Holy Shield has been redesigned. This talent is now an activated ability off the global cooldown. It grants 20% increased block amount to a paladin's shield blocks for 10 seconds, with a 30-second cooldown.
This of course set off a firestorm of commentary across Twitter, the official forums, Maintankadin, and blogs of all stripes. Many have approached the change with skepticism -- if not outright hostility -- and I must protest that they are doing so at their own peril. While many are terming this the Holy Shield nerf, I, dear reader, humbly submit this is a Holy Shield buff.
I'll explain why.
The idea, from the looks of it, behind this change is that Blizzard's saying, "We're not sure how to fix block capping, so the best we can do for now is reduce how powerful it is to do so." At least, that's my reading. I've been known to read Blizzard's motives poorly before. 4.2 is still a ways away, and there still could be a nerf to our block chance on the horizon. I cling to hope, regardless, that perhaps this is the harkening of a new -- sanctioned -- block capping era.
Holy Shield and total damage reduction
That said, let's actually talk about the meat of the change, yes?
The single biggest benefit of the new Holy Shield is this: It's extra damage reduction when you want it, with a very short cooldown. This comes at the expense of more damage across the board and, thus, diminished total damage reduction (TDR) -- but honestly that is more than fair.
When it comes to cooldowns, the most beneficial way to handle them to pop them preventively when you're about to take a serious hit. Sloughing a large percentage of some tank-killer is infinitely better than eating the full brunt of the hit and then popping a cooldown immediately following to make it easier for the healers to scramble to pour mana into your near-corpse.
The easiest way to make your healers go OOM is to take large amounts of unnecessary damage so that they panic and immediately remedy with cooldowns of their own and high-cost spells, before a followup attack from the boss smears your congealed remains across the floor. (Meloree explores this concept more in depth at Sacred Duty; do pay him a visit, as he explores the relationship between TDR and healing in a way better than I could within the confines of this particular post.)
So what's the trade-off here? I've seen some folks bandy about the number 6.67% average block value from the new Holy Shield, as if you could quantify the ability through an average value. If you're subscribing to that interpretation, I really need you to abandon it, because that mode of thinking is completely inimical to the optimal exploitation of this ability. Forget about TDR, forget about average block values -- the most important number here is 20%.
Treat it like a cooldown
That is, whenever you activate the new Holy Shield, you're bestowed an immediate boost of 20% block value, putting you at an amazing 50% block value for a short period of time. Thus, you're moving from a model in which you enjoyed a constant damage reduction boost to a model in which you can push out a massive wall of damage reduction to eat away at a major source of incoming pain.
We must remove ourselves from the old Holy Shield and the idea of having a constant block value boost, though, as the pursuit of that could encourage suboptimal play. Instead, this is not the kind of ability you want to macro to Crusader Strike. You want to be very particular when it is activated, to get the most optimal boost from it.
Consider for example, the Nefarian add tank. The single most dangerous part of the single most dangerous phase of the fight for that noble soul isn't when he or she is dragging a flotilla of skeletons around the chamber, eating the regular melees of the adds. Rather, it's in that moment when Electrocute strikes and the tank is looking at a massive spike on top of all that regular damage.
The best way to survive those adds isn't to pop your cooldowns like clockwork as you circle the track, hoping for a low average damage intake; rather, it's to time them for those spikiest moments, when your survival is most in doubt. The premise of coupling a boost to your physical damage reduction via this iteration of Holy Shield with a boost to your magical damage reduction via a glyphed Divine Protection is incredibly powerful.
For anyone who tanked at the start of Wrath, you'll probably intimately recall the derision that was poured upon death knights for how overpowered there were when tanking three-drake Sartharion. Why were they so potent against that hard mode fight, to the point that it was considerd just about impossible unless done with a death knight? Because of cooldowns! They had a cooldown for every spikey moment across the entire duration of the encounter, something no other tank could boast, and they could time them to never have any moments of imminent doom. Their cooldowns made it a cakewalk.
Seriously, it's a buff
As paladins, we are rapidbly approaching a future when we will be the new cooldown tank. When all you have is a hammer, every problem looks like a nail. When all you have is a wonderfully diverse tool belt of cooldowns, every boss ability looks like an afterthought. That, my friends, is the path to once again being considered the most OP tank. Prepare yourself for it.
Granted, I do understand the unease over losing a constant 10% block value. At first look, that does seem like a substantial nerf. However, if my ranting over these last, many paragraphs has conveyed anything, it's that I strongly believe any trade in damage reduction of non-generally life-threatening damage for increased reduction of scary time-to-die damage is beyond a fair trade.
Likewise, this loss of consistent, smaller damage reduction will not make us a spikier tank, as I've seen asserted in several places. Since Cataclysm began, we've been the tank with the smoothest incoming damage levels, even before block capping (though, obviously, even more after). The only spikes we can expect is for lower damage intake on those bigger, life-threatening hits -- basically, a good kind of spikiness that endears us to healers even more than usual.
If there's one takeaway from this whole thing that I would like to emphasize the most, it's this: The best tank is one who uses cooldowns intelligently when needed to best reduce the most deadly, incoming damage. This change facilitates this playstyle in spades. That alone is why the proposed 4.2 Holy Shield change is, above all, a buff. Do not fear it.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 4)
Tony Jun 3rd 2011 3:11PM
I havent tanked on my Pally at all this xpac. It's just not as fun as LK was. I'm hoping with some changes, i'll want to get back into it.
Rolly Jun 4th 2011 1:30PM
Same for me, the redesign ( yet once again) of pallies in this expac completely killed my desire to play mine.
cyanea85 Jun 3rd 2011 3:19PM
I only tank on my pally rarely. I'm the guild's third Halfus tank for certain drake comps. I spend most of my time healing. When my guild's main Tankadin said that he was really unhappy with Pally tanking this time around and that he felt like a 3-combo point Rogue...I couldn't understand him. I spent the night tanking randoms out of sheer boredom...and now I understand.
shadcroly Jun 3rd 2011 3:19PM
"When all you have is a hammer, every problem looks like a nail."
But I use a sword...
Matt Walsh Jun 3rd 2011 3:30PM
Haha, you got me there. Fine: "When all you have is a sword, every problem looks like a moblin."
Firestyle Jun 3rd 2011 3:25PM
Holy wrath on nef adds is OP before electrocute.
Matt Walsh Jun 3rd 2011 3:29PM
Depends! You don't want to use it when a Shadowblaze meteor is incoming. That's a surefire way to recharge the adds to full energy. But when the meteors aren't imminent, it's definitely incredible.
Dave Jun 3rd 2011 3:30PM
Buff or nerf, whatever. I'm sick of getting more buttons to push. Where am I gonna put this on my bar with the other three cooldowns I'm supposed to use, the six or seven essential moves in my rotation, and the ten other ancillary things I only need to hit once in awhile?
Fired Jun 3rd 2011 4:04PM
Meh, I *like* hitting more buttons. Tanking on my pally now is way more fun than 96969696969696969696969696.
Matt Walsh Jun 3rd 2011 4:06PM
@Fired: I completely agree! It's nice not to have a rotation you can perform with a drinking bird.
Chris Jun 3rd 2011 4:38PM
Have you tried playing a warrior? we have 50+ plus buttons to push :D
Dave Jun 3rd 2011 4:45PM
I apologize for resorting to logical fallacies, but that's TOTALLY
some reductio ad absurdum. I didn't say we should go back to the stone
age. I can reductio ad absurdum with the best of them: I almost WOULD prefer 969 to our current rotation which is basically just a 969 except every other beat is a crusader strike.
"Crusader strike - whatever else you feel like hitting - crusader
strike - eh, judgment I guess, JoJ is falling off - crusader strike -
zzzzzzzzzzzzzzHUNH WHAT I FELL ASLEEP AT MY KEYBOARD BECAUSE I WAS TOO
BORED TO HIT ShoR."
I think this is a problem with most classes and most specs. There's
too many abilities that are used as a matter of course instead of in
any reactionary capacity and it's made me think progressively less of
WoW's combat system as the expansions go by. Imagine if you were
playing, say, Ninja Gaiden or Bayonetta and the supreme strategy was
to hit Square, Triangle, Triangle, Triangle, Square on every enemy
regardless of the enemy's behavior (oh wait, I just described God of
War, SSSSNAP :D). That's what WoW fights boil down to. Keep hitting
the same buttons with no regard to which boss you're facing until he
does something that causes you to move. There's a fundamental rift
between the attacking player and the attacking boss where only very
rarely -- pretty much just in gimmick fights -- do the attacks of one
have an effect on the attacks/defense of the other. Complexity in
combat is not gained by adding more buttons, not do I find it
particularly satisfying to hit Shift-Ctrl-4 to activate Blessing of
Freedom because the entire left side of my keyboard is taken up by my
standard rotation.
VSUReaper Jun 3rd 2011 8:15PM
Dave, welcome to the life of being a warrior ;)
In all seriousness, warriors have roughly 15-20 abilities that we need to be able to hit at a moments notice, and 3 of those abilities are applied passively by paladins (at least your version of the ability) You have my sympathies that you are getting another button, but it could be worse.
That being said, it sounds like holy shield is being returned to it's roots in TBC? I honestly do not remember, but I want to say that holy shield user to be the equivalent to a warriors shield block, and then it went passive at some point. I think that this is a simple and elegant move by blizz to remove bloak capping, at least until the next tier rolls around. While yes, you will take X amount more damage than you used to, I don't think this is a bad thing in the long run.
I mean, it's not like they caused one of your cd's to lock you out of another ability.
Amaxe Jun 3rd 2011 8:20PM
I think you mean "Straw man." (attacking a misrepresentation of your argument)
A reductio ad absurdum is a tactic which shows how foolish a proposal is if you take it to the logical end.
For example, "If that’s so, then I’m a monkey’s uncle" is an extreme example of a reductio ad absurdum.
http://www.iep.utm.edu/reductio/
Dave Jun 3rd 2011 9:20PM
That's exactly how I was using it in my argument. I said "there are way too many buttons to press" people effectively said "I like lots of buttons! Remember when we had 969? It was terrible!" which is taking my suggestion (less buttons) to an unrealistic extreme (If we have less buttons then we'll actually have NO buttons!) However, my lawyer wife only agrees with me in part, so you can't win them all. :/
VSUReaper, my first character was actually a warrior. I liked it well enough, but the paladin really stuck with me, and we already had a warrior tank for our raids. I spend much of my time in seething jealousy of his charge/shockwave and ecstatic that I don't have to maintain TC/demo shout anymore (though, y'know, it did take a couple years to GET TC/demo shout). My point is, still, that having as many buttons as we do, many of which do nothing but do damage at a set pace, is pretty dumb. How can I set up six cooldowns (including LoH and WoG and the new Holy Shield) on my bars in a way that still leaves place for BoFreedom, BoSac, Divine Guardian, blah blah blah. I'd really rather have less moves that were applied more tactically than moves like Divine Protection, which I pretty much just use on cooldown because otherwise I fear I'll waste it.
Warriors should have less buttons too under my philosophy, maybe even bears would. They've gotten a lot more stuff since Wrath (stuff like Thrash, which I guess it's more fun to have two swipes on a cooldown than just to have one swipe with no cooldown?). Of course, as a bear in Wrath I tanked heroics with one button (a maul/swipe macro) and that was maybe a bit too few.
Summation: less buttons, more weight behind pushing those buttons.
VSUReaper Jun 4th 2011 1:02AM
Ok Dave, since it needs to be spelled out for you, here is how you can do your bars, in simplest terms. All it requires is a bar mod of your choice. If your computer cant handle a single bar mod, then you prolly cant handle DBM or running vent/wow at the same time, and I honestly don't know why we are having this discussion (the default is *sooooo* restrictive!!) I digress - created from my paint app on my iphone, and then uploaded:
http://i246.photobucket.com/albums/gg84/VSUReaper/DUH.jpg
This is the basic premise behind all of my UI's across my toons - bar 1 is my most used abilities, bar 2 is heals/utility spells, bar 3 (top bar of the 3 stacked) is my CD's. On the left, I either run another box of about 9 buttons for target macros, more spells, or mounts and items macros - mix to your preference. On the far left of the side of the screen I run a single bar of buffs/auras that I want to be able to see, but not have to hit very often.
BAM! Problem solved. If you want to see my warrior's bars in action, here:
http://i246.photobucket.com/albums/gg84/VSUReaper/feb2011.jpg
Unfortuntately, it is me in arms at the beggining of Cata, but its the same layout just different abilities on the bottom row.
If I'm reading you correctly, you don't want a 696 rotation that is boring, but you don't want more buttons? Do you want some cake with that? Its one or the other, and like I said before, you could have it worse. They could have given holy shield a debuff that prevents you from using any of your CD's, or even lock you out of one of them.
If you dont like it, then go play a bear or a DK - I hear bears are simple and DK's are challenging so you wont fall asleep when playing. ;P
Basil Jun 4th 2011 2:43AM
@VSUReaper:
The OP has a good point, and he hasn't complained about not being able to use his abilties, he just finds it ridiculous that WoW's philosophy is rotation + CD based. There are PLENTY of other methods to borrow from. One of my favorites is LOTRO tanking, which uses a rotation, but it is a rotation that builds on itself - you use one ability, that unlocks 2 abilities, that then unlock 3 more - included in that are reactionary abilities that then unlock other abilities, etc.
That kind of combat is just one example of how combat could be done differently. Right now WoW clearly enjoys the method they are using (or they would have changed it when they redid all the classes). I agree with the OP though (as an endgame pally main tank). The fact is, having a ton of cooldowns does not a fun class make. It can be part of it, but at some point it just becomes annoying. Especially a 30 second CD? I am gonna macro that into my main attack just because I don't have the time to be hitting that button every 30 seconds. I am busy actually tanking.
jacksworth Jun 4th 2011 5:14AM
do what all warriors do and macro it to shield slam (or whatever the paladin ripoff is)
Rolly Jun 4th 2011 1:37PM
@ Fired
If you were doing nothing but hitting 9696969, no offense, but you were a very poor paladin tank. The elitist macro monkeys who convinced Greg Street that the 969 rotation was "too easy" were responsible. If you are paying attention you'll notice this is exactly what we are getting back to, so it was completely unnecessary. Aside from lowering the pally population.
Anony Moss Jun 3rd 2011 3:37PM
This isn't a buff. It's a change. The writer suggests that on a normal basis we take 'spikes' of damage - and that's very rarely true. Nefarion is an example of where it does happen: but there are MORE examples of where it doesn't happen.
Keep in mind that if you look at overall damage taken in a 30 second period: you'll need to take 50% more damage during the Holy Shield Cooldown for it to prevent an equivalent amount of damage - assuming you use HS on CD every 30s. According to the writer, that's the wrong way to use it (and it likely is) but the longer you're waiting the less and less that cooldown is worth and the more and more damage you're taking.
The writer then goes on to talk about being an 'OP' tank. What is 'OP' - OP is a comparative measure to others in the field. To compare us to our closest brethren, prot warriors, we'll notice that with increased values in 4.2 raid gear that prot warriors simply get better. They get an easier job of capping their mastery(which takes more to cap than ours), but their mastery is inherently better at higher numbers: their critical blocks are better than our 0 returns over block cap combine with a new castrated base block amount.
The worst part of the change: the change devalues block. Ok: not a huge deal, you remeasure your stat weights and retune your character. Oh... wait... now Holy Shield still requires you to have high block. So the value of block is being lowered for us, but it is still required for HS to be remotely useful. Let's not pretend this is a 20% physical version of Div Pro on a 30s timer: it requires a huge investment in block; a now weakened stat; to maintain that value.
All of this doesn't even touch on the fact that it makes average 'joe shmoe' tank worse at tanking. *MOST* non-pro tanks are going to find this change to be a significant nerf. In an environment where they talk about wanting to make tanking more appealing to newer players - this is the exact kind of change that completely flies in the face of it.
At best, this is a change; realistically, this is a nerf; and at worst, this may be one more thing that adds to dungeon finder queue times (or makes 'random' tanks that much less able to do their job).