The Light and How to Swing It: So you hit the block cap -- now what?
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Protection specialist Matt Walsh spends most of his time receiving concussions for the benefit of 24 other people, obsessing over his hair (a blood elf racial!), and maintaining the tankadin-focused blog Righteous Defense.
Here we are, finally at the block cap. It's been a rough few months, but the dream first conceived when the paladin mastery was announced has finally been realized. All that Firelands gear has left us fat with mastery and finally reducing all melee hits taken by 30%. And it feels so good.
Some of you might now be asking yourselves -- where do I go from here? (Ditto the folks who are within striking distance of this lofty perch.) Once you've hit the block cap and are overflowing with combat table coverage, you'll need to get proactive when it comes to managing your stats. Every point of mastery rating that carries you past 102.4% CTC is a point wasted, just cast right out into the Twisting Nether. We'll need to prevent all this horrible waste with efficient reforging and regemming and with an unhealthy amount of gear juggling.
Quick digression for new tanks and folks not yet at the cap: I've written in this space columns about what combat table coverage/the block cap is and tips on how to hit it efficiently. If the following seems to be little more than Greek (or random trumpet noises) to you, I recommend checking out those columns.
What's the optimal way to cap?
The best way to hit the block cap is with only one mastery trinket. That might not be possible initially, but you'll find that needing only one mastery trinket opens up a world of convenience for you where you can pivot on a dime to boost a needed stat. The quickest way to provide a big boost to your stats in the shortest time possible isn't hearthing back to Orgrimmar and reforging eight pieces -- it's equipping a different trinket.
For example, Baleroc is funny in that because of how his dual wielding is coded by the game, he requires 103.4% CTC to achieve total coverage. At just 102.4% (which works just splendidly on other bosses), he can still sneak in melees here and there. Likewise, Inferno Strikes require even more mastery to completely block -- something in the neighborhood of 110% or higher, according to testing done at Maintankadin.
As such, this is a pretty compelling reason to cap with just one mastery trinket, because you'll then be able to apply a second mastery trinket to that second trinket slot. Suddenly, you're sporting another 4.81% CTC and you can laugh off Baleroc's stacking of hit rating past the cap. What a noob.
Moreover, capping with only one trinket allows you to put in an expertise trinket for some extra DPS while remaining block-capped against the Hungry, Hungry Hatchlings during Alysrazor. Flexibility!
You could also have enough mastery that you can mooch off provided raid consumables like fish feasts and cauldron flasks, instead of quietly sipping your Lavascale Minestrone and elixir cocktail in a corner. This might be a tall order, though, with Elixir of the Master providing 2.82% block chance and Lavascale Minestrone providing .73% more CTC than an avoidance meal. However, keep in mind the Prismatic Elixir is beastly, so pinching pennies will have some cost.
Beyond the block cap
What should you be stacking past the block cap? Stamina. Avoidance is well and good, but what the advice for gemming dodge and parry past the CTC cap boil down to is the same logic that backed the strategy back in Wrath -- that a hit avoided is always better than a hit taken. You can add to that the Cataclysm-era determination that healer mana is a precious thing and you'll likely suffer OOM-death if you take too many hits.
While that's a reasonable assumption, it doesn't really hold up in current content. The biggest threat to tanks now, as it's been in the past, is burst. Eliminating a random hit here and there with an extra .9% avoidance won't in the big picture improve your survivability more than extra hit points will against burst. Those hit points will always be there to steel you against the hit; the avoidance might be out to lunch.
Likewise, healer mana (while not, as the French would say, Wrath-esque) is hardly a precious commodity. If they can keep you up while block-capped with mana to spare, adding a percent or two more avoidance chance will not prove the defining line between their springing a horrific mana leak and their Potions of Concentration going unchugged. Once you're at the level where block-capping is possible, healer mana just isn't in the same level of consideration as it would be if you just started tanking heroics and was stacking nothing but stamina.
As tanks, we're always gearing for the worst-case scenarios. With that reasoning, I've always found it hard to sacrifice itemization for something that might work, when I could build a fatter buffer between myself and whatever numbers pass after the "O:" in World of Logs. And that's without considering how much avoidance you're shoveling into the furnace that is diminishing returns.
A pure parry gem gives me .18% diminished avoidance at my current avoidance levels. A similar stamina gem will always give me a little more than 1,000 raid buffed hit points.
Post-cap itemization
If I may be so bold as to pimp my spreadsheet in this space again, I'd recommend running your numbers through the sheet before you make any gear choices. Check your raid buffs, and see what your total combat table coverage picture is like. If you're solidly over 102.4%, it'll tell you how much mastery rating you can safely slough off.
You'll want to make a good effort of regemming to start gaining the benefits of your gear's socket bonuses. There's a ton of untapped stamina locked in there that you've probably been ignoring thanks to militant mastery stacking. Convert red sockets to Defender's Demonseye, blue sockets to Solid Ocean Sapphires, and yellow sockets to Puissant Dream Emerald.
You'll likely have to do this piecemeal as upgrades free up more mastery to be ditched. Eventually, the end goal is to have activated every stamina socket bonus, picking up multiple thousands of hit points in exchange.
As for enchants, I'd leave them be. Competing enchants (to the accepted best choices) are often terrible, affecting neutered stats we don't care about like armor or agility or giving less itemization bang for your buck (like Earthen Vitality). Thus, it makes more sense to keep the mastery enchant and free up more itemization for stamina elsewhere.
Reforging can be used to fine tune your mastery, but when the choice is between block chance and avoidance chance, there's hardly any benefit. Don't reforge all your mastery to hit or expertise, or something crazy like that -- threat still doesn't matter at the block cap. Especially after it's been taken out back and hit with a sack full of doorknobs. You'll gain more using the usual pre-cap strategy of reforging all your pieces to mastery and then (again) reap the itemization benefits in stamina gems.
Enjoy it while it lasts
While it may be a blast marching around like tiny gods, this dream isn't going to last forever. Blizzard said before 4.2 launched that it wasn't happy with the idea that paladins can block cap and is intent on stopping it, but the developers didn't have the time to make it work (or, in this case, not) for the Firelands patch. So be forewarned that our precious mastery is firmly in their crosshairs. Don't get too attached, and enjoy the rush of constant, guaranteed melee mitigation while you can.
The Light and How to Swing It shows paladin tanks how to take on the dark times brought by Cataclysm. Try out our 4 tips for upping your combat table coverage, find out how to increase threat without sacrificing survivability, and learn how to manage the latest version of Holy Shield.
Here we are, finally at the block cap. It's been a rough few months, but the dream first conceived when the paladin mastery was announced has finally been realized. All that Firelands gear has left us fat with mastery and finally reducing all melee hits taken by 30%. And it feels so good.
Some of you might now be asking yourselves -- where do I go from here? (Ditto the folks who are within striking distance of this lofty perch.) Once you've hit the block cap and are overflowing with combat table coverage, you'll need to get proactive when it comes to managing your stats. Every point of mastery rating that carries you past 102.4% CTC is a point wasted, just cast right out into the Twisting Nether. We'll need to prevent all this horrible waste with efficient reforging and regemming and with an unhealthy amount of gear juggling.
Quick digression for new tanks and folks not yet at the cap: I've written in this space columns about what combat table coverage/the block cap is and tips on how to hit it efficiently. If the following seems to be little more than Greek (or random trumpet noises) to you, I recommend checking out those columns.
What's the optimal way to cap?
The best way to hit the block cap is with only one mastery trinket. That might not be possible initially, but you'll find that needing only one mastery trinket opens up a world of convenience for you where you can pivot on a dime to boost a needed stat. The quickest way to provide a big boost to your stats in the shortest time possible isn't hearthing back to Orgrimmar and reforging eight pieces -- it's equipping a different trinket.
For example, Baleroc is funny in that because of how his dual wielding is coded by the game, he requires 103.4% CTC to achieve total coverage. At just 102.4% (which works just splendidly on other bosses), he can still sneak in melees here and there. Likewise, Inferno Strikes require even more mastery to completely block -- something in the neighborhood of 110% or higher, according to testing done at Maintankadin.
As such, this is a pretty compelling reason to cap with just one mastery trinket, because you'll then be able to apply a second mastery trinket to that second trinket slot. Suddenly, you're sporting another 4.81% CTC and you can laugh off Baleroc's stacking of hit rating past the cap. What a noob.
Moreover, capping with only one trinket allows you to put in an expertise trinket for some extra DPS while remaining block-capped against the Hungry, Hungry Hatchlings during Alysrazor. Flexibility!
You could also have enough mastery that you can mooch off provided raid consumables like fish feasts and cauldron flasks, instead of quietly sipping your Lavascale Minestrone and elixir cocktail in a corner. This might be a tall order, though, with Elixir of the Master providing 2.82% block chance and Lavascale Minestrone providing .73% more CTC than an avoidance meal. However, keep in mind the Prismatic Elixir is beastly, so pinching pennies will have some cost.
Beyond the block cap
What should you be stacking past the block cap? Stamina. Avoidance is well and good, but what the advice for gemming dodge and parry past the CTC cap boil down to is the same logic that backed the strategy back in Wrath -- that a hit avoided is always better than a hit taken. You can add to that the Cataclysm-era determination that healer mana is a precious thing and you'll likely suffer OOM-death if you take too many hits.
While that's a reasonable assumption, it doesn't really hold up in current content. The biggest threat to tanks now, as it's been in the past, is burst. Eliminating a random hit here and there with an extra .9% avoidance won't in the big picture improve your survivability more than extra hit points will against burst. Those hit points will always be there to steel you against the hit; the avoidance might be out to lunch.
Likewise, healer mana (while not, as the French would say, Wrath-esque) is hardly a precious commodity. If they can keep you up while block-capped with mana to spare, adding a percent or two more avoidance chance will not prove the defining line between their springing a horrific mana leak and their Potions of Concentration going unchugged. Once you're at the level where block-capping is possible, healer mana just isn't in the same level of consideration as it would be if you just started tanking heroics and was stacking nothing but stamina.
As tanks, we're always gearing for the worst-case scenarios. With that reasoning, I've always found it hard to sacrifice itemization for something that might work, when I could build a fatter buffer between myself and whatever numbers pass after the "O:" in World of Logs. And that's without considering how much avoidance you're shoveling into the furnace that is diminishing returns.
A pure parry gem gives me .18% diminished avoidance at my current avoidance levels. A similar stamina gem will always give me a little more than 1,000 raid buffed hit points.
Post-cap itemization
If I may be so bold as to pimp my spreadsheet in this space again, I'd recommend running your numbers through the sheet before you make any gear choices. Check your raid buffs, and see what your total combat table coverage picture is like. If you're solidly over 102.4%, it'll tell you how much mastery rating you can safely slough off.
You'll want to make a good effort of regemming to start gaining the benefits of your gear's socket bonuses. There's a ton of untapped stamina locked in there that you've probably been ignoring thanks to militant mastery stacking. Convert red sockets to Defender's Demonseye, blue sockets to Solid Ocean Sapphires, and yellow sockets to Puissant Dream Emerald.
You'll likely have to do this piecemeal as upgrades free up more mastery to be ditched. Eventually, the end goal is to have activated every stamina socket bonus, picking up multiple thousands of hit points in exchange.
As for enchants, I'd leave them be. Competing enchants (to the accepted best choices) are often terrible, affecting neutered stats we don't care about like armor or agility or giving less itemization bang for your buck (like Earthen Vitality). Thus, it makes more sense to keep the mastery enchant and free up more itemization for stamina elsewhere.
Reforging can be used to fine tune your mastery, but when the choice is between block chance and avoidance chance, there's hardly any benefit. Don't reforge all your mastery to hit or expertise, or something crazy like that -- threat still doesn't matter at the block cap. Especially after it's been taken out back and hit with a sack full of doorknobs. You'll gain more using the usual pre-cap strategy of reforging all your pieces to mastery and then (again) reap the itemization benefits in stamina gems.
Enjoy it while it lasts
While it may be a blast marching around like tiny gods, this dream isn't going to last forever. Blizzard said before 4.2 launched that it wasn't happy with the idea that paladins can block cap and is intent on stopping it, but the developers didn't have the time to make it work (or, in this case, not) for the Firelands patch. So be forewarned that our precious mastery is firmly in their crosshairs. Don't get too attached, and enjoy the rush of constant, guaranteed melee mitigation while you can.
Filed under: (Paladin) The Light and How to Swing It, Paladin







Reader Comments (Page 1 of 1)
angellusEU Sep 9th 2011 2:19PM
Defender's Dreadstone is a level 80 gem, might need quick update ^^
Matt Walsh Sep 9th 2011 2:20PM
Bah! Dumb mistake on my part. Thanks for catching that!
Nina Katarina Sep 9th 2011 2:28PM
I'm about half a percentage point over or under complete coverage, and I'm finding myself making more threat choices for instance running and for farm bosses. I've got the stam trinkets in inventory for progression stuff, but I find myself forgetting to switch or leaving the threat trinkets on just to give our DPS a faster ramp-up time.
Mark Sep 9th 2011 2:58PM
I have a question.
So my tank is a warrior but i'll still ask it here so that hopefully someone will know and answer it. So my current CTC is 78.8% which is not close to the coverage but when i hit shield block my CTC magically jumps up to 108.6% now should i be content with that or should i be shooting to have a base CTC of 102.4% ? And also what is the block cap? my current block chance is 46.2% unbuffed of course.
Thank you for any help
Paviel Sep 9th 2011 3:20PM
Prot warriors have this wonderful mastery skill called Critical Block, and if Shield Block increases your Block chance to more than 100%, it also increases your Crit Block chance by the excess.
In short: Yes! Do everything to increase your Block chance up to 102.4%, because it also increases your chance to do a Crit Block.
direweasel Sep 9th 2011 3:26PM
From what I understand of Shield Block, you can be safe knowing the extra will be converted into Critical Block rather than wasted. Therefore you really don't have a problem!
http://www.wowhead.com/spell=2565/shield-block
Mark Sep 9th 2011 5:04PM
Aww yah i almost forgot about that okay thank you, so would you guys suggest when i reforge to always get mastery besides when im getting hit and exp? Like take off parry rating for mastery or dodge rating for mastery? My parry and dodge rating is pretty low like 13.5% for both
GrandOldDuke Sep 9th 2011 6:53PM
If I'm parsing what you said correctly, and you're reforging *into* hit and expertise, you're probably following some outdated advice; you don't need to worry about those, and want to be forging away from them (this advice assuming you're raiding; if you're only running five mans, keeping hit/exp can be valid, but you still shouldn't need to reforge *into* them.
The basic reforging strategy for Warriors and Paladins is fundamentally the same, but slightly easier for warriors due to one talent. Basically, keep your dodge and parry ratings as equal as possible, and don't worry about accounting parry rating granted by raid buffs, as Hold the Line makes parry slightly more valuable than dodge, and then push for as much mastery as possible. If you can reforge an avoidance stat to mastery without throwing that balance jarringly out of whack, do so.
Tom Sep 9th 2011 7:43PM
Just to be clear - if you're running five-mans, Hit and Expertise are still useful. It's not about threat per second, rather it's that you don't generate threat on things you miss. Having some Hit and Expertise is well-worth the hit to CTC in five-mans.
Raiding is another matter, of course, but all too often people don't realize that different content calls for different things.
Rubicon Sep 9th 2011 3:13PM
What do you think of websites like Ask Mr Robot for geming and reforging? On the level of a spreadsheet? or no? I ask because I prefer to be lazy if I can. Thanks!
Matt Walsh Sep 9th 2011 3:17PM
I've used Mr. Robot in the past for help with reforging to find the optimal way to reforge my gear to hit the proper dodge/parry balance. I haven't used him in a long time though, and I'm not sure if he's up-to-date with the current practice of keeping dodge 200 rating higher than parry.
Gems are easy enough, I just do them on my own after figuring out how much mastery I need/can shed with the spreadsheet.
Rubicon Sep 9th 2011 3:50PM
I think you are right about the Robot, as my parry is definitely higher than my dodge. So besides your wonderful blog, where else would you recommend I go to keep up to date with current practices? And will your spread sheet help me get that 200 rating higher, or is it math time for me?
Matt Walsh Sep 9th 2011 4:16PM
Math time, unfortunately. My sheet can't read your gear and recommend reforgings -- not that advanced yet, haha.
Definitely check out maintankadin as well to stay on top of tanking stuff.
steve Sep 9th 2011 5:28PM
This may be a question for maintankadin, but here goes. If I am precisely at the CTC cap of 102.4% at the beginning of a fight, and then I have a string of dodges or parries, will I now be below the cap so that the next swing might hit me full force? If so, is it worthwhile to go slightly above the cap?
mark Sep 9th 2011 8:09PM
the 2.4% is partly extra boss hit - partly DR
the strings reducing your chances is already in the 102.4%
this makes the last few points worth less because there only there for rare occasions - but then there the "block capped" reliable damage ones so there worth taking
anything more is a total waste though
Angus Sep 10th 2011 2:36PM
You are misunderstanding how percentages work. If you flip a coin 99 times and it came up heads every time, the chance it will come up tails on the next toss is still only 50%.
Getting a string of avoidance doesn't change the attacks after. Full combat table coverage means EVERY attack is subject to being missed, avoided or blocked. Nothing normally changes that.
steve Sep 10th 2011 4:21PM
Actually, dodge and parry have "diminishing returns" which means that every time you dodge an attack, it reduces your chance to dodge the next attack, same for parry. As Mark already said, this is apparently why we need 102.4% chance to dodge/parry/block instead of only 100%.
Block does not have diminishing returns.
Matt Walsh Sep 10th 2011 4:35PM
That's not right. Diminishing returns only applies to the amount of avoidance chance per rating that you get as you add more an more. Dodging an attack does not making it less likely to dodge the next.
The reason you need 102.4% to achieve total combat table coverage is because when facing off against a raid boss-level mob (basically a level 88 mob), you face a .2% reduction per avoidance stat and block per level. So, dodge is reduced by .6% (.2% for 86 + .2% for 87 + .2% for 88). This affects parry, miss, and block as well. So four stats reduced by .6% adds up to 2.4% avoidance and block loss. Hence 102.4%.
steve Sep 10th 2011 8:01PM
argh... back to the math mines for me.