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Posts with tag parry

Warlords of Draenor: Dodge, Parry, Hit and Expertise and their loss

Well, we finally have a concrete sense of how we're going to function in a world without hit, expertise, dodge or parry on our gear, thanks to the Warlords of Draenor alpha notes. So far, it looks rather interestingly painless.

First up, dodge and parry as stats on gear are gone and the amount of dodge and parry we get for agility and strength, respectively, will be reduced by 25%. Active mitigation is in, avoidance is out. You can still get some small amounts of dodge or parry from class-specific effects (Riposte, for instance, has been reworked to give 100% parry after a critical strike until you parry an attack, and it can stack up to 2 times, meaning you can have two parries in a row before you lose the 100% parry from Riposte) but in general, you won't be able or willing to gear for those stats anymore.

As for hit and expertise, their removal leads to the change in design to balance out how we hit things. Against monsters and such up to three levels higher (including bosses, who as skull level are always three levels higher) you'll have 100% chance to hit, 3% chance to be parried, and 0% chance to be dodged. This means that you'll still want to be standing behind them if at all possible. Tank classes, however, will have an extra 3% parry reduction baked into their tanking specializations, meaning that they will have 100% chance to hit and 0% chance to be parried or dodged. They can stand up front.

Dual-wield classes (rogues, enhancement shamans, frost DK's, fury warriors, potentially windwalker monks) will have an additional 17% chance to miss with no way to improve it in order to balance their DPS out against 2h users.

For the complete list of the removed/changed abilities that once granted hit or expertise or which now reduce chance to be parried, the full list is behind the jump.

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Filed under: Analysis / Opinion, News items, Warlords of Draenor

Stats 201: Getting your secondary stats just right

Though we did an article covering the game's basic stats that will guide you through leveling any character, once you hit level 90 you need to start considering your secondary stats. These stats, like hit and expertise, become more important when you stop leveling through content and gear to stop at top-tier content. Unfortunately, figuring out what these stats are, what they do, and what you need isn't exactly self-explanatory -- sometimes even requiring you to consult an addon or website to figure out whether a new piece of gear is really an upgrade.

Fortunately, Blizzard is working on simplifying the system with Warlords of Draenor, removing a some secondary stats and the ability to reforge gear -- which will make it a lot easier to tell what gear is an upgrade and start using it immediately. Unfortunately, if you're a new 90 or you've just boosted a new character to 90, you still have to deal with the current system, so we'll lay out just what the secondary stats on your gear mean -- and how to tweak them to your liking with reforging so you're ready to hop into LFR or whatever else you want to do.

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Filed under: WoW Rookie

Lichborne: BlizzCon 2013 news for Death Knights

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

BlizzCon 2013 bought with it a new expansion, Warlords of Draenor, and while we did learn a lot about upcoming changes, very few of it was actually class-specific. Mostly what we got in class specific news was the level 100 talents, which, while awesome, will likely change pretty significantly even between now and the beta, to say nothing of when Warlords of Draenor goes live. That said, there were still a lot of very interesting system changes that herald great things for death knights, and we'll go over those today as well.

New Talents and Skills

The level 100 talents continue the storied tradition of level 90 talents in that they very obviously take their cue from the prime death knight, Arthas himself, the Lich King. They also address something we've talked about before, ability bloat. Instead of adding new skills, 2 of them simply replace existing things.

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Filed under: BlizzCon, Death Knight, (Death Knight) Lichborne

Something needs to be done about avoidance

Brutallus: The only fight avoidance has ever been the best stat for.
I've had a bit of a chip on my shoulder lately about avoidance stats in WoW. For the duration of the expansion plate tanks of all stripes have been spurning pieces with dodge or parry -- or heavens forbid, both -- in favor of more interesting stats like hit, expertise, haste, and mastery, which all provide some sort of hook to the new active mitigation paradigm.

It's weird, but in this case, Blizzard is a victim of their own success. They've designed a fantastic new way for tanks to perform their job, which has had the unfortunate side effect of neutering two of the oldest tanking stats in the game. Yet, Blizzard seems convinced that this is a situation that needs fixing, rather than a blessing in disguise, and across the various patches of Mists they have been making tweaks here and there to make avoidance stats more attractive for each plate tank.

I believe that this is an incorrect approach; they should instead embrace this happy accident. Much as how leather tanks get to enjoy DPS stats like haste and crit as their bread and butter, so too should plate tanks be freed from the oppressive yoke of bygone, obsolete stats like dodge and parry. The game has finally left those broken stats behind and this is the opportunity to usher in a new, more-perfect system of tank gearing.

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Filed under: Analysis / Opinion

Lichborne: DPS stats for tanking death knights

Lichborne DPS stats for tanking death knights
Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

So Rossi bought this up in his last column, and I feel like it is a valid question. If haste is a valid gearing strategy for Paladins, why shouldn't it be for the other tanks? The idea of haste and critical strike as being valid, even desirable stats for a tank seems almost anathema, but as of Mists, especially, it's worth a look. Paladins even have a gearing strategy built around haste. Are they the only ones? Should death knights be considering haste and critical strike rating? Should Blizzard be looking at ways to make haste and critical strike rating more desirable for tanks? We'll consider those questions this week.

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Filed under: Death Knight, (Death Knight) Lichborne

A look at avoidance balancing in Mists

A look at avoidance balancing in Mists
Theck, the paladin tank theorycrafter, has recently finished a series of posts at his blog looking at the state of avoidance in the upcoming expansion. He examined every aspect of the system with the help of a deluge of formulae to come up with some very helpful information for tanks to brush up on while waiting for Mists and all its new content to launch.

In particular, in the earlier parts of the series, Theck discerned the new formula for working out each avoidance stat after diminishing returns. As a result, he was able to plot out (for plate tanks in particular) the proper ratio that dodge and parry should be balanced at.

Right now, on live, we want to keep parry and dodge as absolutely close as possible. The two have the same diminishing returns curve, which means that x points of parry will be diminished exactly the same as x points of dodge. As such, if you have 3% more parry than dodge, you're losing a non-zero amount of avoidance to the gaping maw of diminishing returns that you might otherwise keep if it was reforged to dodge.

However, as Theck has discovered, the DR curves were bent significantly apart in Mists, to the point that we'll want much more parry to keep an even ratio with dodge -- about three times more parry, to be exact.

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Filed under: Mists of Pandaria

Lichborne: The effect of the new stat changes on death knights

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

We're still a couple of weeks away from the dam burst that is the Mists of Pandaria press event, but in the meantime, Lead Systems Designer Greg "Ghostcrawler" Street has posted a new Dev Watercooler. He listed some stat changes coming in Mists that, while ostensibly not as complicated as those in Wrath, still hold some interesting and possibly major implications for class balance in the coming expansion. Let's dive right in and see what they mean for death knights.

Blocking takes a week

While it doesn't directly affect us, the blocking changes will certainly shake up the tanking hierarchy that we're a part of, so it's worth pointing out that the usual single roll combat table for dodging, parrying, or blocking a hit is gone. Instead, the chance to block will be calculated only after the dodge and parry chance is calculated. This essentially means that being unhittable is gone. You can't just stack to 102.4%. Of course, death knights and druids have never been able to do this, but they will now be joined by the shield tanks.

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Filed under: Death Knight, (Death Knight) Lichborne

Encrypted Text: Dissecting rogue stats

Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any article suggestions!

Do you remember when armor penetration was all the rage? While combat rogues lusted after all the ArP as they could get their hands on, the other physical DPS classes shared the same desire. I forgave all of the feral druids who asked for the leather gear with armor penetration on it; I know we have to share the agility-based leather gear with our furry friends. I didn't put my foot down until hunters, warriors, and even death knights started rolling on our stuff. While having such a powerful stat allowed us to scale competitively, it also created a massive amount of gear competition.

Blizzard's developers decided to end armor penetration's reign as the top stat and actually named a successor to the throne -- agility. Agility is now a rogue's best stat, and since it's always on our gear, we never have to worry about whether we'll see it or not. The plate DPS classes now only want strength, and so our precious leather is safe from their clutches. The stat redesign also shifted the balance of power between the other secondary stats, and we saw several stat functions changed as well.

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Filed under: Rogue, (Rogue) Encrypted Text

Lichborne: Blood Death Knight Tanking 101

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

A lot has changed since the last we did a Blood Tanking 101 article. There's only one tanking tree for death knights now; you don't need to worry about defense rating; and parry haste is a thing of the past.

While we have talked about various aspects of Cataclysm blood tanking in past columns, this column is meant to be your one-stop shop for all things blood tanking, to give you a general idea of what you'll need to do to start seriously tanking at the heroic dungeon and raid level as a death knight.

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Filed under: Death Knight, (Death Knight) Lichborne

Lichborne: The great death knight Cataclysm tanking stat weight debate


Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. Join World of Warcraft's first hero class as we head into a new expansion and shed the new kid on the block label.

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.

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Filed under: Death Knight, (Death Knight) Lichborne

The Light and How to Swing It: Bad habits in dungeons


With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge, and soon, an entire flight of black dragons.

If you've never seen the "How to Paladin" series by stoker2 ... don't. If you have seen it, my apologies and I will continue to attempt to stop Michael Gray from linking them in Moviewatch. However, I thought it would be a perfect example of things paladins shouldn't do for a lead into my article.

We're going to talk a bit about bad habits. Some of these bad habits come from learning your class while soloing and the differences you have to make in your playstyle when questing versus when dungeon running. Some of these bad habits are born out of running mostly PvP content and then moving from there into PvE, where the same tricks are more harmful than helpful.

Still other bad habits come from having extremely powerful gear. When you overgear content, you start to lose sight of what it's like to have to work at things. You forget that you used to do 1,800 DPS on a good day in your quest greens and what tricks you used to work through each pull. You also start to do stunts that would have wiped your party without question three tiers of content ago.

After the break, we'll take a look at a variety of these bad habits and talk about why you might want to break those habits before the Cataclysm.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

The Light and How to Swing It: Tanking stat changes in Cataclysm

With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge and helps with the puppet shows at the Argent Ren Faire up in Icecrown.

Since paladins are last on the list for the upcoming Cataclysm class previews due to how Blizzard ended up doing the development schedule, we've got another week and a half to wait for our details. I'm not picky as long as it gets done, so there's no reason to really grumble other than having to wait an extra week. However, I thought I'd go over some of the things we do know about Cataclysm for tanking.

Blizzard has mentioned that they're going to rethink tanking cooldowns and has previously asked for feedback on some of the abilities we currently have -- but to what end, we're unsure at this time. What they have told us about thus far is how some of the avoidance stats will be working in the coming expansion. Essentially, the only avoidance stat that isn't changing is dodge, with the others either being overhauled or removed. Let's take a look.

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Filed under: Paladin, (Paladin) The Light and How to Swing It, Cataclysm

A macro for stacking parry or dodge

I haven't played a tank in a while, so I haven't had to mess with stats at endgame for a long time. Though my paladin is slowly getting there, so this little macro over at Honor's Code might come in handy. Parry and dodge are very similar abilities -- both of them help you to completely avoid damage from bosses as a tank. But they do have a very few important differences (Parry speeds up your next attack swing, and is affected by diminishing returns at higher levels of the stat), so when you're gearing up at endgame, you want to make sure to balance them out in the right way.

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Filed under: Druid, Paladin, Warrior, Tips, How-tos, Death Knight

Changes in Patch 3.2 PTR build 10072

Another week, another Patch 3.2 PTR build with no access to the new instances yet. I'm sure they'll appear on the PTR when they're ready (™). In the mean time, what tweaks and changes have they made in build 10072?

Well, for one thing, they added in the Crusader's Coliseum versions of the Undying achievements. A Tribute to Immortality requires you to reach the end of the heroic-mode raid with 50 attempts remaining (possibly a placeholder quantity), and without any of the raid members dying during boss encounters. It doesn't say for sure, but I would guess this is calculated in the Ulduar style - if you down boss A without anyone dying one week, boss B the next, etc., you get the achievement.

In lieu of the now semi-traditional Proto-Drake mount fancy title, those who complete this feat are granted a black or white Crusader's Warhorse (as pictured above-right).

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Filed under: Patches, News items

Shifting Perspectives: Tanks, "Wrath," and crushing blows


Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, we examine the roots of the uproar over the proposed Heart of the Wild nerf, and also ask ourselves if it wouldn't just be easier to reroll a Death Knight and have done with it.

"Why would you title the column this way?" you ask, as you reach for your "Please fire _______ from WoW Insider" form letter. "Crushing blows are out of the game, dipwad."

Well, yes. The crushing blow is technically out of the game, but another and worse mechanic has taken its place.

In this article I'm going to try to explain the source of "shield tank" frustration over health pools -- and why they are correct to see it as a problem -- and the Druid tank's unhappiness over the nerfing of Heart of the Wild -- and why Druids are also correct to see it as a problem.

Why the crushing blow was important

One of the biggest differences between pre-Wrath and Wrath tanking is the absence of the crushing blow. If you're unfamiliar with the term, then as a very simple explanation: any given raid boss had a 15% chance per melee hit to perform a 150% damage attack, which was also known as the crushing blow. It was typically a big damage spike and could lead to a wipe on progression content, with healers struggling to compensate in the small window of time before the boss' next attack landed. Burst damage is very unwelcome as it's often the greatest contributing factor to tank death. This is why reaching crit immunity is still so important to all tanks, and why the ability to avoid or absorb crushing blows was a fundamental part of pre-Wrath tanking mechanics.

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Filed under: Druid, Analysis / Opinion, Expansions, Features, Raiding, Bosses, Classes, (Druid) Shifting Perspectives, Wrath of the Lich King, Achievements

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