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 Post subject: Tanking Changes
PostPosted: Fri Oct 29, 2010 6:21 am 
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Joined: Tue Dec 30, 2008 8:06 am
Posts: 474
Location: Maryland

Originally Posted by Zarhym (Source)
Here are a few additional changes we are making which will be applied in patch 4.0.3a:

•These changes are all slated for patch 4.0.3a when the shattering of Azeroth takes place, and are not currently implemented on live realms. Some of them may be active in the beta test – the Savage Defense change for example was applied via a hotfix to the beta realms recently.

Death Knight (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
•Icebound Fortitude -- Damage reduction changed from 30% to 20% (or 60% to 50% talented). Cooldown still 2 minutes. Duration still 12 seconds.

Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
•Savage Defense is massively overpowered on beta and has been dealt with accordingly. Many of the reports of beta raid bosses two-shotting tanks were because that was how much damage the bosses needed to do in order to challenge Feral tanks. With less damage absorbed, the boss damage can be adjusted downwards. We've reduced the multiplier for attack power on the absorption effect (from 65% to 35%, still modified by mastery) and it no longer procs from periodic critical hits.

•Bear Form -- Stamina bonus lowered from 20% to 10% and Heart of the Wild health bonus from 10% to 6%. Bear health should be close to plate tank health with this change.

•Survival Instincts -- Damage reduction changed from 60% to 50%. Cooldown reduced from 5 minutes to 2 minutes. Duration still 12 seconds.

Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
•Holy Shield will be changed to increase block value by 10% (40% total) instead of increasing block chance by 15%. Since this will cause Mastery to become more valuable, the amount of block granted by Mastery will be reduced to 2.25% block chance per point of Mastery, down from 3%.

•Paladin tanks are not intended to go cap block as fast as they can. It’s fine if you want to do that, but we don’t treat it as “the new defense cap” and we don’t balance paladins assuming they have a 100% block chance. That is something the community identified as being not only possible, but likely, and one of the reasons we changed the way block works for paladins.

•Guardian of Ancient Kings -- Damage reduction changed from 60% to 50%. Cooldown still 2 minutes (talented). Duration still 12 seconds.

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
•At level 85, the value of Shield Block decreases as block value generated by Mastery increases. To remedy this, we will convert overflow of block + avoidance that exceeds 100% into critical block chance instead. Along with that change, Shield Block will be reduced to +25% block chance (down from +100%), but this will still yield a net buff for most warriors. Also in response to this change, the amount of block and critical block provided by Mastery will be equalized. Finally, Mastery will now grant 1.5% block chance per point.

•The new warrior Mastery is 1.5% block and 1.5% critical block per point of mastery.

•Shield Block will spill over into critical block if any portion of the 25% would have been wasted because your block + dodge + parry is so high already. If you are somehow always over 100% (which will be pretty hard now), you only get the critical block when Shield Block is up. The intent is to make sure Shield Block isn't wasted, not to make sure you have mastery coming out your ears (or any other orifice in the facial region).

•Shield Block is not intended to be a magic damage cooldown (neither is Blood Shield, which also is physical damage only). We don’t want to duplicate the exact same ability on every tank when we can avoid it. Bosses generally don’t spam out a lot of magic damage on short cooldowns. On the other hand, Shield Block has a much higher up-time than Barkskin. We still believe the Cataclysm raiding environment is going to be a lot less centered around tanks dying to spike damage than players currently experience at level 80. Mitigating a lot of damage to save healer mana can be very valuable in Cataclysm.

•Vigilance -- No longer reduces damage by 3%, but will still reset Taunt cooldown and provide Vengeance for the warrior.

•Glyph of Shield Wall -- Now buffs damage reduction by 10% (to 60%), but only adds 1 minute of cooldown.

•Shield Wall -- Damage reduction changed from 40% to 50%. Cooldown still 2 minutes (talented). Duration still 12 seconds.

I will get my new weapon tonight and would like to do some randoms this weekend if people plan to be on. I want to get back into the regular tank mode and start building some more gear. I will be comfortable with my weapon and shield now. This grinding honor has been a real bitch. I couldn't even bring myself to log in last night. I need about 300 honor left and will push it tonight. Probably less.


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