(Hippogryphs touch the ground now. /joy)
Here it is! Patch 3.3 is upon us. I’m happy to say that the trial I was serving as a juror in ended today (look for a stealth update to the previous post with an epic recounting of the entire thing), so I can devote my full energies to this patch and this post. Hopefully this will give you an idea of what affects us, as tanks, in 3.3.
How we should spec
Well, still 53/18, but with a change. Those three bridge points that could go in Reckoning, Divine Sacrifice/Guardian, or Improved HoJ? Put them in Divine Sacrifice and Divine Guardian.
Why Divine Guardian?
According to the patchnotes, DG is redesign to now be:
This talent no longer increases the amount of damage transferred to the paladin from Divine Sacrifice. Instead it causes all raid and party members to take 10/20% reduced damage while Divine Sacrifice is active. In addition, the duration has been changed to 6 seconds, however the effect does not terminate when Divine Sacrifice is removed before its full duration.
Key words here are “the effect does not terminate … before [DS's] full duration.” Therefore my friends, please immediately put this macro (from Theck) on your bars:
/cast Divine Sacrifice
/in 0.5 /script CancelUnitBuff(“player”,”Divine Sacrifice”)
We now have a free, new mitigation “raid wall” and we don’t have to take any damage for it! Just activate the macro and Divine Guardian will go up and you’ll remove 20% of raid damage from the raid. Very powerful spell. Definitely a must have.
Divine Sacrifice is generally useless now for Prot because of the party-shuffling requirements. Leave that for Holy and Ret to screw around with. Remember, if you do use it, bubbling will not remove the damage intake portion of the spell.
The Lay on Hands nerf
Lay on Hands: This ability will place Forbearance on the paladin if used on his or herself. It will not place Forbearance on others.
This is unfortunate, but not much can be done (it could be much worse). Do as much as you can to avoid LoHing yourself out of habit, because you’ll lock yourself out of bubblewalling.
Taunt diminishing returns nerfed
We’ve revised the system for diminishing returns on Taunt so that creatures do not become immune to Taunt until after 5 Taunts have landed. The duration of the Taunt effect will be reduced by 35% instead of 50% for each taunt landed. In addition, most creatures in the world will not be affected by Taunt diminishing returns at all. Creatures will only have Taunt diminishing returns if they have been specifically flagged for that behavior based on the design of a given encounter.
This is interesting! A nice change that’ll save us from having to deal with possible raid wipes wrought by taunt-happy, glory hogging tanks.
What should I buy first with my Emblems of Frost?
Corroded Skeleton Key. 60 Emblems of Frost. Make it so.