Tag Archives: Cataclysm

My preview predictions

I think before the end of the day today we’re going to know what Cataclysm holds for us. Because of this I wanted to get my guesses out on paper, so to speak, so I can engage in some vigorous toldjasoing tomorrow–or, you know, emphasize I was just guessing and you really can predict this stuff.

The obvious stuff

Early strike – Shamans got their primal strike with the reasoning of making it easier to level as Enhance. This is great (though a bit late for my alt) and points to a design intent to bend the leveling difficulty curve so it’s not such a boring auto-attack-fest early on. Pallies among other classes definitely need more buttons to push at the beginning. A baseline Crusader Strike, trainable at level 1, would be great.

Indeed, Zarhym teased us with this post:

Here’s something:

…will be a core ability for all paladins, gained at level 1…

I think that will be Crusader Strike.

An honest-to-goodness interrupt – Now that we cannot self-cleanse magic, having a short cooldown, off-GCD interrupt will be critical. I think it will happen. Also, name prediction: Rebuke.

Divine Storm nerf – They slapped down Whirlwind for Warriors, saying they didn’t want it used for single-target damage. DS will probably get the same treatment, 50% damage for all mobs.

A middle heal – Priests got a middle heal between Flash and Greater. I expect Holy will get the same to sit between FoL and HL.

Masteries

Damage reduction
Vengeance
Redoubt

Every other tank got the first two, so those are gimmes. For the third one, the design philosophy for the longest time has been Warriors block more damage, Paladins block more often. With the former getting Critical Block as their third mastery effect, I’m expecting the trend to continue with us getting an old talent redesigned to let us block more often. Personally, I expect that to be Redoubt, an effect that will proc for a set amount of more block chance, with the Redoubt proc to be affected by your Mastery stat. Money’s on the table!

The speculation

Close that gap! — This is my hail mary. It’s obvious that Blizzard is trending towards homogenizing tank toolboxes–the latest step being DKs eventually getting a Demoralizing Shout effect. One of the last differences between the tank classes is a gap closer. Warriors and Druids can charge, DKs can Death Grip, and we can… face pull. Or toss a shield and then face pull. Point being, I think this will change. Here’s my hope and dream for the lvl 85 spell:

Crusader’s Charge (level 85): The Paladin hurls themselves toward a targeted spot, discharging a burst of holy energy when they land. Each tree will tack on an extra effect to the spell. Holy will convert that holy damage into heals. Ret will silence up to three enemies when they land, in addition to holy damage. Prot will daze up to three enemies when they land, in addition to holy damage. Will share a cooldown with Avenger’s Shield.

This might be a little pie in the sky, but with the greater emphasis on movement, I think a gap closer is in the cards. Even one not as ridiculous as the ability I just outlined.

Seal of Command – With Crusader Strike (probably) going baseline, this will jump up to being Ret’s 41-point ability to keep it out of reach of Prot Pallies.

Heavy bubble nerf for Ret – The trend in Wrath has been make Ret less of a defensive dps (quote GC: “A defensive dps spec just doesn’t work”) and more of a straight and narrow, offensive dps. That means gutting their abilities to manage debuffs (aka, the Cleanse nerf), self-heal, and reduce incoming damage. I fully expect to see Divine Shield to either be removed entirely, or put out of reach of Ret Paladins.

Major revamp of Prot abilities – 969 will be taken out back and murdered. Our rotation will become something more of a priority system, with either a dot to manage or a proc to watch.

I have absolutely no idea what our 81/83 spells will be. And, I can’t even begin to guess. I’m sure one will be something healing oriented, and one damage oriented. I doubt we’ll see a damage reduction spell, especially with Sacred Shield at 80.

Now that I’ve ventured out into the great unknown, it’s Blizz’s turn. Come on guys, wow me.

Our preview bumped up

News from across the pond:

We are thankful for all the paladins and their patience in having to wait just a bit longer than others to get their Cataclysm class preview. While we had initially announced that we were planning to post the Paladin preview on Friday, April 16, we can now reveal that it will instead be posted on Wednesday, April 14!

I was going to do a post Friday morning with my predictions but I guess my schedule’s just been bumped up.

Update: Someone in that thread is saying the Taiwanese forums were indicating the US was getting their preview today… I am overflowing with doubt, but I’ll take the bait. I’ll be watching the Cataclysm forum.

Dreamwalker, et al.

Long overdue, but we finally took some time out of our busy schedules to put serious tries on Dreamwalker. Now that BQL was dead and that notch added to our progression belts, we wanted to fall back and do an easier encounter we could have done a while ago. It took us a few tries to get Dreamwalker down (well, up) because we had to figure out the optimal places for tanks, the dps spread, healer roles, etc. The last attempt went pretty went, and I’m happy with the efficacy of our kill.

One thing that stood out to me was how fast the fight goes towards the end. That is, it’s slow going from start to 75%, but after that the healers are accumulating more and more stacks, and one second you notice it’s at 90% and people are yelling for the Pallies to throw on LoHs, then suddenly it’s at 100%. Dreamwalker then stands up and melts all the Scourge. I don’t know why we waited this long to kill her.

And the biggest hurdle we probably had was communication. The Blazing Skeleton would sneak up on one side, get five ticks off and it would be game over. The last few attempts we got really good at knowing when they were coming (a mage would call out right before they spawned) and then people would screech when they made an appearance on their side. People would rush over and drop it with one or less ticks of waste being laid.

I gotta say, I’m pretty psyched that we went from being unable to kill Putricide–or any other wing boss for that matter–to convincingly being able to farm Putricide, and having the option of saying “we know we can kill BQL, but do we want to go try out Sindragosa?” Options! I love ‘em.

Lastly, this goes without saying. My guild’s healers are pretty awesome. They had a great system down, handled their own assignments in their own channel, and I knew I didn’t have to give a second thought to if they needed guidance assigning people to a role.

Oh, holy grip

For months now Zilga, one of the healing priests, has been saying the only thing she wanted in Cataclysm was a holy grip so she could “pull the dumbasses out of the fire.” While driving to work today I got caught in a traffic jam so I whipped out my phone and hit up twitter to see if the priest preview was ever released. I then saw they actually did add a holy grip, the Leap of Faith, and could not stop laughing. Zilga, got the lotto numbers?

Hints of Pally changes in the so-far released previews?

I’m going to issue the following predictions based on what we’ve seen in the previews for Shamans, Priests, etc.

1. There’s going to be an early attack like the “Primal Strike” that shammies are getting. Some kind of baby Crusader Strike, if they don’t just move that attack earlier in the Ret tree.

2. We’re getting something like the Warrior’s Vengeance Mastery:

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won’t see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.

We’re so getting that too.

3. Warriors get Critical Block as their third-tier Mastery ability. Likewise, I think we’re getting a Redoubt like effect where a proc will give us extra block chance. The proc rate will make it over time reduce damage as much as Critical Block would.

4. I’m still holding out hope for some kind of gap closer. I strongly hoped that we’d be given Heroic Leap as our lvl 85 spell, but I guess Warriors are getting that (the jerks), foiling my initial prediction. Still, Ret suffers in pvp from having no gap closer, and we remain the only tank that can’t immediately zip to a mob or bring it to us. I think that’s going to change.

So much Cataclysm news

Looks like Blizz is gearing up for the Cataclysm beta shortly, slow leaks of Cata info are starting to pick up the pace, threatening to build up to a torrent. For starters, they leaked how rage would be redesigned, and then followed up with a description of how dispel mechanics would work in the next expansion. The latter affects us, particularly these two points:

Paladins will be able to dispel defensive magic, diseases, and poison.

Protection and Retribution paladins will lose their current ability to dispel magic.

So it sounds like baseline Cleanse will remove diseases and poison, and magic dispelling will be made a Holy talent. Interesting.

Then this morning, we awoke to this ominous announcement of our imminent class preview:

The paladin is still deep in development. Instead of giving a preview that would be potentially less comprehensive than the other classes we made the decision to post it when it’s ready, in order to properly honor the paladin class and those that play them. The wait isn’t too long however as we’re expecting to be able to post it on April 16.

I wonder what this means? Personally I hope it’s a confirmation that big changes are coming to all of our trees and that Blizz is actively taking into consideration my wise counsel and prognostications, haha.

I can’t wait for April 16th to see what’s in store for us.

How to spice up tankadin threat in Cataclysm

So it goes without saying that Paladin threat generation as it stands now is, shall we say, fairly straightforward. Unassuming. Non-pretentious. Some might go so far as to describe it as faceroll.

Indeed, some of us might treat the ease of the Paladin rotation the same way we treat that no-good uncle of ours who’s had one too many run-ins with the local constabulary. Around the family dinner table you might joke about what an idiot he is, but you’ll invariably flip out on a neighbor that’s gossiping about him like some clucking hen. No one makes fun of family except for family, right?

Well, let’s pretend this is the familial dinner table. We need to talk about Uncle Faceroll.

One of the biggest problems with Paladin tanking in general is how automated and streamlined it is. The whole process requires minimal input compared to other classes. Oh sure, we have a wide range of buttons to press, but there’s something version wrong when you can bind that whole rotation to two macros. Our second “cooldown” kicks in automatically, our AP debuff is applied automatically, our attack speed debuff is tacked on to an ability we already use. In short, our tanking style requires significantly less input than other classes.

Take warriors (please! har har har) for example. They have a “counterattack” ability, a proc that can change the priority of their rotation, an “on next swing” attack, and have to actively keep up both debuffs. Druids have a dot they have to stack and actively keep up on a boss and an on-next-swing, among other things. DKs have two diseases they need to keep up on a target at all times and a counterattack. Conversely, we have a straight rotation, as immutable and immovable as a glacier.

Here’s what I think should change:

1. Change Holy Vengeance to a separate ability that applies the dot, independent of what Seal you have up. The attack applying the dot will be low threat, and having five stacks will be mandatory to maintaining proper threat on a boss. Because the ability applying a stack will be so low threat, you will be discouraged from allowing clipping your stacks. Seal of Vengeance can still do damage as a proc based on how many stacks you have up.

2. Redoubt is undoubtedly changing in Cataclysm with the shuffle being given to block. Perhaps retool the talent to be a clone of Sword and Board. When you block an attack you have a x% change to proc a free, immediate Shield of Righteousness.

3. Holy Shield is also probably getting an overhaul as well, and with much less consistent blocking probably would be as tps-heavy as it is right now. As such, retool the ability so that when you dodge/parry/miss an attack, you can hit Holy Shield and you’ll immediately respond with a “holy bitch slap with my shield” ala Revenge or Rune Strike. This might be a tad redundant with ShoR already existing, so maybe just make a new counterattack ability for Paladins.

Yes, I’m advocating homogeneity

I know that’s such a dirty word in the community, but honestly it’s the only way I can see to fix this impasse. The 4 kinds of attacks tanks in this game have (generally) are instant, on next swing, counterattack, and a dot application. Certain tanks have abilities that fall under those categories, or maybe dance on the border between them.

All our attacks are instant, with one leaving a puddle of dots on the floor, and one adding a dot to our attacks… automatically.

This is what heterogeneity has gotten us? We’re the “faceroll” tank class, for good or ill, and if that’s our special flavor, I’d rather them make us a little more vanilla.

Avoidance and HP in Cataclysm

Obviously this is just grasping at tea leaves for now, but Ghostcrawler commented a bit on a thread about Mastery and divulged some design philosophy about how they plan to approach tanking stats in the next expansion pack.

Some choice quotes and thoughts:

I’m not sure a strategy of trying to force tanks to gem / enchant other stats is ever going to feel good. That said, tanks used to worry more about being the mana sponge. The way to alleviate being the mana sponge is to take less damage and a great way to take less damage is to dodge more.

Personally, I wish tanking would go back to this. I like it better when there are more dimensions to tanking than just sitting there and getting punched in the face.

The relative value of dodge vs. parry is something we’ll have to play with. My gut reaction is that parry needs to be cheaper since avoiding 100% of one hit is more valuable than avoiding 50% of two hits, but I’m not sure how much cheaper. Avoiding spikiness (which dodge will contribute to) also has value, and if the second hit after a parry is dodged instead (such that you lose the parry “charge”) that plays into the cost as well.

I suppose this answers the question of if you would lose that second-swing 50% reduction after parrying by dodging or being missed. By cutting parry’s avoidance in half they would definitely have to compensate by lowering the ipoint “price” of parry rating. The new parry intrigues me greatly and I want to see them do the change right.

The passive talent tree bonuses for tanks will probably be something like 1) reduces damage taken, 2) increases damage done, 3) reduces damage taken in a way unique to your tree.

The 8-Ball says “3) increases damage absorbed by a successful block.”

If tanking gear had thousands and thousands of Stam, tanks would still socket Stamina because it’s reliable. If your health is low, then even if your avoidance is 99% that means sometimes you’re just going to die and no healer can save you.

Yes, exactly! It boggles my mind why some tanks think there is virtue in gemming for threat or avoidance. We don’t stam stack for the epeen, we do it because stamina offers the best return on investment when it comes to gems. Take for example, this thread on the tanking forums.

The original poster has completely missed the point: avoidance is all well and good for heroics where the hits are generally small. But WoW at 80 isn’t doesn’t endless heroics farming, people are gearing for much more than that. In the raid environment your first responsibility is always to survive the worse case scenarios, to maximize your time to live (TTL). That’s ethos behind effective health.

Gemming for hit and parry and dodge maybe activate all those pretty socket bonuses, but in the end (thanks to the realities of WotLK raiding mechanics) you’re gimping your survivability.

Now, if healers can generally heal you through damage but then eventually gas out, then avoidance becomes more attractive because it lets healers heal you longer. Does that mean you gem it? Not sure, but at least a trinket with all avoidance might be pretty exciting.

I hope this is the case with Cataclysm. I want boss fights to be less about short-term perfection and more about a steady performance over the course of an entire fight. I want to see tanks rewarded for properly balancing TTL to damage reduction. I want to see healers forced to be strategic about healing, and not just being forced into dumping constant, strong heals into the tank, mana bar be damned. Bosses in Cataclysm have the opportunity to be so much more complex. I hope they take it.

We also think we figured out a budgeting scheme to let tank gear have the same basic Stamina as dps gear. It’s not a huge balance concern either way, but it does look weird when dps plate has more.

That’s a relief. I was expecting a wave of bad tanks taking dps pieces to “maximize their EH.”

Cataclysm stat changes announced

Interesting stuff!

Stamina - Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.

Armor - The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.

These two together are interesting: it seems like the effort is being put into tank’s time to live deriving less from health and armor mitigation (aka effective health) and more from other stats. I’m not sure how I feel about, or at least understand, declarations like stamina and armor will be similar across tanks and non-tanks alike. I suppose reforging and enchants/gems will expand that gap, but it’s sort of weird.

Block Rating - Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.

Shield Block Value - This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.

Makes sense, they were talking about bringing Block down so you couldn’t go through a heroic with like no damage while a Druid or DK would be dealing with a lot more pain.

Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.

This is the most interesting change, I think, and definitely the most unexpected. A smart idea to change Parry so it isn’t just a carbon copy of Dodge. I like this implementation, although I’m assuming that damage reduction is just applied to the next physical melee attack.

Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.

Operative phrase here being “versus creatures.” So a Ret or Holy Paladin can’t slap on RF and be crit immune in pvp. Great idea, and quells many concerns when this was first floated as a change to RF a few weeks ago.

Finally, they sum up our 4.0 gear adjustments as:

If you are a tank (druids excepted), expect to see:

No more Defense on gear. Existing Defense becomes Dodge, Parry, or Block Rating.
No more Block Value on gear. Existing Block Value becomes Block Rating.
You’ll have as much Stamina as you’re used to, though you may notice your tanking plate has a bit less Stamina than a comparable piece of DPS plate, since we tend to take the gem budget out of your most attractive stat.
Bonus Armor on gear will go down slightly.

Sounds to me like Cataclysm will change tanking to be less EH-centric and more diversifying out toolset so avoidance (as we now know it) along with the new Parry and Block mechanics are worthwhile in a raid situation. Awesome.

“Stances” coming in Cataclysm?

Spoketh the crab:

It’s too early for us to have a ton of confidence in how this will play out, but I suspect it will more likely be something like [defensive stance, bear form, frost presence reduce crit chance by 6%] than talents or mastery.

Paladins would use Righteous Fury.

This works even better if resilience does not reduce crit chance. :)

So, how would this work exactly? There’s a lot of churning in that thread, because many are assuming that RF would stay as is and just have the crit chance reduction tacked on. Obviously that’s not how it’ll play out in Cataclysm because then Holy or Ret could use it as well.

Rather I expect to see RF get a damage and healing penalty added on to it if this is true and just the simple application of RF makes one crit immune. Which in turn would make a rudimentary stance system for Paladins.

Let’s not do half-measures though, GC, let’s go whole hog. Cataclysm is the perfect opportunity.

What do you all think about this development?

My stupid question answered in #BlizzChat

With the announced removal of defense in Cataclysm, my worry was what they would make us plate tanks compete with dps for our gear the same way tank druids have to compete with Cats and Rogues. So, I chucked out my stupid question to @Warcraft’s Twitter-based devchat.

The dev’s kindly answered it, too!

So the answer is, still separated plate tank gear. I am assuaged.

Coming changes are catacly–no! I won’t do it!!

You can’t make me make the “cataclysmic” pun… I refuse! Damn you Blizz and your siren song of easy jokes.

Having eagerly digested all the information from Blizzcon that I could, I’m happy to report the following game changes. (And, by report, I mean regurgitate everything you’ve already read.)

Block is changing

Block rating and value is being folded into one stat. Now instead of having x chance to block for y, you’ll have x chance to block for a steady percent of damage reduction. What that number is, we don’t know yet. Great chance for raid bosses, but kind of crappy for heroics and outgeared content.

Defense is gone

Gone baby, gone. Now all tanks get a crit reduction talent a la Survival of the Fittest. I’m mostly in favor of this, because it’s a huge pain trying to maximize stamina and avoidance while staying crit capped. But then again, juggling is half the fun of the mini-game we call raid gearing.

New ways to advance our characters

Blizz isn’t adding another tier of talents (no 61 point talents) so all we get are 5 more talent points to spend as we will. SotP I guess would be the obvious choice if we had those extra 5 points with today’s menu of options. However, the trees are probably going to be shifted a little with some things moved to the new mastery system (as I understand it) so talents are less “improve x by y%” and more “when you do x, y might happen”.

Path of the Titans is one new way we’ll be advancing our toons, choosing a Titanic cult (I call the Cult of DiCaprio, /swoon) and researching “ancient glyphs” to plug into spots we research. MMO-Champ has two example glyphs that are tank oriented, one giving a passive 4% damage reduction, and one that makes a new Divine Sacrifice-like spell. Pretty cool shift.

So many questions…

Will there still be tank weapons or will we be sharing weapons with dps? How much will the prot tree change? Will there be a “tanking” Path of the Titan to focus on?

The beta will be interesting.