I have a lot of things to cover, so this one may be longer than normal. Most of it is just general tank stuff, but there are a couple of Guarfdian-specific things I’ll cover as well.
Buraan Joins TiB!
This is by far the most important piece of news I have to announce. After Wens quit because of R/L and my own guild’s inadequacies, there’s been a distinct lack of heroic-level content on TiB. I’ve always maintained that the best theorycrafting is done by 1 part math and 2 parts practical experience. With that in mind, I needed someone to pick up the slack in terms of heroic content.
Who better to have talk about it than (agruably) the #1 Guardian in the world? Yeah, I don’t have an answer to that either.
In any case, it is with great pleasure that I announce Buraan as the new contributing author for TiB. He’ll be covering heroic progression content through SoO and hopefully beyond.
Obviously you should follow him on Twitter and watch his stream as well.
There are an absolute fuckton of these this time around. I’ll try and make sure I catch them all.
Vengeance now grants Attack Power equal to 1.5% of the damage taken, down from 1.8% (The tooltip said 2% but it was actually 1.8%).
Tanks no longer receive Vengeance from many persistent area damage effects (standing in the fire) or from missed attacks (dodging and parrying an attack will continue to work as it has before).
There are now diminishing returns on Vengeance gains while tanking multiple targets. Each additional target grants progressively less Vengeance.
The first two are pretty obvious. Vengeance was getting out of control compared to tank survival, and standing in fire to increase your Vengeance was a design oversight anyway. It’s the last one that’s rather vague. Thankfully Lore posted some details for us:
The basic, concise explanation is as follows: The Nth strongest (based on pre-mitigation average auto attack DPS) mob that has hit you in the last 5 seconds grants 1/Nth of full vengeance with their attacks. N is recalculated on every hit taken.
So here’s an example. Say you’re tanking 3 mobs – we’ll say it’s a boss and two adds. The boss has pre-mitigation average auto attack DPS of 1500k, one add does 400k, and the other add does 300k. The game will form a list of those mobs from 1-3, like so:
1. Boss: 1500k DPS, 1/1 (100%) of normal vengeance is granted
2. First add: 400k DPS, 1/2 (50%) of normal vengeance is granted
3. Second add: 300k DPS, 1/3 (33.333%, repeating of course) of normal vengeance is granted
This would of course continue as more mobs are being tanked (granting 1/4, 1/5, 1/6, and so on). Also, if the second add were to land a hit at any point when the first add hasn’t attacked you in the last 5sec (such as if it swings first), that attack would grant 1/2 Vengeance instead of 1/3.
So the example Lore gave is totally unrealistic. In order to put it in perspective I came up with something that most Guardians are probably familiar with: Heroic Tortos Bats. Details below (note this for 10m heroic):
A Vampiric Cave Bat on 10m heroic has an autoattack DPS of ~85k (taken from a friend’s log from last week’s kill using approxmiate Mastery values) give or take. Click here for log.
Which means under the current Vengeance scenario we’d cap out at around ~240k (20 * 85000 * 0.018 * 8) after 20 seconds. The bats die long before that happens though.
Under the new scenario we’d end up with: 30 + 15 + 10 + 7.5 + 6 + 5 + 4.28 + 3.75 = 81.53.
Slashlove (one of the Tanking forum regulars) made a quick post positing that using 1/sqrt(n) would be a better idea than simply 1/n while accomplishing the same goal (Source). Let’s look at what happens then:
30 + 21.2 + 17.3 + 15 + 13.4 + 12.2 + 11.3 + 10.6 = 131.
Suddenly much more palatable. Yeah, I like Slash’s better. Another thing to remember is this same logic also applies to Challenge Modes and Proving Grounds, both of which feature a plethora of AoE pulls. So maybe we’ll see a change to this formula, and maybe not. Only time will tell.
So as not to affect Challenge Mode leader boards, the above Vengeance changes will not apply there. For Challenge Modes, Vengeance will continue to work as it did in patch 5.3.
Well apparently time did tell. There you go.
Chance on being hit by a melee attack to gain a 20% reduction to all damage taken for 15 sec. (Approximately 2.57 procs per minute, ICD: 3 sec)
So this is the update to the tanking meta gem that was mentioned last week. The change to all damage reduction by itself is really good, but bumping the RPPM up to 2.57 takes it to almost a 50% uptime (actually ~47%, but hey). That makes it incredibly good, and definitely much, much better than it was before.
Does it compare to the existing DPS LMG? Probably not yet. However I’m definitely expecting that tank RPPM mod to get nerfed with extreme prejudice in an upcoming build. That will definitely put the tank LMG solidly ahead.
Trinket, enchant, set bonus, and legendary meta-gem effects whose triggered effect benefits from haste no longer also have their chance to trigger the benefit from haste. Activation chances for those effects have been adjusted to compensate.
There’s been a whole host of changes to the RPPM trinkets. I took the liberty of updating the RPS spreadsheet with the changes, and here’s the result:
Note, all of these trinkets are the double-upgraded versions. Primarily I’m just trying to show how fucking good Renataki and Bloodlust are now. Everything is basically complete shit by comparison. The new RPS trinkets in SoO don’t even come with passive stats, so they’re fucking awful. Granted almost everyone is going to be using the CDR trinket anyway, but still. It’s good to know what your RPS options are. Special thanks to Theck for helping me sim Bloodlust with the new ICD.
Thick Hide now reduces the cooldown on Barkskin by 30 sec.
I’ll admit, my first reaction to this was WHAT THE FUCK. Then I realized this was probably part of the whole “solution to Nazgrim” thing GC was tweeting about last week. I checked with Buraan, and he agreed with me. So with the CDR trinket we’ll have a 25 second CD on Barkskin (30 / 1.2 = 25). This means that we can have up to 2 minutes and 12 seconds of 100% Savage Defense uptime. That’s actually kind of ridiculous. Close to triple the current value.
That screams broken to me, but what the heck do I know. Everything about this patch screams broken to me. However I wouldn’t be surprised if our 2pc bonus changes as a result.
Dream of Cenarius now increases the Critical Strike Chance of Mangle by 10%. Chance to proc a Dream is reduced to 40%.
I actually just tested this on the PTR. The proc is now 20 seconds in duration, which is pretty incredible. The real question becomes is the Mangle change enough of a DPS gain to offset the GCD loss?
Well the number of procs we get in ~553 gear is: 0.8 * 0.4 * 0.21875 * 60 = 4.2. So that’s 4 GCDs we’d spend per minute (out of 40) on Healing Touch / Rebirth. For the sake of argument let’s assume that all of these GCDs are Lacerates. We then know that Lacerate does 0.616*AP in damage, so missing 4 per minute would be a loss of (2.464 + 1.848) or 4.312*AP in damage.
We also know that Mangle does (0.5*AP) + 7*WeaponDPS in damage. In the course of 1 minute you would have ~13 Mangles (0.21875*60). Without DoC those Mangles would deal 11.05*AP + 154.7*WeaponDPS in damage. With DoC this number increases to 11.7*AP + 163.8*WeaponDPS. A difference of 0.65AP and 9.1 WeaponDPS.
Subtracting like terms we get 9.1 WeaponDPS = 3.662AP. Since we know a 561′s weapon DPS is 8187.5 that means the break even point is (9.1*8187.5)/3.662 or 20345 AP.
So yes, it’s still a DPS loss. How much?
At 200k AP it comes out to around 12k DPS or so. Nothing to sneeze at to be sure, but look at what we gain in return. It’s probably most analagous to the old Battle Healer glyph. Yes we trade a bit of DPS, but we gain a ton of very effective healing in return, plus a little Rage as a bonus. I’ll take that trade any day of the week.
Yeah, changing the way it works. Long term, we want Guardian less focused on dodge more on AM. High armor and health are cool.
At first this caught me by surprise. However after a bit of thinking I realized that this is definitely a 6.0-era change. What could it be? Well a while ago on MMO-Champ (I’ll be damned if I can find the exact post) there was a suggestion to have Savage Defense also increase our Armor. I think that’s the direction GC is talking about here. Cool by me.
And one more thing…
Oh yeah. And this happened.