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(3.0.3.9183) WotLK TPS Weapons Spreadsheet

Sartor
Thu Jul 31, 2008 2:46 am

Tanking Classes Compilation for WotLK - Last update 04 OCT

With this thread I would like to compile the info regarding the new comings in WotLK regarding the tanking classes.

I am going to separate it into 5 different posts - 1 for general and 4 for the tank classes.

Please feel free to add comments, correct me if I have made mistakes since I am not in the beta, and everything is based on forums I read.

A. General


  1. Crushing blows - they are going to have removed!!! However, NOT completely.

    Mobs that are level 4+ levels than you will still be able to crush you!!! Blizzard confirmed that the boss-type mobs will not be able to land a crushing blow.

    Ghostcrawler wrote:
    Crushing blows used to apply to mobs 3 levels above you, which included most bosses. The change was to make them apply to mobs 4 levels above you. If you are running an instance of the appropriate level, you will not be crushed.

    Crushing blows originally served a dual-purpose: they discouraged you from attacking mobs much higher level than you, and they made bosses more challenging. Now they only fulfill the first role. We have plenty of other knobs to make bosses more challenging that feel less random.


    Source

  2. Block value from Strength.
    The ration is now 2 to 1, i.e. for 2 Strength paladins and warriors receive 1 block value.

  3. Blizzard implemented threat meter

    Currently working:

    1. There is no menu to configure it.
    2. Your % of threat is an event displayed in your floating combat text messages.
    3. The mouseover tooltips are displaying your current % of threat.
    4. The Threat Meter shows either the mob is attacking you (indicating in the SCT), if you are High on the mob aggro table (indicated by yellow or red dots in the tool tip)
    5. The threat meter has its own table indicating the TPS and the threat gain. It can be accessed through:
Sartor
Thu Jul 31, 2008 2:47 am
B. Paladins - General change is that Auras are already raid-wide.

In addition, most of our skills scale both with AP and SP. Only Healing spells do not scale with AP - they scale with just SP.


Current talent trees here.


  • New Judgment/Seal system


    • Judgement has been replaced with 3 new spells - Judgment of Light, Judgment of Wisdom, Judgment of Justice.
    • All Judgement spells are considered ranged attacks for purposes of how they hit and how they critically hit.
    • All cause damage based on attack power and spell power [20% of AP + 32% of Spell Power + 1].
    • Judging a target does NOT consume the seal.
    • Judgment is no longer refreshed by auto-attacks or Crusader Strike
    • A debuff is applied to your target based on your used Judgment.
    • Seals are now 2 mins buffs
    • All Seals have been reduced to 1 rank and now cost 14% of base mana.
    • The Seal effects can be triggered from all weapon based special abilities. If I use Hammer of the Righteous (look below) and SoV, I would place debuff on all 3 targets, i.e. AoE DoT on 3 targets.


      I. Basics

      Judgments:

        Judgment of Light - JoL: heals based on the Paladin’s attack power and spell power, the effect can not trigger more than once ever 4 seconds. 50% chance to proc

        Judgement of Light proc: Health gained = 18% * AP + 18% * SP

        Judgment of Wisdom - JoW: restores 2% total mana. 50+% chance to proc

        Judgment of Justice - JoJ: no longer prevent Fear effects, but will only prevent NPCs from fleeing & limit target's movement speed (i.e. negates any movement increase mechanics such as mount, sprint, enchants, etc.).

        Useful macro for 1 button Judgment. Keep in mind I am not in the beta and it is not tested.:
Sartor
Thu Jul 31, 2008 2:48 am
B. Warriors

Since I am not so familiar with Warriors and their tanking stuff, I will be kinda short... hope to expand their info a bit more with somebody's help.

Current beta talent tree here.


  • Talent Changes


  • As you can see the base Protection (Shield Slam) talent is now a base skill. It is now replaced by a very good OT utility talent: Vigilance

    In addition, the Safeguard talent allows the warrior to defend his allies in BGs.

  • General skill changes



    • Taunt - Now has a 20 yard range.

    • Shield Block - Increase chance to block and the amount blocked by 100% for 10 sec, 1 min CD (40 sec with talents), NO Charges.

    • Spell Reflection rage cost reduced to 15 rage.

    • Thunder Clap - affects an unlimited amount of targets. Generates slightly less threat than Consecration.

    • Shield Wall: Reduces all damage taken by 60% for 12 seconds. 5 (4 with Improved Disciplines for 2 pt) mins CD. No longer shares CD with Retaliation and Recklessness, but sets 12 sec CD on Retaliation and Recklessness.


  • New Noticeable Tanking Talents


    • Schockwave - 51 pt Talent: Sends a wave of force in front of the warrior, causing [ 0.75*AP] damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 seconds.

      Improved Defensive Stance - reduce all SPELL damage taken by 3%/6% and when you dodge, parry or block an attack you have 50%/100% chance to become enraged increasing melee damage dealt by 5%/10% for 12 seconds.

      Improved Spell Reflection - Reduces the chance you'll be hit by spells by 2/4% and when the ability is used it will reflect the first spell cast against the 2/4 closest party members.

      Damage Shield - Whenever you take damage from or block a melee attack you cause damage equal to 10/20% of your block value.

      Warbringer - Allows Charge to be used in any stance and removes immobilizing effects.

    • Sword and Board - Increase your critical hit chance of your Devastate and Revenge abilities by 5%/10%/15%. When your Devastate and Revenge abilities deal damage they have a 10%/20%/30% chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by 100% for 5 seconds. 3 pt talent, requires 45 pt in Protection.

    • Critical Block - Your successful blocks have a 10%/20%/30% chance to block double the normal amount. In addition, increase critical chance of Shield Slam by 5%/10%/15%. 3 pt talent, requires 40 pt in Protection.


  • New skills


    • Bloodbath - Wound up to 5 enemy targets within 8 yards, causing 244 to 256 damage and causing them to Bleed for 250 damage over 15 seconds. If the target becomes Enraged, the Bloodbath bleed effect causes four times the normal damage. Trained at level 60.
      (15 Rage, Instant, 5 yd Range)

    • Enraged Regeneration - You regenerate 30% of your total health over 10 sec. This ability requires an Enrage effect, consumes all Enrage effects and prevents any from affecting you for the full duration. Trained at level 75
      (15 rage, 3 min cooldown)

    • Shield Break - Break down the enemy's defenses, disarming any shield they have equipped or reducing the chance the enemy will block by 3% for 10 sec.
      (15 Rage, Instant, 1 min Cooldown, 5 yd Range)

    • Weapon Throw - Throws your weapon at the enemy causing [50% of AP + 1 ] damage (based on attack power). This ability causes high threat. 30 yd range, 0.5 sec cast, 1 min cooldown. Trained at level 80.


  • New off-tanking tools

    • Vigilance - Focus your protective gaze on a group or raid target, decreasing all damage taken by them by 3% and transferring 10% of the threat they cause to you. In addition, when they are hit by an attack your Taunt cooldown is refreshed. Lasts 30 mins. This effect can only be on one target at a time. 31 pt Talent replaces Shield Slam which is now a base skill.
    • Safeguard - Reduces damage taken by the target of your Intervene ability by 30%/60% for 6 sec. 2 pt talent, requires 40 pt in Protection.


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Sartor
Thu Jul 31, 2008 2:48 am
C. Dr00dz (or teh fluffy bears)

Current beta talents here.

I. General:

Druids will now be able to use shaman totems and weapon proc enchants in Bear form.

Dire Bear Form armor contribution from items reduced from 400% to 370%.

Sartor
Thu Jul 31, 2008 2:48 am
D. Death Knights

DISCLAIMER: This info is mostly taken from wotlkwiki and World of Raids

Current Talent trees are found here


  • I.General
    Deathknight uses a combat system of Runes and Runic Power. Runes are accumulated by time (recharge time is 10 seconds), and Runic Power is gained through using Rune abilities.

    Rune Power is used for certain abilities that use all the remaining runic power, thus as much runic power you have accumulated as power will the next strike be.

    1. Combat system

    Runes – there are a total of 6 runes in a setup of 2 of each – Blood, Frost, and Unholy. Think of Runes as Death Knight’s mana/rage/energy. There is forth type of rune – Death, which is considered as Blood, Frost, or Unholy and is generated by different procs and talents

    Runepower – as mentioned is used to deal damage, draining all the runic power for certain abilities. The formula calculated is:

    NetDamage = BaseDMG + AttackPower * APC

    Where APC is the attack power coefficient. Mana users could recognize it as spell coefficient.

    The duration and/or damage of an ability requiring RP to activate is given as follows:

    Duration = RP/100 * MaxDuration
    NetDamage = RP/100 * BaseDMG + AttackPower * APC

    Death Knights receive 2 Attack Power per 1 Strength, and none from Agility, similar to Warriors and fluffy Druids.

  • 2. Runeforging:
    Self-weapon enchants. Require Rune-forge to be applied

    • Rune of Cinderglacier - Affixes your rune weapon with a rune that has a chance to increase the damage of your next 3 Frost and Shadow spells by 20%. Lasts 30 sec.
    • Rune of Frostfever - Affixes your rune weapon with a rune that has a chance to inflict a disease that causes Frost damage and lowers attack power by 10% for 20 sec.
    • Rune of Lichbane - Affixes your rune weapon with a rune that has a chance to strike Undead for extra Fire damage and stun them for 5 sec.
    • Rune of the Fallen Crusader - Affixes your rune weapon with a rune that has a chance to heal you for 3% and increase total Strength by 30% for 15 sec.
    • Rune of Razorice - Adds 2% to weapon damage as Frost damage, and has a chance to increase Frost vulnerability
    • Rune of Spellbreaking - Affixes rune to a 1h weapon that deflects 2% of all spell damage
    • Rune of Spellshattering - Affixes rune to a 2h weapon that deflects 4% of all spell damage
    • Rune of Swordbreaking - Affixes rune to a 1h weapon that increases parry chance by 2%
    • Rune of Swordshattering - Affixes rune to a 2h weapon that increases parry chance by 4%

  • II. Tanking abilities
    First of all I’d like to mention none of the trees is focused on tanking. All of the three trees have tanking abilities. Death Knight tanks are meant to deal fury warrior damage while tanking.

    Presences – similar to Warrior stances. Via talents could be buffed to “auras”.

    Blood Presence - Increases damage done by 15% and returns back 2% of the damage done as health. NEW Only damage dealt to targets that grant experience or honor can trigger this heal.

    Frost Presence: - Increases max health by 10%, reduces spell damage taken by 5%, armor by 65% and threat generated by 45%.

    Unholy Presence: - Increases attack speed by 15% and lowers the global cooldown by 0.5 seconds.

    Trainable tanking spells:

    Icebound Fortitude - The Death Knight freezes their blood to become immune to Stun effects and reduce all damage by 50% for 12 sec. Does not remove existing Stun effects. 1 min CD, Requires 1 Frost rune.

    Anti-magic Shell - Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by harmful spells. Damage absorbed by Anti-Magic Shell energizes the Death Knight with additional runic power. Lasts 3 sec. 1 min CD, Requires 1 Unholy rune.

    Death Grip - Harness the unholy energy that surrounds and binds all matter, drawing the target toward the Death Knight. 35 sec CD.

    Dark Command - Commands the target to attack you, but has no effect if the target is already attacking you. 8 sec cooldown.

    Heart Strike - A debilitating attack that causes 50% weapon damage by an additional X amount and Y for each disease. Prevents target from using haste effects for 10 sec. 41 pt in Blood

    Obliterate - A brutal instant attack that deals 100% of weapon damage plus X and Y additional damage for each diseases on the target, but consumes the diseases. Requires Blood an Frost Runes.

    Icy Touch - Deals X to Y Frost damage modified by attack power[0.2*ATK Power] and reduces the target's ranged, melee attack, and casting speed by 14% for 12 sec. 6 sec CD, requires Frost rune.

    Mind Freeze - Strike the target's mind with cold, dealing 200 Frost Damage modified by attack power [0.1* ATK Power]and interrupting spellcasting while also preventing any spell in that school from being cast up to a maximum of 4 sec.

    Forceful Deflection - Increases your Parry Rating by 25 plus 25% of your total Strength.

    Death and Decay - Corrupts the ground targeted by the death knight, causing 87 Shadow damage modified by attack power every sec that targets remain in the area. The ground remains corrupted for 10 sec.
    (2 Unholy, Instant, 30 yd range, 30 sec cooldown)

  • III. Notable tanking Talents

    Anti-magic Zone - Places a large, static Anti-Magic Zone which can protect any party members inside it. The Anti-Magic Zone absorbs 75% of the damage dealt by the next harmful spell. Absorbs up to 200%*AP + 10000 damage. Lasts 30 sec, 2 mins CD, requires Unholy rune, requires 30 pt in Unholy.

    Vampiric Blood - Increases health generated through spells and effects by 50% for 20 seconds. 1 Blood rune, 1 Minute, requires 35 pts in Blood.

    Bone Shield - The Death Knight is surrounded by 4 whirling bones. While at least 1 bone remains, he or she takes 40% less damage from all sources and deals 2% more damage with all attacks, spells and abilities. Each spell or attack that lands consumes 1 bone. Lasts 5 min.
    1 Unholy, Instant, 1 min cooldown, 25 pt in Unholy.

    Frigid Dreadplate – enemies who hit the DK become unsettled, decreasing their attack speed by 2/4/6% for the next 3 swings. 20 pts in Frost

    Unbreakable Armor - Increases your armor by 25%, your total strength by NEW10% for 20 sec. (1 Frost rune, instant, NEW1min cd). Requires 35 points in Frost. Now reduced to 1 rank.

    Spell Deflection – You have a chance equal to your parry chance to take 10%/20%/30% less damage from a direct spell damage.

    Blade Barrier - Whenever you have no BLOOD Runes active, your Parry chance increases by 2/4/6/8/10% for the next 10 sec. First tier talent.

    Acclimation - When you are hit by a spell, you have a 10/20/30% chance to boost your resistance to that type of magic for 18 sec. Stacks up to 3 times. Requires 40 pts in Frost

    Mark of Blood - Place a Mark of Blood on an enemy. Whenever the marked enemy deals damage to a target, that target is healed for 2% of its maximum health. Lasts for 30 sec. 3 mins CD, 20 pts in Blood tree, Unholy and Blood runes required.

    Magic Suppression - You take 1/2/3/4/5% less damage from all magic. In addition, your Anti-Magic Shell absorbs an additional 5/10/15/20/25% of spell damage. Requires 40 points in Unholy.

  • IV. Ghoul abilities - zomgz the ghoul could actually tank. Ghouls are energy based minion, aka rogue tank Razz I will list just the tanking abilities or the ones that could be used for tanking.

    Huddle - Go into a defensive crouch, reducing damage dealt and taken by melee attacks, ranged attacks and spells by 50% for 10 seconds. 10 energy

    Ghoul Taunt - Taunts and causes additional high threat to all enemies within 15 yards.

    Thrash - A physical attack, injuring a single foe for 110 damage. Also interrupts spellcasting and prevents any spell of that school from being cast for 5 seconds. 30 energy.

    Leap - Leap through the shadows and reappear behind your enemy. For reference check the warrior Fury 51 pt talent.

    Gnaw - Chew a limb off the target, stunning for 3 seconds and dealing 90 - 110 damage.


Conclusion: The Death Knight is a very versatile tank, he has no "gimp" spec such as Warriors and Paladins - he can both DPS and tank into one spec. He is excelling especially versus spell casters, and giving the Death Knight possibility to tank with dual wielding or 2 handed weapon greatly increase his DPS. In addition, he provides the raid/party with very good anti-magic shields (if talanted) or debuffs on the mob.
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Amran20
Thu Jul 31, 2008 2:57 am
A correction from the latest patch notes:

Consecration now scales with attack power and spell power.
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Dark Serenity's tankadin for life.
Syrcla
Thu Jul 31, 2008 3:04 am
*crushing blows from mobs 4+ levels above you

Skimming over, there are quite a few spelling and grammatical errors. You also referred to our shield as Divine Shit, which is amusing me to no end at work. [read: very bored!]

I haven't looked too closely at the other 3 classes as I have not really looked into their beta information very thoroughly.

Looks to be a nice consolidation once it gets 'churched' up. Good work!
Sartor
Thu Jul 31, 2008 3:08 am
Thanks for the feedback, keep it coming Smile

Added some stuff regarding the mana regen in combat.
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Sarkan-ZdC
Thu Jul 31, 2008 3:09 am
Please update this for the next builds. Very Good reading. I'm a raid leader and it is always nice to see the whole picture not just my pink one.
Maethoriel
Thu Jul 31, 2008 3:37 am
Nice compilation, a few things though:

General
The video for the incomabt manaregen does not show or prove anything.

a) Casters already have talents to allow I5SR[1] regen.
This does indirectly apply to the video, it shows a hunter wich may or may not has aspect of the viper active.
b) The mana in the video is rising in a constant way, never decresing.
That means the hunter did not use any attacks and did not consume mana, therefore he ought to be OO5SR[2].

All the video shows is that, instead of every 2 seconds for 50, the mana regenerates one point in fraction of a second.
It just shows the smoved regeneration, no incombat (read: I5SR[1]) regen.

Paladins

Shield of Righteousness: Care to give your source for the 3-5k innate threat of ShoR?
Also, if the player has 400 blockvalue, shouldn't he get 800er hits with 1200 or 1600 crits? (150% on crit vs. 200% on crit)
800 holydamage will translate to 1520 threat, plus an innate amount (with 3k beeing way to high).

Hammer of the Righteous: Again, where did those numbers for the innate threat come from?

[1] In five second rule
[2] Out of five second rule
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Dendrah
Thu Jul 31, 2008 3:46 am
How much speeded up is this movie? It is nice thou that it is a flowing regeneration, not a "once every 5 sec" thing.
drizzy
Thu Jul 31, 2008 4:20 am
crushing blows points at start and possibly entire document needs less exclamation marks!!!!!!!!!!!!!!!!!!
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drizzy - Retired until Blizzard introduce cross-region transfers
Worldie
Thu Jul 31, 2008 4:29 am
REPORTED FOR STICKY
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Proud founder of the 40/21 club