Patch 5.4 – The Sky is… Not Really Falling part 1

With Patch 5.4 being live in a few hours of this post going up I figured that now would be a good time to cancel the meditation I have been doing regarding these changes and tell you what I think about them. I’ll go through them point by point with my thoughts after each one or two. So let’s get to it.

 

Tank Changes

 

The first things that we have to look at are the changes to tanks as a whole. Ghostcrawler did mention a while ago that they were looking to change the way that Vengeance worked and they have.

 

“All taunt type abilities now increase all threat generated against the target while the taunt is active by 200%.”

This change is to smooth tank swaps between tanks that deal high damage (Brewmasters) and those that deal low damage (Warriors, Death Knights). So what this means is that during the 3 second fixate window (The debuff applied to the target) all threat that you generate is increased by 200%. With you gaining 50% of the current tanks Vengeance when you taunt this will mean you generate as much threat as the current tank, plus to 10% bonus you get for taunting.

 

“Characters in a tanking specialization now generates 40% more threat.”

“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%).”

I feel that these two changes go hand in hand with each other. First of all, they reduced the Attack Power that we will gain from Vengeance by 0.3%, which will reduce the damage that we deal by a noticeable margin, but it won’t ruin us. To compensate for this damage nerf they have buffed the threat that we generate by 40%, which (I assume, I haven’t tested it) will keep us in line with the threat that we generate now.

 

“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).”

I think that you all have to agree that the idea of standing in the fire (or Sha energy in some cases) to take more damage to gain more Vengeance was a bad practice to get into and they have removed this. That means that you have no excuse for standing in the bad and making your healers lives more stressful. The last part of this is that if the boss misses you, for whatever reason you won’t gain Vengeance, not a big deal.

 

“Vengeance gains from being critically hit have been reduced by 50%.”

This was more noticeably done by Paladin tanks that would sit down right before a melee swing and get critically hit by a boss to gain higher Vengeance, which is an awful idea honestly. So if you do this now, you’ll take all the damage of a critical hit, but only gain the Vengeance from a normal hit. Again I feel that this is a good change overall for us, and for the healers that keep us alive.

 

“There are now diminishing returns on Vengeance gains while tanking multiple targets. Each additional target grants progressively less Vengeance.”

So this change is a little interesting, basically what happens is that the enemy with the highest DPS (more often than not, the boss) will cause you to gain the full Vengeance from the damage that they do, but any other enemies that are attacking you will give you progressively less Vengeance. I managed to find this summary of the change on MMO Champion from a translated post, so it might not be entirely accurate, but here is it; you can find the original translation here.

“Brief summary: You will get 1/N of the full Vengeance when hit by the mob within 5 seconds who has the Nth highest DPS. This “N” will be recalculated each time you are hit.

For example, you are tanking 3 mobs: one is the Boss and the other two are mobs. The Boss has 1.5 million DPS, one mob has 400K and the other has 300K. The system will now sort these mobs by their DPS:

1. Boss: 1.5 million DPS, so you will get 1/1 (100%) of the full Vengeance.

2. The first mob: 400K DPS, so you will get 1/2 (50%) of the full Vengeance.

3. The second mob: 300K DPS, so you will get 1/3 (33.33%) of the full Vengeance.

This mechanism will be recalculated when you are hit by even more mobs within 5 seconds(1/4, 1/5, 1/6,etc). Additionally, in the example above, if the first mob is not attacking you while the second mob is, you will get 1/2 of the full Vengeance by this attack instead of 1/3.”

Every mob after the first will give you less Vengeance by a half, a third and so on. This means that fights like Windlord Mel’jarak in Heart of Fear won’t give you the same benefit if you only use 1 tank instead of 2, as the Vengeance and therefore, the damage and healing, will be significantly less.

 

“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.”

This change means is that for all of us that like Challenge Modes we won’t have a hard time trying for those top spots on the leader board after 5.4 hits.

 

Thats it for the Tanking changes for Patch 5.4 Check back here for Monk specific changes.

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~ by matthewsmonk on September 11, 2013.

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