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Warlords of Draenor: Vengeance is now Resolve

This is one of the bigger changes (and one closest to my heart now that I'm tanking again) - Vengeance is gone in Warlords of Draenor, replaced with Resolve. Resolve is basically Vengeance minus the stacking buff to attack power, because of the way Vengeance interacted on certain fights. To put it into perspective, last night was my first night seriously tanking, and I was number four on total DPS - it would have been far higher had I not forgotten I was tanking for the first fight. At present, with Vengeance and tank AoE for purposes of picking up threat (plus, I admit, some fairly beefy Shield Slams once Vengeance stacks all the way up) you can see some ridiculous tank DPS, easily surpassing dedicated DPS players.

The solution being implemented here is to overall increase tank DPS without an unreliable mechanic like Vengeance adding different attack power depending on how much damage the tank takes. This also removes the temptation for tanks to deliberately take more damage in order to get Vengeance stacked up faster. So Vengeance is gone, and Resolve is implemented. How does it work?

  • Resolve improves self-healing and absorbs done by the tank to the tank (so no, it won't buff priest bubbles) based on the damage taken (ignoring avoidance and mitigation, same as Vengeance now) within the last 10 seconds, and your Stamina. This means stuff like Death Strike, Shield Barrier, things of that nature. If you cast a heal on someone else, Resolve won't buff it.

  • Each tank class' tanking mastery will now add 12% attack power, and the amount of attack power will scale with mastery as well. This is in addition to current affects, not replacing it - your tanking mastery will do what you're used to it doing, it'll just also do more.

  • Brewmaster monks will no longer deal less damage. That 15% damage penalty? Gone.

The goal here is for tanking damage to remain meaningful without overshadowing dedicated DPS players, something I feel is profoundly fair. Whether or not it works out for all classes we'll see when we get a chance to test it out, but the basic principle is sound - with tanks now using crit and haste (and the new stats Readiness and Multistrike as well - see Blood Craze here for just one potential use of Multistrike for tanks) we're in a situation where tanking DPS will likely go up just because they're wearing the exact same gear as DPS players. The age of Vengeance's unpredictable scaling probably needed to end.

The section of the patch notes detailing the change is, as always, behind the jump.


Warlords of Draenor Alpha Patch Notes
Tank Vengeance and Resolve

The changes to tanking made in Mists of Pandaria turned out quite well, overall. But there were a few rough parts that we're going to smooth over. The biggest one is the offensive capabilities of Vengeance. We like that tanks can provide meaningful DPS to their group, however, it swung wildly based on the fight, even surpassing the dedicated damage dealers occasionally. To solve this, we're going to remove the offensive value of Vengeance, but preserve the defensive value, by making it increase the effect of your active mitigation buttons, instead of Attack Power. Then, to keep tank DPS meaningful, we'll be raising their damage, since it would be meager with no Vengeance Attack Power (Vengeance accounted for 70-90% of a tank's damage on high-tank-damage fights in Mists). To do that, we're increasing the damage of several prominent tank abilities, as well as having tanks also gain increased Attack Power from Mastery, in addition to the stat's existing benefits. That also helps keep secondary stats balanced in offensive value for them.

  • General

    • Vengeance has been removed and replaced with a new passive ability, Resolve.

      • Resolve: Increases your healing and absorption done to yourself, based on Stamina and damage taken (before avoidance and mitigation) in the last 10 seconds.

  • Death Knight

    • Mastery: Blood Shield now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.

  • Druid

    • Mastery: Primal Tenacity now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.

  • Monk

    • Mastery: Elusive Brawler now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.

    • Brewmasters no longer deal 15% less damage.

  • Paladin

    • Mastery: Divine Bulwark now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.

  • Warrior

    • Mastery: Critical Block now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.