parry

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  • Warlords of Draenor: Dodge, Parry, Hit and Expertise and their loss

    by 
    Matthew Rossi
    Matthew Rossi
    04.04.2014

    Well, we finally have a concrete sense of how we're going to function in a world without hit, expertise, dodge or parry on our gear, thanks to the Warlords of Draenor alpha notes. So far, it looks rather interestingly painless. First up, dodge and parry as stats on gear are gone and the amount of dodge and parry we get for agility and strength, respectively, will be reduced by 25%. Active mitigation is in, avoidance is out. You can still get some small amounts of dodge or parry from class-specific effects (Riposte, for instance, has been reworked to give 100% parry after a critical strike until you parry an attack, and it can stack up to 2 times, meaning you can have two parries in a row before you lose the 100% parry from Riposte) but in general, you won't be able or willing to gear for those stats anymore. As for hit and expertise, their removal leads to the change in design to balance out how we hit things. Against monsters and such up to three levels higher (including bosses, who as skull level are always three levels higher) you'll have 100% chance to hit, 3% chance to be parried, and 0% chance to be dodged. This means that you'll still want to be standing behind them if at all possible. Tank classes, however, will have an extra 3% parry reduction baked into their tanking specializations, meaning that they will have 100% chance to hit and 0% chance to be parried or dodged. They can stand up front. Dual-wield classes (rogues, enhancement shamans, frost DK's, fury warriors, potentially windwalker monks) will have an additional 17% chance to miss with no way to improve it in order to balance their DPS out against 2h users. For the complete list of the removed/changed abilities that once granted hit or expertise or which now reduce chance to be parried, the full list is behind the jump.

  • Stats 201: Getting your secondary stats just right

    by 
    Elizabeth Harper
    Elizabeth Harper
    03.30.2014

    Though we did an article covering the game's basic stats that will guide you through leveling any character, once you hit level 90 you need to start considering your secondary stats. These stats, like hit and expertise, become more important when you stop leveling through content and gear to stop at top-tier content. Unfortunately, figuring out what these stats are, what they do, and what you need isn't exactly self-explanatory -- sometimes even requiring you to consult an addon or website to figure out whether a new piece of gear is really an upgrade. Fortunately, Blizzard is working on simplifying the system with Warlords of Draenor, removing a some secondary stats and the ability to reforge gear -- which will make it a lot easier to tell what gear is an upgrade and start using it immediately. Unfortunately, if you're a new 90 or you've just boosted a new character to 90, you still have to deal with the current system, so we'll lay out just what the secondary stats on your gear mean -- and how to tweak them to your liking with reforging so you're ready to hop into LFR or whatever else you want to do.

  • Lichborne: BlizzCon 2013 news for Death Knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    11.19.2013

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. BlizzCon 2013 bought with it a new expansion, Warlords of Draenor, and while we did learn a lot about upcoming changes, very few of it was actually class-specific. Mostly what we got in class specific news was the level 100 talents, which, while awesome, will likely change pretty significantly even between now and the beta, to say nothing of when Warlords of Draenor goes live. That said, there were still a lot of very interesting system changes that herald great things for death knights, and we'll go over those today as well. New Talents and Skills The level 100 talents continue the storied tradition of level 90 talents in that they very obviously take their cue from the prime death knight, Arthas himself, the Lich King. They also address something we've talked about before, ability bloat. Instead of adding new skills, 2 of them simply replace existing things.

  • Something needs to be done about avoidance

    by 
    Matt Walsh
    Matt Walsh
    07.18.2013

    I've had a bit of a chip on my shoulder lately about avoidance stats in WoW. For the duration of the expansion plate tanks of all stripes have been spurning pieces with dodge or parry -- or heavens forbid, both -- in favor of more interesting stats like hit, expertise, haste, and mastery, which all provide some sort of hook to the new active mitigation paradigm. It's weird, but in this case, Blizzard is a victim of their own success. They've designed a fantastic new way for tanks to perform their job, which has had the unfortunate side effect of neutering two of the oldest tanking stats in the game. Yet, Blizzard seems convinced that this is a situation that needs fixing, rather than a blessing in disguise, and across the various patches of Mists they have been making tweaks here and there to make avoidance stats more attractive for each plate tank. I believe that this is an incorrect approach; they should instead embrace this happy accident. Much as how leather tanks get to enjoy DPS stats like haste and crit as their bread and butter, so too should plate tanks be freed from the oppressive yoke of bygone, obsolete stats like dodge and parry. The game has finally left those broken stats behind and this is the opportunity to usher in a new, more-perfect system of tank gearing.

  • Lichborne: DPS stats for tanking death knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.04.2013

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. So Rossi bought this up in his last column, and I feel like it is a valid question. If haste is a valid gearing strategy for Paladins, why shouldn't it be for the other tanks? The idea of haste and critical strike as being valid, even desirable stats for a tank seems almost anathema, but as of Mists, especially, it's worth a look. Paladins even have a gearing strategy built around haste. Are they the only ones? Should death knights be considering haste and critical strike rating? Should Blizzard be looking at ways to make haste and critical strike rating more desirable for tanks? We'll consider those questions this week.

  • A look at avoidance balancing in Mists

    by 
    Matt Walsh
    Matt Walsh
    07.09.2012

    Theck, the paladin tank theorycrafter, has recently finished a series of posts at his blog looking at the state of avoidance in the upcoming expansion. He examined every aspect of the system with the help of a deluge of formulae to come up with some very helpful information for tanks to brush up on while waiting for Mists and all its new content to launch. In particular, in the earlier parts of the series, Theck discerned the new formula for working out each avoidance stat after diminishing returns. As a result, he was able to plot out (for plate tanks in particular) the proper ratio that dodge and parry should be balanced at. Right now, on live, we want to keep parry and dodge as absolutely close as possible. The two have the same diminishing returns curve, which means that x points of parry will be diminished exactly the same as x points of dodge. As such, if you have 3% more parry than dodge, you're losing a non-zero amount of avoidance to the gaping maw of diminishing returns that you might otherwise keep if it was reforged to dodge. However, as Theck has discovered, the DR curves were bent significantly apart in Mists, to the point that we'll want much more parry to keep an even ratio with dodge -- about three times more parry, to be exact.

  • Lichborne: The effect of the new stat changes on death knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    03.06.2012

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. We're still a couple of weeks away from the dam burst that is the Mists of Pandaria press event, but in the meantime, Lead Systems Designer Greg "Ghostcrawler" Street has posted a new Dev Watercooler. He listed some stat changes coming in Mists that, while ostensibly not as complicated as those in Wrath, still hold some interesting and possibly major implications for class balance in the coming expansion. Let's dive right in and see what they mean for death knights. Blocking takes a week While it doesn't directly affect us, the blocking changes will certainly shake up the tanking hierarchy that we're a part of, so it's worth pointing out that the usual single roll combat table for dodging, parrying, or blocking a hit is gone. Instead, the chance to block will be calculated only after the dodge and parry chance is calculated. This essentially means that being unhittable is gone. You can't just stack to 102.4%. Of course, death knights and druids have never been able to do this, but they will now be joined by the shield tanks.

  • Encrypted Text: Dissecting rogue stats

    by 
    Chase Christian
    Chase Christian
    04.06.2011

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any article suggestions! Do you remember when armor penetration was all the rage? While combat rogues lusted after all the ArP as they could get their hands on, the other physical DPS classes shared the same desire. I forgave all of the feral druids who asked for the leather gear with armor penetration on it; I know we have to share the agility-based leather gear with our furry friends. I didn't put my foot down until hunters, warriors, and even death knights started rolling on our stuff. While having such a powerful stat allowed us to scale competitively, it also created a massive amount of gear competition. Blizzard's developers decided to end armor penetration's reign as the top stat and actually named a successor to the throne -- agility. Agility is now a rogue's best stat, and since it's always on our gear, we never have to worry about whether we'll see it or not. The plate DPS classes now only want strength, and so our precious leather is safe from their clutches. The stat redesign also shifted the balance of power between the other secondary stats, and we saw several stat functions changed as well.

  • Lichborne: Blood Death Knight Tanking 101

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    03.29.2011

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. A lot has changed since the last we did a Blood Tanking 101 article. There's only one tanking tree for death knights now; you don't need to worry about defense rating; and parry haste is a thing of the past. While we have talked about various aspects of Cataclysm blood tanking in past columns, this column is meant to be your one-stop shop for all things blood tanking, to give you a general idea of what you'll need to do to start seriously tanking at the heroic dungeon and raid level as a death knight.

  • Lichborne: The great death knight Cataclysm tanking stat weight debate

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    01.04.2011

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. Join World of Warcraft's first hero class as we head into a new expansion and shed the new kid on the block label. So here's the thing about figuring out your tank stat weights as you go into raiding: They're all subjective and likely to stay that way for a while. Between Blizzard's redesign of the way stats work, the way boss fights work and the newness of expansion, we're still trying to get the data we need to figure out the best exact way to min-max our gear. Right now, there are a few specific schools of thought on how to gear yourself for raid tanking, and right now, they all seem to be working for specific raid groups. Today, we'll take a look at the major tank survival stats and discuss the new quirks, benefits, and drawbacks of each of them as you start gearing up in earnest for the raid game.

  • The Light and How to Swing It: Bad habits in dungeons

    by 
    Gregg Reece
    Gregg Reece
    05.12.2010

    With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge, and soon, an entire flight of black dragons. If you've never seen the "How to Paladin" series by stoker2 ... don't. If you have seen it, my apologies and I will continue to attempt to stop Michael Gray from linking them in Moviewatch. However, I thought it would be a perfect example of things paladins shouldn't do for a lead into my article. We're going to talk a bit about bad habits. Some of these bad habits come from learning your class while soloing and the differences you have to make in your playstyle when questing versus when dungeon running. Some of these bad habits are born out of running mostly PvP content and then moving from there into PvE, where the same tricks are more harmful than helpful. Still other bad habits come from having extremely powerful gear. When you overgear content, you start to lose sight of what it's like to have to work at things. You forget that you used to do 1,800 DPS on a good day in your quest greens and what tricks you used to work through each pull. You also start to do stunts that would have wiped your party without question three tiers of content ago. After the break, we'll take a look at a variety of these bad habits and talk about why you might want to break those habits before the Cataclysm.

  • The Light and How to Swing It: Tanking stat changes in Cataclysm

    by 
    Gregg Reece
    Gregg Reece
    04.07.2010

    With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge and helps with the puppet shows at the Argent Ren Faire up in Icecrown. Since paladins are last on the list for the upcoming Cataclysm class previews due to how Blizzard ended up doing the development schedule, we've got another week and a half to wait for our details. I'm not picky as long as it gets done, so there's no reason to really grumble other than having to wait an extra week. However, I thought I'd go over some of the things we do know about Cataclysm for tanking. Blizzard has mentioned that they're going to rethink tanking cooldowns and has previously asked for feedback on some of the abilities we currently have -- but to what end, we're unsure at this time. What they have told us about thus far is how some of the avoidance stats will be working in the coming expansion. Essentially, the only avoidance stat that isn't changing is dodge, with the others either being overhauled or removed. Let's take a look.

  • A macro for stacking parry or dodge

    by 
    Mike Schramm
    Mike Schramm
    10.16.2009

    I haven't played a tank in a while, so I haven't had to mess with stats at endgame for a long time. Though my paladin is slowly getting there, so this little macro over at Honor's Code might come in handy. Parry and dodge are very similar abilities -- both of them help you to completely avoid damage from bosses as a tank. But they do have a very few important differences (Parry speeds up your next attack swing, and is affected by diminishing returns at higher levels of the stat), so when you're gearing up at endgame, you want to make sure to balance them out in the right way.

  • Changes in Patch 3.2 PTR build 10072

    by 
    Eliah Hecht
    Eliah Hecht
    07.07.2009

    Another week, another Patch 3.2 PTR build with no access to the new instances yet. I'm sure they'll appear on the PTR when they're ready (™). In the mean time, what tweaks and changes have they made in build 10072? Well, for one thing, they added in the Crusader's Coliseum versions of the Undying achievements. A Tribute to Immortality requires you to reach the end of the heroic-mode raid with 50 attempts remaining (possibly a placeholder quantity), and without any of the raid members dying during boss encounters. It doesn't say for sure, but I would guess this is calculated in the Ulduar style - if you down boss A without anyone dying one week, boss B the next, etc., you get the achievement. In lieu of the now semi-traditional Proto-Drake mount fancy title, those who complete this feat are granted a black or white Crusader's Warhorse (as pictured above-right).

  • Shifting Perspectives: Tanks, "Wrath," and crushing blows

    by 
    Allison Robert
    Allison Robert
    03.03.2009

    Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, we examine the roots of the uproar over the proposed Heart of the Wild nerf, and also ask ourselves if it wouldn't just be easier to reroll a Death Knight and have done with it."Why would you title the column this way?" you ask, as you reach for your "Please fire _______ from WoW Insider" form letter. "Crushing blows are out of the game, dipwad." Well, yes. The crushing blow is technically out of the game, but another and worse mechanic has taken its place. In this article I'm going to try to explain the source of "shield tank" frustration over health pools -- and why they are correct to see it as a problem -- and the Druid tank's unhappiness over the nerfing of Heart of the Wild -- and why Druids are also correct to see it as a problem.Why the crushing blow was importantOne of the biggest differences between pre-Wrath and Wrath tanking is the absence of the crushing blow. If you're unfamiliar with the term, then as a very simple explanation: any given raid boss had a 15% chance per melee hit to perform a 150% damage attack, which was also known as the crushing blow. It was typically a big damage spike and could lead to a wipe on progression content, with healers struggling to compensate in the small window of time before the boss' next attack landed. Burst damage is very unwelcome as it's often the greatest contributing factor to tank death. This is why reaching crit immunity is still so important to all tanks, and why the ability to avoid or absorb crushing blows was a fundamental part of pre-Wrath tanking mechanics.

  • The Light and How to Swing It: The Tankadin for Dummies

    by 
    Zach Yonzon
    Zach Yonzon
    02.21.2009

    I know a lot of you have asked for this, and I know I haven't been delivering on the tanking front, so here it is. Today, we focus solely on Paladin tanks, who in my very humble opinion make the absolute best tanks in the game. With dual specs looming on the horizon, many of you will be considering the Protection tree for the first time. Some of you might have been picking up the odd tanking piece here and there with your spare DKP or heroic drops that nobody else needs. This is good. Let's go over a few things that should help us know the tanking role a little better.First off, today we'll focus on the basics. Veteran tanks won't need all this information, but you're all free to read and nitpick because, well, I'm your whipping boy. Ok, so, you want to tank? The good news is that ever since 3.0, Paladin tanks share pretty much all gear with the other plate-wearing tanks. No more of that silly Spell Power nonsense. You're looking at gear with Stamina, Strength, and all those tanking stats like Defense, Block Rating, etc. This means it's easier to gear up. Actually, you should probably think about gearing up now before dual specs roll around and that Holy Pally rolls on your Red Sword of Courage for his "other spec". For today, let's take a look at some attributes that contribute to our survivability.

  • Lichborne: Basic defense gearing for the Death Knight tank

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    12.15.2008

    Welcome to another edition of Lichborne, which this week is so epic, so mind-blowing, that we just couldn't release on a lazy day like Sunday, which is why it is a day late. That is my story and I am sticking to it.So you're level 80 and you want to respec to a tank build and head straight into tanking 5-mans. In order to be the best tank you can be, there's a very definite first step you should take, which we have discussed before, but which bears repeating: Get 540 Defense. This will make you immune to critical strikes from level 83 mobs, making it much easier to heal you in pretty much every situation, and it's really a prerequisite for serious tanking before any other stat. Unfortunately, Death Knights are at a bit of a disadvantage when it comes to getting maximum defense. We don't get to wear shields, block rating gear is right out useless for us, and two-handed weapons aren't itemized for defense. Still, it's possible to hit that magic number, even without dual wielding tanking weapons. This week's Lichborne is meant to showcase a variety of defensive options for Death Knights that require a minimum of dungeon grinding to get. By picking and choosing from this list, you should be able to get that 540 defense skill cap, and hopefully then be able to tank a few of the more difficult normals and beginning heroic dungeons on your own.As a reminder, defense skill is not the same as defense rating. Rather, you need defense rating to get defense skill. Specifically, you will need approximately 690 defense rating to gain the 540 defense skill you need to gain critical strike immunity against level 83 mobs.

  • Name one thing you'd change about your class

    by 
    Adam Holisky
    Adam Holisky
    12.08.2008

    Ghostcrawler is known to recite this line here and there. He mentions often that the purpose of saying such a thing isn't to get them (Blizzard) to change just one thing in a class the next patch, but to get people to zone in on a real problem.A real problem is something like "Fury Warriors do not have enough survivability and therefore are less effective in terms of spike PvP and PvE damage."A non real problem is something like "Blizzard hates Shamans and doesn't pay enough attention to them."So as an exercise this evening let's see what the WoW Insider readers think. Name one thing you would like changed about your class.As a full time PvE Protection Warrior, I think that we have a problem with obtaining the hit cap and would like to see more +hit gear drop in heroics and 10-man raid instances. I think an inclusion of items that have both +hit and +parry would help solve this wonderfully. I've also been known to dabble in Holy Paladins once in a while.

  • Ghostcrawler on long term defense changes

    by 
    Adam Holisky
    Adam Holisky
    11.25.2008

    Ghostcrawler weighed in on the intention and existence of the defense statistic yesterday. He makes two interesting criticisms of the philosophy behind defense: It might eventually prove a problem that defense functions both as a tanking statistic and prevents you from fighting mobs that are a higher level than your character. Balance might be easier to achieve if defense provided mitigation and not avoidance. This is rather cryptic to someone who doesn't often deal with the integral nature of the statistic, so let's break it down a bit.

  • Tips for new Death Knights from a fellow tank, part 2

    by 
    Allison Robert
    Allison Robert
    10.07.2008

    Dear corpsified bundles of beautifully-armored joy (but more particularly those who tank Azjol Nerub while wearing Expedition Bracers of the Bandit),We had a little bit of controversy in the first installment, so I'm just going to state this as baldly as possible; if you hated what I wrote last time, there's a good chance you'll walk away from this one thinking I eat babies. Delicious, delicious babies. While I never mean to offend people, I reserve the right to tell them the truth, or at the very least a highly entertaining and plausible lie.Truth, she be at times an ugly mistress. And she ain't gettin' any prettier as we move from DPS to tanking.Tanks have significantly more responsibility, both in groups and raids, and they face the competing directives of maximizing mitigation (to keep their healers happy) and maximizing threat production (to keep their DPS happy). I've healed dozens of Death Knight tanks at this point, and while the average pugged DK tank has gotten noticeably better, there are still a few trends you'd want to be aware of as a healer. The problems in beta right now are made worse by Blizzard unintentionally overselling the ease of tanking on a Death Knight in 5-man runs. Many people seem to have interpreted the statement that they should be able to tank well with Blood, Frost, or Unholy specs as being tantamount to saying they can tank well regardless of how their talent points are spent in those trees.Any experienced tank can tell you right now that this is not true, but people believing that it is is how you wind up with 11K-life Death Knights taking 7-8K enraged hits from Keristasza in the Nexus. If you've never tanked before but you're interested in tanking on a Death Knight -- or pragmatic enough to know you'll probably wind up tanking a certain number of 5-mans on your DPS Death Knight -- I hope this article helps you avoid what I went through in May 2007 when I started tanking and sucked at it.I came to the beta to slowly lose my mind trying to heal insane tank damage and gulp Extra Strength Tylenol. And I'm all out of Extra Strength Tylenol.