Originally Posted by Zarhym (Source Re: Upcoming Tanking Changes)
Here are a few additional changes we are making which will be applied in patch 4.0.3a:- These changes are all slated for patch 4.0.3a when the
shattering of Azeroth takes place, and are not currently implemented on
live realms. Some of them may be active in the beta test – the Savage
Defense change for example was applied via a hotfix to the beta realms
recently.
- Icebound
Fortitude -- Damage reduction changed from 30% to 20% (or 60% to 50%
talented). Cooldown still 2 minutes. Duration still 12 seconds.
- Savage
Defense is massively overpowered on beta and has been dealt with
accordingly. Many of the reports of beta raid bosses two-shotting tanks
were because that was how much damage the bosses needed to do in order
to challenge Feral tanks. With less damage absorbed, the boss damage can
be adjusted downwards. We've reduced the multiplier for attack power on
the absorption effect (from 65% to 35%, still modified by mastery) and
it no longer procs from periodic critical hits.
- Bear Form -- Stamina bonus lowered from 20% to 10% and Heart of the
Wild health bonus from 10% to 6%. Bear health should be close to plate
tank health with this change.
- Survival Instincts -- Damage reduction changed from 60% to 50%.
Cooldown reduced from 5 minutes to 2 minutes. Duration still 12 seconds.
- Holy
Shield will be changed to increase block value by 10% (40% total)
instead of increasing block chance by 15%. Since this will cause Mastery
to become more valuable, the amount of block granted by Mastery will be
reduced to 2.25% block chance per point of Mastery, down from 3%.
- Paladin tanks are not intended to go cap block as fast as they can.
It’s fine if you want to do that, but we don’t treat it as “the new
defense cap” and we don’t balance paladins assuming they have a 100%
block chance. That is something the community identified as being not
only possible, but likely, and one of the reasons we changed the way
block works for paladins.
- Guardian of Ancient Kings -- Damage reduction changed from 60% to
50%. Cooldown still 2 minutes (talented). Duration still 12 seconds.
- At
level 85, the value of Shield Block decreases as block value generated
by Mastery increases. To remedy this, we will convert overflow of block +
avoidance that exceeds 100% into critical block chance instead. Along
with that change, Shield Block will be reduced to +25% block chance
(down from +100%), but this will still yield a net buff for most
warriors. Also in response to this change, the amount of block and
critical block provided by Mastery will be equalized. Finally, Mastery
will now grant 1.5% block chance per point.
- The new warrior Mastery is 1.5% block and 1.5% critical block per point of mastery.
- Shield Block will spill over into critical block if any portion of
the 25% would have been wasted because your block + dodge + parry is so
high already. If you are somehow always over 100% (which will be pretty
hard now), you only get the critical block when Shield Block is up. The
intent is to make sure Shield Block isn't wasted, not to make sure you
have mastery coming out your ears (or any other orifice in the facial
region).
- Shield Block is not intended to be a magic damage cooldown (neither
is Blood Shield, which also is physical damage only). We don’t want to
duplicate the exact same ability on every tank when we can avoid it.
Bosses generally don’t spam out a lot of magic damage on short
cooldowns. On the other hand, Shield Block has a much higher up-time
than Barkskin. We still believe the Cataclysm raiding environment is
going to be a lot less centered around tanks dying to spike damage than
players currently experience at level 80. Mitigating a lot of damage to
save healer mana can be very valuable in Cataclysm.
- Vigilance -- No longer reduces damage by 3%, but will still reset Taunt cooldown and provide Vengeance for the warrior.
- Glyph of Shield Wall -- Now buffs damage reduction by 10% (to 60%), but only adds 1 minute of cooldown.
- Shield Wall -- Damage reduction changed from 40% to 50%. Cooldown still 2 minutes (talented). Duration still 12 seconds.
Originally Posted by Nethaera (Source Upcoming Tanking Changes)
As the release of World of Warcraft: Cataclysm
draws near, we continue to fine-tune various class abilities. Based on
feedback and our own testing, we're in the process of assessing and
amending tanking cooldowns -- at level 85 in particular. Some of these
abilities, like druid Savage Defense and death knight self healing, are
particularly difficult to model, so further testing will be necessary
before there is sufficient information to base adjustments on.In the case of paladins and warriors, we have recognized that it is possible for block chance to get too high too quickly and cause a situation where stacked mastery and the warrior Shield Block ability behave strangely. Since that's a scenario we want to avoid, we're making some changes regarding how block chance is handled for each of these classes:
Paladins - Holy Shield will be changed to increase block value by 10% (40% total) instead of increasing block chance by 15%. Since this will cause Mastery to become more valuable, the amount of block granted by Mastery will be reduced to 2.25% block chance per point of Mastery, down from 3%.
Warriors - At level 85, the value of Shield Block decreases as block value generated by Mastery increases. To remedy this, we will convert overflow of block + avoidance that exceeds 100% into critical block chance instead. Along with that change, Shield Block will be reduced to +25% block chance (down from +100%), but this will still yield a net buff for most warriors. Also in response to this change, the amount of block and critical block provided by Mastery will be equalized. Finally, Mastery will now grant 1.5% block chance per point.
Update - Here are some additional details based on the questions and feedback we're seeing:
- The new warrior Mastery is 1.5% block and 1.5% critical block per point of mastery.
- Shield Block will spill over into critical block if any portion of
the 25% would have been wasted because your block + dodge + parry is so
high already. If you are somehow always over 100% (which will be pretty
hard now), you only get the critical block when Shield Block is up. The
intent is to make sure Shield Block isn't wasted, not to make sure you
have mastery coming out your ears (or any other orifice in the facial
region).
- Shield Block is not intended to be a magic damage cooldown (neither
is Blood Shield, which also is physical damage only). We don’t want to
duplicate the exact same ability on every tank when we can avoid it.
Bosses generally don’t spam out a lot of magic damage on short
cooldowns. On the other hand, Shield Block has a much higher up-time
than Barkskin. We still believe the Cataclysm raiding environment is
going to be a lot less centered around tanks dying to spike damage than
players currently experience at level 80. Mitigating a lot of damage to
save healer mana can be very valuable in Cataclysm.
- Savage Defense is massively overpowered on beta and has been dealt
with accordingly. Many of the reports of beta raid bosses two-shotting
tanks were because that was how much damage the bosses needed to do in
order to challenge Feral tanks. With less damage absorbed, the boss
damage can be adjusted downwards. We've reduced the multiplier for
attack power on the absorption effect (from 65% to 35%, still modified
by mastery) and it no longer procs from periodic critical hits.
- Paladin tanks are not intended to go cap block as fast as they can.
It’s fine if you want to do that, but we don’t treat it as “the new
defense cap” and we don’t balance paladins assuming they have a 100%
block chance. That is something the community identified as being not
only possible, but likely, and one of the reasons we changed the way
block works for paladins.
- These changes are all slated for patch 4.0.3a when the shattering of Azeroth takes place, and are not currently implemented on live realms. Some of them may be active in the beta test – the Savage Defense change for example was applied via a hotfix to the beta realms recently.


