We’re deploying some tuning for tanks with scheduled weekly maintenance, as we feel that tanking has fallen behind our intentions for keeping up with the incoming damage in Mythic+. We’re focusing on two goals.
- Increase passive mitigation to broadly reduce damage for tank specs that underperform in higher keys.
- Increase uptime and effectiveness on some cooldowns. This should help underperforming specs to better cover periods of heavy damage.
We’re hopeful that these changes will help bridge the gap between tank specs, and we will continue to monitor and tune as necessary.
Classes
- Death Knight
Blood - Developers’ notes: We are looking at smoothing out the damage intake of Blood outside of their cooldown window by increasing the consistency and uptime of their Apex Talent. To further help these windows of high damage intake we are also increasing their Health and Death Strike healing.
Dancing Rune Weapon grants 25% Parry (was 20%). - Blood Fortification grants 40% Stamina (was 35%).
- Improved Death Strike healing increased to 15% (was 5%).
- Dance of Midnight grants Dancing Rune Weapon for 8 seconds (was 6 seconds).
- Dance of Midnight chance to proc increased to 12.5% (was 10%).
Vengeance Developers’ notes: Vengeance Demon Hunter’s baseline defenses are its most lacking, while cooldown availability and values are currently serving the spec well. As a result, we will be primarily targeting core values for Health and damage reduction, with an additional smaller increase specifically to Armor. - Demonic Wards now reduces all damage taken by 12% (was 8%).
- Thick Skin now grants 55% increased Stamina (was 50%).
- Effectiveness of Mastery: Fel Blood increased by 20%.
- Void Reaver now causes Frailty to reduce damage taken by 5% (was 4%).
- Demonic Wards now reduces all damage taken by 12% (was 8%).
- Thick Skin grants 55% Stamina (was 50%).
Paladin - Protection
- Developers’ notes: With these changes, we’re aiming to improve baseline durability for Protection Paladins by increasing passive effects which contribute to effective health. We’re also addressing on-demand survivability with adjustments to defensive cooldown coverage and strength.
Blessing of Dusk reduces damage taken by up to 20%, increasing as your health decreases (was 10%). - Sanctified Plates increases stamina by 7/15% (was 5/10%).
- Ardent Defender duration increased to 12 seconds (was 8 seconds).
- Ardent Defender now reduces damage taken by 30% (was 20%).
- Sentinel duration increased to 20 seconds (was 16 seconds).
Warrior - Protection
- Developers’ notes: Protection melee damage mitigation is quite strong, but is a bit behind for magical attacks and damage-over-time effects. These changes are aimed at strengthening those areas as well as making it easier to maintain healthy Ignore Pain values.
Fight Through Flames reduces magic damage taken by 6% (was 4%). - Phalanx reduces damage enemies deal to you by 8% (was 5%).
- Ignore Pain effectiveness increased by 8%.