Defining Good Rotations – Part II

This is the second in a series of posts discussing our tanking rotation.  In the first two parts, we’ll be investigating the topic in an abstract sense to try and describe the features that make a given rotation enjoyable and interesting.  In the finale, we’ll look at paladin rotation mechanics in Cataclysm and see how closely they match up to these ideals.

Last time, we talked about the tempo of a rotation and the amount of interactivity it included.  These are pretty easy concepts to understand, and probably what most players subconsciously think about when they decide whether a rotation “works” for them or not.  However, there are other mechanics that are equally important even though they’re a little less visible.  These “under-the-hood” effects can make or break a rotation, and more often than not define not only how a class plays, but how it’s perceived by other classes or players.

Why does it say "PC LOAD LETTER" when I try to craft Glyphs?

Can I get an Innervate?

Resource Management

Casting spells or abilities is only part of the equation.  Those spells have to have some sort of cost, both to keep things balanced and to make the decision of what to cast interesting.  The cost needs to be in the form of one or more resources that the player cares about, generally because each is in limited supply.  If this is done properly the player is rewarded with higher performance for managing his resources effectively.

We usually think of things like mana/rage/energy bars as resources without too much trouble.  But there are other resources that we don’t even think of as such most of the time; the Immolate debuff can even be viewed as a resource of sorts for a Destruction warlock because of Conflagrate.  And we frequently overlook the most fundamental resource of all: time.  The GCD ensures that most spell casts carry a time cost, and spells with a cast time carry a heavier cost.  For casters, haste increases the “time” resource in much the same way that Intellect increases the mana resource.  Ability cooldowns serve as another type of time cost, this time one we can’t usually alter by stacking stats.

For a rotation to be engaging it needs to directly tap a player’s resources and encourage them to make decisions based on those resources.  If all of the resources become irrelevant the rotation degenerates into casting one spell over and over – imagine what your “optimum” rotation would be if you always had maximum mana/energy/rage/Holy Power/Combo Points and could cast every ability instantly and off of the GCD with no cooldown.  The most interesting and arguably the most fun rotations ask the player to manage multiple resources if they want to achieve their maximum potential.  The management process includes making decisions about availability (“Do I have the mana to cast X?”) and efficiency (“Should I skip X to make sure I have mana for Y?”), and ranges from simple (“Yes, so I’ll cast X”) to complicated (“If I cast X now I won’t have mana for Y, but casting X sets me up to cast an empowered Z, which offsets the loss of Y, but then debuff W will drop off since I didn’t cast Y, and all of the mages will be angry at me, and… Christ, can someone just innervate me already??”).

Prot and Ret paladins spent most of Wrath being primarily cooldown-limited in raids.  Spiritual Attunement kept the mana flowing freely enough for Prot that we rarely took both points of the talent, and Ret’s Judgements of the Wise (now Judgements of the Bold) was designed to fully sustain their mana expenditures.  For the most part, time (in the form of ability cooldowns) was our only resource mechanic for the majority of that expansion.  Mana only became a consideration in certain gimmick fights (Vezax) and occasionally in overgeared 5-mans where Spiritual Attunement income was limited.  The move to a three-resource system in Cataclysm (mana, cooldowns, Holy Power) was jarring for a lot of players as a result.  But it’s a good move in the long run, because it has the potential for more gameplay depth than a one-resource system does.

Could you move your claw a little up and to the left? Ahhh... right there, that's the spot.

This tank wasn't stam-capped.

High Skill Cap

The game has to cater to players that span a wide range of skill levels.   As a result, the rotation needs to be simple enough that a novice can figure out the basics and perform adequately with a little thought and effort.  But it should also have enough depth that an experienced player can show off their talent.  In other words, it should be “easy to pick up, difficult to master.”  This helps keep the class accessible to new and returning players while still providing ways for expert players to challenge themselves.

Another way to phrase this is to say that the rotation should have a high “skill cap.”  Strong players always strive to be better, and that head room above “adequate” simultaneously gives them a path for improvement and a way to gauge their performance.  Every player wants their button presses to matter, and a high skill cap ensures that hitting your buttons “correctly” results in an observable increase in performance.

The Wrath-era 969 rotation was the opposite extreme.  It had a very low skill cap, such that it could even be distilled down to one or two macros.  While this undoubtedly made it easier to learn, it also meant that there was very little a great player could do to separate themselves from an average player, at least within the confines of the rotation.  The Wrath feral druid (cat) rotation was the antithesis of 969 – it had arguably the highest skill cap of any of the class/spec combinations, such that even one spell cast out of order was a noticeable loss of DPS.

It’s been argued that a tank’s rotation should be simpler than that a DPS spec because we have so many other duties: boss positioning, movement, planning proactive cooldowns in response to boss abilities, using cooldowns to react to spikes in damage intake, interrupting spell casts, and so on.  I don’t completely agree with that sentiment, because DPS players have to worry about many of those things to perform at high levels too.  So I don’t think that it’s a good justification for artificially limiting the depth that a tanking rotation can contain.

At best I think it justifies a design in which it was relatively easy to perform at an “adequate” level, but included added difficulty that carried with it extra performance.  Again, “easy to pick up, difficult to master.”  In some sense, Vengeance already provides this sort of mechanic for all tanks, since it makes holding threat relatively simple even without following a proper rotation.  Thus, there’s no reason that a tanking rotation can’t have some interesting complexity to keep the players at the top end of progression on their toes and give them some room to strut their stuff.


While the topics covered in the last two posts may not be an exhaustive list, I think it covers most of the bases.  What constitutes “good” is always a bit subjective anyhow – there are players that really like to have a simple rotation so they can focus on other aspects of the game, and there are players that like their rotation to be very challenging because they enjoy the personal test of skill.  It’s a tall order to satisfy both crowds, though the success of WoW suggests that they’ve managed to do an acceptable job of that, at least in recent history.

In the next installment, we’ll assess the current (4.1) prot paladin rotation mechanics and see how it fares in each of these categories.  In the meantime, what features or details make a rotation enjoyable for you?

This entry was posted in Theck's Pounding Headaches, Theorycrafting and tagged , , , , . Bookmark the permalink.

5 Responses to Defining Good Rotations – Part II

  1. Carina says:

    I sure like the current Prot-rotation much better than the old wrath one, but I wish I wouldn’t have to press the same button all 3 seconds.

    On the other hand, one thing that drives me *totally* batty is gaps in the rotation – Firstly because it throws me out of my rythm and secondly if all my stuff’s on cooldown, I tend to feel as if I’ve done something wrong. Most of the time I did.

    The procs for avenger’s shield became real fun since they also give holy power, though. Now I can actually use them without feeling inefficient – that’s a change I really like, even if I don’t know exactly why.

    • Theck says:

      Gaps in the rotation used to really bother me too, but 4.0.6 trained me out of that. It still feels awkward after years of having a regimented cycle, but it doesn’t cause the feelings of panic anymore.

      Making Grand Crusader procs worth using was definitely one of the goals of the 4.1 changes, that much is clear. The change to Sacred Duty was actually the crucial factor – even with Holy Power being generated on GrCr procs, simulations still showed prioritizing Judgement over AS yielding higher overall DPS because of SD-induced SotR crits. Equalizing Sacred Duty was what it took to make AS>J prioritization worthwhile.

  2. Gameldar says:

    The other factor that I think can play highly into tanks rotation is the awareness and maintenance of buffs/debuffs – some of this is negated by raid competition (and is therefore perhaps more visible in 10 mans) but I think it does play into it, although you could argue this falls into the skill cap area. For example for Paladins their debuffs are all automatically applied, whereas druid and warriors have to maintain theirs manually but gain the benefit of being able to apply them in an aoe capacity.

    I guess I brought that up because it plays into what I enjoy about a rotation. I’ve recently switched from tanking on my paladin to my druid because it is that next step up in terms of reacting to a proc, maintaining pulverize, keeping up demo roar, maintaining lacerate stacks and putting up faeire fire (this is one I’m adjusting to again since 4.1 because I’ve dropped the talent to apply the 3 stacks at once). I then find it that bit easier to maintain the basics of the rotation and allow working on improving my skills in handling all the elements of the tanking than when I tank on my warrior – simply because that has two procs in the form of sword and board and revenge.

    The other part I’ve found more enjoyable on my druid has been the aoe tanking. I enjoy the need to change targets, spread around the lacerates and mangles. Certainly you can do this on your paladin, but the natural aoe splash of the abilities that form the key parts of the rotation make it less a concern.

    But I’m enjoying these articles (and remember wishing you’d written more back in cataclysm beta when these things were being discussed in terms of the paladin tanking rotation). Early beta rotation, while a lot of it was just adjusting to different timings, didn’t have that regular rhythm to it – there is a lot to having something to press each GCD.

  3. Character name is Atrro says:

    i know this sound sill, but why you just say what a good rotation is, in simple language/ ie what I found to be a good rotation though different logs , is , for prot paladins , is 1 Crusader strike, 2 hammer of justice, 3 avenger shield., this type of language would so much easer to understand instead of getting totally confused in all the reading, I do appreciate all the time you spent researching this , how-ever its not understandable due to the complexity of all the reading. And if you could do me a personal favor could you put in cut and past macros for Prot Paladins, to link their cast spells on attack ie , or just a set of macro we could cut and paste for our mitigations and rotation, this would be of enormous help
    Thank you

Leave a Reply