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12.0.5 Buffs To Tanks INCOMING!

0h 13m video Published May 12, 2026 Transcribed Aug 3, 2026 M Marcelian&Flame
Intermediate 5 min read For: World of Warcraft players, especially tank mains interested in Mythic+ and class tuning.
AI Trust Score 70/100
⚠️ Average / Some Fluff

"Delivers on the promise of tank buffs with detailed analysis, though some fluff and sponsor segments pad the runtime."

AI Summary

The video discusses the upcoming 12.0.5 patch buffs to tank specializations in World of Warcraft, focusing on Blood Death Knight, Vengeance Demon Hunter, Protection Paladin, and Protection Warrior. It analyzes the changes, their impact on Mythic+ viability, and the community's reaction to the buff-over-nerf philosophy.

[00:05]
Tanks buffed, not nerfed

Developers buffed underperforming tanks instead of nerfing top ones, a rare and welcomed change.

[01:06]
Blood Death Knight buffs

Dancing Rune Weapon parry increased to 25%, Blood Fortification stamina to 40%, Improved Death Strike healing to 15%, Apex talents extended to 8s and proc chance to 12.5%.

[03:14]
Blood DK mitigation analysis

Blood DK uses reactive mitigation (Death Strike) unlike active mitigation of other tanks, making it hard to balance without breaking its identity.

[05:03]
Vengeance Demon Hunter buffs

Demonic Wards damage reduction to 12%, Thick Skin stamina to 55%, mastery effectiveness +20%, Void Reaver Frailty damage reduction to 5%.

[06:56]
Vengeance M+ viability

Buffs may bridge gap by about one key level, but top Vengeance still behind Brewmaster and often requires Devourer for high keys.

[08:13]
Protection Paladin buffs

Blessing of Dusk damage reduction cap to 20%, Sanctified Plates stamina to 7/15%, Ardent Defender duration to 12s and damage reduction to 30%, Sentinel duration to 20s.

[10:52]
Protection Warrior buffs

Fight Through the Flames magic damage reduction to 6%, Phalanx damage reduction to 8%, Ignore Pain effectiveness +8%.

[12:33]
Community reaction and philosophy

The buff-over-nerf approach is praised, and the video encourages positive feedback to promote similar tuning in the future.

The 12.0.5 tank buffs are a positive shift in tuning philosophy, but they may not be enough to dethrone Brewmaster as the top Mythic+ tank. The changes improve survivability but don't fundamentally alter the class identities.

Mentioned in this Video

Study Flashcards (13)

What is the new parry chance from Dancing Rune Weapon for Blood Death Knights?

easy Click to reveal answer

25%

02:34

What is the new stamina bonus from Blood Fortification?

easy Click to reveal answer

40%

02:34

What is the new healing increase for Improved Death Strike?

easy Click to reveal answer

15%

02:48

What is the new duration and proc chance for Apex talents?

medium Click to reveal answer

8 seconds and 12.5%

02:48

What is the new damage reduction from Demonic Wards for Vengeance Demon Hunters?

easy Click to reveal answer

12%

05:30

What is the new stamina bonus from Thick Skin?

easy Click to reveal answer

55%

05:30

What is the new damage reduction from Void Reaver's Frailty?

medium Click to reveal answer

5%

05:43

What is the new damage reduction cap for Blessing of Dusk?

medium Click to reveal answer

20%

08:28

What is the new duration and damage reduction for Ardent Defender?

medium Click to reveal answer

12 seconds and 30%

09:11

What is the new duration for Sentinel?

easy Click to reveal answer

20 seconds

09:55

What is the new magic damage reduction from Fight Through the Flames?

easy Click to reveal answer

6%

11:07

What is the new damage reduction from Phalanx?

easy Click to reveal answer

8%

11:07

What is the new effectiveness increase for Ignore Pain?

easy Click to reveal answer

8%

11:22

💡 Key Takeaways

💡

Buff over nerf philosophy

Highlights a rare developer approach that the community has long requested, potentially setting a precedent for future tuning.

12:33
⚖️

Blood DK reactive mitigation

Explains why Blood DK's design makes it inherently hard to balance, providing deep insight into class mechanics.

03:14
📊

Vengeance M+ gap

Provides concrete data on key levels and the impact of buffs, showing the practical effect of tuning changes.

06:56

[00:05] because tanks have finally been buffed and the Arcanetitan has finally a cannon and the Arcanetitan has finally a cannon reason for existing. And you get a buff. And you get a buff. And get the [ __ ] out.

[00:19] And you get a buff. And you get a buff. And get the [ __ ] out. Players are rejoicing at the fact that somehow, in a weird turn of events, the developers have actually buffed all tanks that were

[00:34] underperforming instead of nerfing the top ones. Sources say there is still some anxiety amongst the tanks since this behavior is very uncommon for the this behavior is very uncommon for the wild team and are worried the fun police

[00:48] are just around the corner. HEY. WHERE ARE ALL the brewmasters? Oh, HEY. WHERE ARE ALL the brewmasters? Oh, no, IT'S THE FUZZ. SCATTER. Infernal strike. Infernal strike. Heroic leap.

[01:06] always going to be that way. Leave him. He has no mobility. There is no saving He has no mobility. There is no saving him at this point. line and checking the buffs for blood death knight. First, we have developer

[01:22] notes to point out. We are looking at smoothing out the damage intake of blood outside of their cool down window by increasing the consistency and up time of their apex talents. To further help these windows of high damage intake, we

[01:37] are also increasing their health and death strike healing. That's all well and good, but as with all buffs and general tuning we have had in the last two months, the pressing question is will this be enough? We'll answer that

[01:52] right after these messages. Are you tired of watching World of Warcraft content from creators telling you retail is trash and you need to go back to classic so you can spam frost bolt for 6 hours straight in Molten Core, Marceline

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[02:34] the small price of two clicks. Dancing Rune Weapon will now grant 25% Dancing Rune Weapon will now grant 25% parry instead of the previous 20%. Blood Fortification will give you 40% stamina up from the previous 35. Improved Death

[02:48] Strike healing will be increased to 15% up from the previous 5%. Added the changes to the Apex talents where the proc of Dancing Rune Weapon will be extended to 8 seconds up from 6 and the chance for these procs to occur

[03:01] increased to 12.5% up from the previous 10. And this will devs stated. [music] The uptime on parries will be beneficial in Mythic Plus where the pulls become larger and larger. It is very difficult

[03:14] without turning it into the same tank like all the others or completely breaking it. To try and keep this simple, you can think of tank mitigation as being of two types, active and reactive. Your regular shield block is

[03:30] an active mitigation since you will increase your tankiness in the hopes of surviving the damage intake. Death Strike is reactive mitigation since you take the damage and only after do you attempt to resolve it.

[03:43] That is the fantasy of Blood Decay and what sets it apart from other tanks and the reason it will never be meta unless its class flavor gets destroyed because Death Strike is your main mitigation, your active mitigation, which you can

[03:57] think of as the parry from Dancing Rune Weapon, even your raw amount of armor Weapon, even your raw amount of armor and health points can never be too good. The better you are at preventing the damage from happening as a Blood Death

[04:10] Knight, the weaker your Death Strikes becomes, turning you into a just a occasional Words of Glory to offset a portion of their damage intake. But realistically, this is the only way to balance Blood Decay around the other

[04:23] tanks. The conclusion is Blood will be stronger, but nothing outside a rework or over tuning will make it compete with Brewmaster or whatever meta tank we have during a specific season of Mythic Plus. We wanted to get a comment from the

[04:36] local Blood Death Knights, but the realization that it will never be enough no matter how many buffs they get has suddenly made them change back to suddenly made them change back to Unholy, and

[04:49] this is confirmed. They're doing keys at a higher level. We used to be great. We used to be meta.

[05:03] Sir, are you aware you've just been buffed? Wait, really? Oh my god. It It finally happened. I can apply to groups now. It's up to

[05:15] you, dear folks, to invite your fellow Vengeance Demon Hunters to your groups they're better now. Stronger than Brewmaster? Uh back to you. Demonic Wards have been buffed to now reduce the damage taken across the board by 12% up

[05:30] damage taken across the board by 12% up from 8% Thick Skin will grant 55% stamina up from 50. The effectiveness of the mastery will be increased by 20%, and lastly, the Void Reaver talent will make Frailty provide you with 5% damage

[05:43] reduction up from the previous 4%. All of these are aimed similarly to Blood Death Knights at reducing the damage that Vengeance takes outside of its defensives, which has been a problem so far. The devs also stated their

[05:57] philosophy in their developer notes, and I quote, "Vengeance Demon Hunters 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

[06:11] core values for health and damage reduction with an additional smaller increase specifically to armor." These buffs are slightly larger than what we normally see for tanks, but considering how ahead Brewmaster is, it remains to

[06:25] be seen how much this pushes Vengeance in the M+ ladder, considering they still have to contend with Devourer seeking a Demon Hunter spot. The extra 4% overall buff is likely the most significant, and if you add it to the Void River change,

[06:41] 6-something percent damage reduction when across the board. The increase to health is also relevant, way more for Vengeance and Blood to be fair, considering both of these tanks rely significantly on their capability to

[06:56] heal back the damage they just took. Having a larger health pool gives them more leeway to take in big hits, or in the case of Mythic pulls, multiple small damage would turn fatal. [music] As of recording this video, the top

[07:11] Brewmasters are doing 22s, while Vengeance is at 20s, with the highest being the odd 21 here and there. These buffs will bridge the gap, sure, but only by about a key, judging from the number crunch the Fel Hammer community

[07:25] has done. Despite the top Vengeance seemingly having similar DPS output as monks. So far, clearing keys over 20s without Devourer doesn't really seem likely, which would make the value of having a

[07:37] which would make the value of having a second Demon Hunter in a group diminish, outside the odd Sigil of Silence, which isn't what it used to be anymore. And as you saw the top 21 being cleared also has a devourer in their group anyway, so

[07:51] unlikely that will change. Can I join? Sorry, I have a devourer. Sorry, I have a devourer. Hey, over here. HEY, HEY, HEY, OVER HERE, over here. >> [screaming]

[08:13] The developers pointed out, and I quote, "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

[08:28] on-demand survivability with adjustments to defensive cooldown coverage and strength. As such, Blessing of Dusk will reduce the damage taken by up to 20% increase from the previous 10% cap. Although the increase is significant,

[08:43] this is a very contextual survivability buff since the full value of this can only be exploited at low levels of health, which is not where a tank usually wants to be at. Paladin also received a health buff with sanctified

[08:57] plates increasing stamina by 7 and 15% from the previous 5 and 10% respectively. It matches what the other two tanks received with an overall 5% extra stamina buff. Again, a good change for tanks relying on healing as part of

[09:11] their mitigation, but the actual buffs are coming next. Ardent Defender now lasts for 12 seconds up from eight, so a 50% increase in its uptime. It will also reduce the damage taken by 30% from the previous 20%, a 33% increase in its

[09:26] way. This is actually a very good change considering it more or less competes with other similar one-minute tank defensives. Fiery Brand gives 40% damage reduction. Barkskin can vary, but can also reach 40% as well. Granted, our

[09:42] then defender has the cheat death mechanic built into it, which is why it will be tuned around it. But again, not something you want to factor in when using the ability, which is a decision tanks have to do to survive stuff. Not

[09:55] to mention that if the cheat death procs, I'm pretty sure you lose the remaining damage reduction from the buff. A likely even stronger buff comes for Sentinel with a duration increase to 20 seconds up from 16 seconds. The

[10:09] additional 4 seconds or 25% increased duration will be stronger than what you may think considering Zealot's Paragon will have even more chances of extending the duration of your Sentinel. All of this converts into a larger blanket that

[10:24] covers the Paladin with more overall uptime of defensives throughout a combat encounter. So, you're saying you just took the hit? Oh, yeah. Straight to the took the hit? Oh, yeah. Straight to the face, and I didn't even budge. Shh. I

[10:39] never thought I'd see the day. Yeah. Yeah, yeah. They're still taking a Yeah, yeah. They're still taking a brewmaster, aren't they? Yep. Yep.

[10:52] 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. Or so the developers had to say about

[11:07] the upcoming changes for protection warrior. As such, fight through the flames will reduce magic damage taken by 6% rather than 4%. Phalanx will also increase its damage reduction to 8% from the previous 5%, and ignore pain will be

[11:22] 8% more effective. Some of the top prot warriors pushing keys have been using fight through the flames, although not exclusively at that level, meaning its strength was at most on par with armor specialization. Considering you will

[11:36] still have to make the choice, fight through the flames isn't really a free talent option. But the choice should definitely feel more enticing and hopefully impactful at the same time. The duration of the Phalanx debuff is 8

[11:50] seconds and in normal situations you would have close to 100% uptime on it if you play your rotation right. Meaning that you still get a napkin math of that you still get a napkin math of about 3% damage reduction overall.

[12:04] Ignore Pain is always a bit finicky since there's a bunch of math going on there as well as far as the effective health is concerned. It's always nice to have a buff to it, but the strength is also play style reliant. So, Mr. Prot

[12:17] Warrior, a few words to our viewers at home. Zug zug. A man of few words, most likely uses charge on cool down. Godspeed, sir.

[12:33] is not as important as how this round of tuning happened. We actually are seeing buffs to all specs outside of the meta ones and this is basically something we have been asking for for years and years. The devs actually listened and

[12:48] buffed instead of nerfed, which is a talking point passed around the WoW community since times immemorial. All of this is just one instance, of course, which is why we wanted to take

[13:00] the extra opportunity to point out how good this is and how important seeing this every week would be. I am sure one of you has an example of a spec that hasn't yet been buffed when it should have and maybe putting out some

[13:15] positive feedback out there will promote more of this style of tuning to come in the future. Meanwhile, if you're not interested in group content, but was interested in group content, but was curious about what class is the best to

[13:28] solo stuff with? Check our recent tier list. We ranked all of these classes based on their ease of doing more praise, delves, and rituals at a high level with little gear starting out from our opinion.

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