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1-04-2011 @ 9:14AM
This is all fine and dandy, it's been pretty well advertised about Mastery probably being the 2nd most important stat for Blood Tanks after Stamina.What i'd like some feedback on is what people think of Bloodworms (or whatever you call those little suckers). Are the two talent points put on bloodworms worth it, or are they better spent elsewhere on the tree? Do they actuall heal much, or is it more eyecandy/gee-whiz that looks cool stuff? Most of the talents on the blood tree are pretty straight-forward in knowing exactly what they do, but the math/worth of bloodworms flies by me. I'd like to know what other Blood Tanks think if this is a must-have, situational or avoid-it-like-the-plague stat.
1-04-2011 @ 9:19AM
Having switched from DPS/Tank DK to a Balence/Resto Druid for this expansion, I can tell you that I prefer DK tanks with their little pink friends to the DK tanks who don't have them.It might not be much in terms of healing, but it does take a little bit of the work off the shoulders of the healers.Every little bit helps.
1-04-2011 @ 9:21AM
Bloodworms are mostly a "Well, what else are you goint to spend the points on? BCB? LawlCrimsonScourge?"You should be taking Bloodworms simply because even if it is lackluster, there are no other viable options to put the talent points into.Plus the nice part about Bloodworms is they don't just heal you, they heal all the melee DPS. If there's ANY AOE at all during the fight, you can produce a surprising amount of AOE healing on the fight, and help take some of the weight off the healers in content where a lot of the fights are wipe or not wipe based on whether the healers oom.
1-04-2011 @ 9:38AM
Basically I look at a DK talent spec like this:You have 3 optional talents to chose between.Abominable MightScarlet FeverVirulenceThat's it. And it all comes down to does your raid group already have the 10% AP? IS the other tank you are raiding with a Prot Warrior who can do the 10% physical damage reduction? Do you have enough people in your raid who can reliably interrupt that you don't have to spellcap your interrupt?
1-04-2011 @ 9:40AM
From what I've seen bloodworms either die before they heal and when they do heal its not that much. I'm toying with using my extra talents in desecration for utility in slowing down runaway adds. Just started with that so not sure how good it is yet. Seems to help with the go go go players that break cc before I get to them.
1-04-2011 @ 12:49PM
I've literally outhealed the healer in some encounters due to DS, Bloodworms, and glyphed Rune Tap. When the group is stacked, and my worms pop for a 16-20k AoE heal, followed by a 5% heal via Rune Tap, your healer will ask you nicely to PLEASE keep using bloodworms.That said, OT: I tend to stack stam. Old habits, I suppose. I do reforge to mastery (after hit and exp soft caps).
1-04-2011 @ 2:23PM
As a healer I can not praise blood worms enough.I remember the first time I was with a DK spec'ed for them. The entire group was already at about 50% and was taking damage fast. In my head I was running through what spells I needed to cast next and then bam...everyone is at near full health. Frequently turned a stressful situation into a relaxing healing vacation.
1-04-2011 @ 5:27PM
Bloodworms also absorb various spell attacks completely, preventing them from hitting *you*.I have seen the buggers absorb poisons, fears, stuns, freezes and more. Plus they tend to attack (and occupy) nearby mobs keeping them off of you for a bit.I did not have blood worms at first @ 85 as a blood tank, but I respec'd and picked them up and am very happy with their utility.
1-05-2011 @ 2:58AM
Stamina is far from being the top stat, as stated billions of times before, this isn't WotlK anymore. Having an extra 60k health does a lot less than having an extra 5-10% avoidance.Having more health won't help you survive because the healers won't be topping the extra off. Meanwhile Dodges & Parries directly affect your healer's mana expenses making it a better stat than stamina.I'm expecting there will be a Health cap for tiers in cata, where putting more past a certain point is wasted stats.Max avoidance, once thats done, max mastery. If you've already got good health, you don't need to gem/enchant for more.Also, magic damage is irrelevant, not only are the "big" hits gone, DKs can simply pop anti magic shell and breeze trough problematic spells.
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