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6-28-2011 @ 3:29PM
I don't play a Blood Tank, do my disagreement may be uninformed. However, I do play a Paladin tank, and our Holy Shield, which once upped our block from 30% to 40%... always is not an off GCD 30 sec cooldown that ups block% from 30 to 50 (not affecting block chance).While not the same as death strike in that it has a cooldown and cannot be spammed, we are expected to use it for periods of heavy damage. While some paladins might bind it to Crusader Strike and forget about it, I plan on using it when I need it, same as I do with my heal, Word of Glory (which replaces my primary threat generation spell).I don't expect blood tanks will spam death strike when damage is low, so unless youre saving your runes like a CD in acticipation of a huge hit, you can push out more threat and even waste some RE procs on blood runes. And when damage is high, and spamming death strike is necessary, you will also be generating Vengeance far faster than the warriors and paladins, who have to use all of their taunts in heroic dungeons to hold aggro while DKs seem to keep it with a D&D and their first outbreak. While the rune system might be very tedious for DKs right now, the concern that I think requires attention is disease debuffs requiring the use of key resources. If they take runes, they should be off GCD - and if they require a cooldown, they should be free, or refreshed by a shorter cd outbreak. Paladins apply those debuffs to only one target at a time, but we refresh those debuffs as part of the spells we would have cast anyway.
6-28-2011 @ 4:09PM
"I don't play a Blood Tank, do my disagreement may be uninformed."Alas, it apparently is. The Holy Shield change (note the lack of words like nerf or buff) is pretty irrelevant to DK issues.Also, Vengeance is a factor of incoming damage not altered by absorb shields or blocking, and DKs have similar (not identical) actual avoidance, as in parry and dodge, as other plate tanks. Not that Threat matters in any realistic way. Which is also why there's no saving Death Strikes for high-damage situations. (I'm also not sure why you have to use all of your taunts as a paladin. But this isn't the proper medium for that discussion).Disease upkeep is just one of many issues involved. The application of diseases in itself is fine. The fact that you have to choose between them and mastery-based mitigation, that is not fine.
6-28-2011 @ 5:36PM
Pardon the typos - correcting them on iPhone is almost prohibitive. That should have read "is noW an off GCD 30 sec cooldown that ups block%".I was not aware that vengeance scaled with incoming damage and not final damage taken - TIL. Thanks for the clarification.
7-05-2011 @ 10:33AM
I realize i am a little late in posting this but if yo play a pally tank you are probably the least qualified to speak on this issue. I play all the tanks through at least 5 man content due to time restraints and ill tell you that your argument about some sort of ability is totally off point. The biggest issue aside from avoidance and mastery directly contradicting one another is that the rune system is just busted and frankly just bad design. In general unless a bear or warrior screws up and spamms maul/heroic strike too much once combat has begun they have a virtually unlimited resource pool. Paladins get mana back at a pretty good rate during combat too. So none of the other tanks have to manage cooldowns on their abilities as well as cooldowns on their resource pool. While the rune system was a cool idea to begin with the changes in 4.0 made it into a frustrating hindrance that frankly well..yeah it sucks. I stopped playing my DK much after 4.0 dropped because the new system is so bad. The tree redesigns also made the DK class unappealing to me.
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