Sep 7th 2011 12:51PM Overall, I have to say I find the analysis in this article rather lacking. The conclusion of it all seems to be "get rid of runic empowerment and find more elegant ways to make us like the shield bearing tanks." While that's all well and fine at a certain level, its not a very penetrating conclusion. Further to that, if I wanted to be more like a shield bearing tank, I'd hop back on my warrior instead of slugging it out on my death knight. I like that DKs have to work a little harder to achieve the same results, and I take pride in knowing that when I perform to the same (or higher) level as paladins and warriors it is because I am actively working harder then they are. It is one of the unique flavours of the death knight class, and I'd rather the mark of a good DK be that they do work that much more to achieve "the same results".
Are there quality of life issues that need to be addressed? Yes, there are, and I think some of this changes go in the right direction to addressing them. However I am also concerned that we'll see these changes rolled back or drastically nerfed once they go live. Specifically, I can see the PvP community flipping their lid about all the fixes aimed at smoothing out our damage intake. Blood DKs are already considered one of the harder specs to kill (personally, outside of capture the flag BGs, I view it as a griefing tool as opposed to a viable PvP spec). Add these changes and I can see a lot of complaining coming from that corner of the community.
May 24th 2011 11:46AM I know, right? I would have loved to have sat in on that little meeting.
"Hey, we're giving DKs a battle rez. What should we do with the glyph that used to make the ghoul better?... Oh! I know! Let's make it reduce the cast time on Death Gate! Yeah!"
Drawback to giving a class that can tank a battle rez that restores someone at 20% health and mana? That person rezzes right in front of the boss where the tank is standing. SPLAT!
I mean really... why couldn't they have given me a glyph that bumped the health/mana percentage up to 50%?
Apr 6th 2011 11:32AM For heroic dungeons, I'd say you want somewhere between 15-20% total mitigation before delving into mastery stacking. For raids, at least 30% mitigation before mastery stacking.
Apr 5th 2011 12:48PM Guild Enforcer. I walk softly and carry a big /gkick.
Mar 16th 2011 12:32PM I recently started running a little experiment on my DK after looking at some of the top tier guilds and their DK tanks. I have basically dropped hit as a stat priority and focused more on parry/dodge and stam. So far I haven't experienced any threat issues at all, and barely notice the difference. I see more parries and dodges from bosses then I do misses.
Anyone else been looking at this?
Feb 15th 2011 3:57PM Rune Tap.
Feb 15th 2011 3:50PM @ Mr. Tastix. Yeah, I realized that after I posted my comment. The original comment just says 'BS' which I read as Blood Shield and not Bone Shield.
Feb 15th 2011 3:41PM Pretty sure that Blood Shield doesn't offer a 20% damage reduction, but instead absorbs X amount of damage (which is based off of how much the healing effect from Death Strike does). That might be what's missing.
Feb 15th 2011 3:16PM I think the changes have sort of put the nail in the coffin for diseaseless tanking with the changes to Scarlet Fever. Blood Boil no longer applies the 10% damage debuff that this talent gives, but instead has it being applied through Plague Strike. This means both of your diseases now offer major debuffs as a tank that you should be taking advantage of in any fight. This is more so the case in multi-mob situations where the 20% attack speed debuff and the 10% damage debuff will help reduce the amount of incoming damage you take.
Nov 2nd 2010 3:49PM While I see the benefit of grabbing that snap aggro at the start of a mob pull, I think the idea of diseaseless blood tanking works on a faulty premise. The premise is, near as I can tell, that you need to establish snap aggro really fast to keep the target on you and not one of your more squishy party members. The fault in this premise is that your squishy party members should be, if they are good DPSers, waiting for you to establish a threat lead before starting their DPS rotations. I realize for some DPS this is a novel concept, as they are used to going all out on their rotations as soon as the tank has hit the first target. However that is not the way fight mechanics work anymore, and DPS who cannot wait 5 seconds for the tank to establish aggro will find life much harder come Cataclysm then those DPS who can.
In short, I see this style as being a reaction to the unwillingness or inability of DPS to relearn their classes, count to 5, focus on the tank's target and not open up with a huge burst damage AoE ability. Spreading your diseases, if your DPS can get the first part (counting to 5), will help combat high damage AoE abilities as well as those DPS who cannot focus on the tank's target.