Aug 2nd 2011 1:23PM I'm confused on some of the points you recommend here for Death Knight tanking.
Hit and Expertise become as anathema to the point where you would refuse the upgrade because of their existence? For tanking, hit/expertise capping is proving to not be as important as it has been in the past, yes, but you're also purposefully hindering yourself in regards to Death Strike - which is why Mastery is so valuable to a raiding DK tank to begin with!
If you cannot hit with Death Strike, you aren't building the shields to smooth out the spikes of damage.
While our plate brethren have a giant slab of sheet metal to put in front of their faces, we really only have dodge and parry until we can stack up enough of a blood shield to absorb - so wouldn't we carry a heavier emphasis on hit/expertise? What numbers would you recommend people sitting about? Where's your comfort zone in DK tanking?
Jun 7th 2011 8:53AM I would have a memorial, a small map node, not required for the "explore (X) zone" achievement, of a spot where an adventurer was obviously overwhelmed by the enemies in an area they didn't need to be.
"Visper's Temptation" is what it'd be noted on the map.
May 3rd 2011 9:52AM What we have here, is failure to communicate.
Some men, you just can't reach.
So you get what we had here last week. Which is the way he wants it! Well. He gets it!
May 11th 2010 9:24PM Managing a guild feels a lot like managing a business... so, I'll be able to find this in the management section in my local Barnes and Noble, right?