Jun 28th 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.
Jun 28th 2011 3:28PM 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.
Apr 12th 2011 10:04AM I had the same problem in wrath - to the point that instead of running wrath heroics as prot, I respecced my paladin into Ret. I had the same issue going into Cata, and even though I had built up a prot set by 85, I still equipped a twohander and sat in the LFD queue just to not deal with the stress of it.
However, as I got more and more used to the dungeons, I started realizing just how many mistakes other tanks were making and what I would do differently. In one normal instance of Stonecore, when we wiped for the third time on Ozruk, I finally switched spec and tanked it.
I haven't run as Ret in a dungeon ever since.
Mar 18th 2011 6:10PM ^ indeed. 140 x 7 = 980, so doing tier 1 HCs is unnec. However, you can still substitute each T2 HC with 2x T1 HCs (this is not unreasonable for the undergeared and transitioning), so only 4x T2 runs per week will be necessary to hit the dungeon cap (with 6x T1 runs). No amount of heroics will put you to the overall cap of 1250 (but 3x 25man bosses or 5x 10man bosses will do the trick).
Mar 18th 2011 5:43PM It might seem like a rehash of the tankadin pre-raid gear list, but it is taking into account the 4.0.6 changes to stat preference as well as 333 ilvl gear.
However, I don't think the proposed article for next week will offer anything past the prepaid gear list. I would prefer to see some tankadin utility tips - what can and should we do that others can't, and what encounters do those things come handy in (heroics and raids both). We have more taunts, ranged attacks, aoe, and arguably cooldowns than other tanks. How do we prioritize all of the tools in those toolboxes, given a limited encounter time?
(I know the answers to most of those, but I wouldn't mind reading about them to/from work anyway!)
Jan 3rd 2011 1:54PM As a tank, I try never to pug without at least one friend. I don't know other specs very well, so I always have to ask what CC we have before we start. I don't always know what mobs can't be affected by what CC, and I can't always trust DPS to not break CC. So I try to get someone knowledgeable and willing to dungeon guide to do it, because otherwise running a dungeon as both tank and guide is too draining. When each run takes at least an hour on a good day, and minor mistakes lead to wipes multiple times in a row, I'm always conscious of the "maybe I'll just play an alt today" horizon.
But these failures usually spawn from puggers, right? Wrong. Often times guilds will pad their numbers, to hopefully drive core group quality through peripheral quantity, meaning that some guildies can be as bad or worse than puggers, and just as hesitant to ask for help outright. I try to explain game mechanics when I run heroics, but some DPS players refuse to listen - even guildies. "L2P" and "RTFM" can both be accomplished by watching a 5 min YouTube video.
All in all, yes, tanks and beakers can be divas, and may take offense at criticisms. To lessen that possibility, play better as a DPS, learn to dungeon guide, and earn that designation through great playing. I know an Enh Sham and a Fire Mage that I will go out of my way to tank for, because they offer a nice reprieve fom the potentiality of suck.