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Posts with tag Blood-DK

The Queue: Benjamin Franklin created the internet to resurrect himself

The Queue Benjamin Franklin created the internet to resurrect himself
Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Matthew Rossi is writing this sucker today.

I'm kidding. Sort of.

Ben is one of my personal heroes, though.

In today's Queue, I answer a bunch of tanking questions. I know -- I was as shocked as you are.

Matthew2 asked:

I finally got around to making a DK and leveling it. (I'm a tank - my first tank!!!) Having said that:

Is DPS in Blood Spec viable for 5 mans? I'm not a raider, I just want to learn my Blood spec and tank with it and dps with it in instances that I am learning about. Is it ok to use death and decay if I'm in Frost Presence when I'm DPS'ing? And I don't yet have unholy presence, so I'll pre-ask: "what spec should I be using as DPS in PvE [assuming i'm a blood dk if that matters]?

Clearly, I don't know this class yet - any good sources to learn about being a DK?

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Filed under: The Queue

The new tanking threat paradigm and you

If you're wondering what all the fuss about Ghostcrawler's latest dev watercooler post is about, well, you should probably go read it. Some of these changes have already gone live on the realms, while others won't until the next patch. The basic gist is as follows:
  1. Threat generated by tanks has been increased from 300% of damage dealt to 500%. What this means in practice is if your tank is doing 5k DPS, you'd need to do over 25k DPS to pull threat off of him or her. (You need to do roughly 110% of tank threat to pull once he or she has aggro, so you'd actually need to do 27.5k DPS to pull off of a tank doing 5k DPS.) This change was hotfixed in, so if you're noticing your tank is suddenly doing a lot more threat per second, that's why.
  2. The way Vengeance stacks is going to be streamlined. Vengeance currently ramps up somewhat slowly. In the current model, every time you take damage as a tank, you gain 5% of the damage you take as attack power. So if you're hit for 20,000 damage, you gain 1,000 attack power. As you take more and more damage, this stacks up to a maximum of 10% of your health, so for a tank with 165,000 health, this caps at 16,500 attack power. In the new version, when a tank takes that 20,000 damage, he or she will gain one-third of the damage of the attack as attack power immediately, or 6,600 AP. This is more than six times as much attack power gained as in the current model. Vengeance will otherwise work the way it does now.
These two things combined by themselves mean that, except in cases where the DPS simply blows all their cooldowns immediately upon seeing the trash coming or as soon as they see the boss while the tank is sitting down to eat, threat will be almost trivial for a tank to gain and maintain. In addition to this revelation (which we are already starting to play with right now, as I experienced in a recent pickup Zul'Gurub instance), Ghostcrawler talks about how tanking will be redesigned to remain active with this new design philosophy.

This is really groundbreaking stuff, and it means that patch 4.3 will see the complete dismantling of the legacy of vanilla WoW tanking design. Once, gaining and keeping threat was the most important role of the tank, more important even that survival, and many endgame tanks were warriors 31/5/15 specced into Defiance in the protection tree to ensure threat. These changes can be seen as driving a final nail into that kind of tanking's coffin.

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Filed under: Druid, Paladin, Warrior, Death Knight

Lichborne: You can tank your way to level 70 as a death knight

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

I've actually seen more than a few questions lately about tanking as a lowbie death knight. People want to know if it's possible, how to gear, and if there's any special tips or tricks you should watch out for. Combine this with Alison Robert's resurrection of her lowbie tank project, and I have to admit, lowbie tanking has been on my mind. There's no denying that tanking at level 60 is an entirely different beast than tanking at level 85, but there are enough similarities that practicing at 60 can help you develop a lot of the tools you'll need to soldier through those level 85 heroic PuGs on the way to those Satchels of Exotic Mysteries.

This week, we'll take a look at the average level 58 death knight (58 being the level your average death knight is upon leaving the starting experience), and figure what you can do to get in gear and get yourself tanking all the way through to level 70.

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Filed under: Death Knight, (Death Knight) Lichborne

Ask the Devs Round 9 mitigates your tanking questions

Ask the Devs is back for Round 9, which deals with the most awesome role in WoW ever -- tanking. Of course, coming from a tank, that might be a bit biased -- but deal with it, healers and DPSers. I've got creatures to keep from punching you in your squishy little faces.

Of note this time around is Blizzard's tough time dealing with tanks wanting threat stats (hit and expertise) and the current struggle with making it work. Currently, in cutting-edge content, threat stats are pretty good for initial aggro, but over time, Vengeance does its job admirably and keeps bosses on tanks with relative ease. I think that design decision is hitting the sweet spot, but it begs the question of why even have the threat stats in the first place?

Blizzard also discussed the mastery bonuses for each tank. The devs feel that death knights and druids are doing pretty well, all things considered, and that paladins and warriors have a similar problem in "capping" mastery, but that paladins are more susceptible to problems. There is still the sentiment in the community that Blizzard needs to add its own visual threat meters or some type of aggro status, but there is a reluctance on Blizzard's part to clutter up its own default UI -- understandable, but this may potentially be a part of Blizzard's forthcoming (but not discussed) "how to tank" solution.

Buried in this discussion, however, was a little tidbit about patch 4.3. Blizzard states that the design for the patch 4.2 legendary, Dragonwrath, has wide appeal to a number of staff-wielding ranged DPS classes. However, it then mentions the "patch 4.3 legendary" and its more narrow appeal. Will we be seeing a tanking legendary in the near future, or potentially another healer item? We do know for sure that it will not be as widespread, class-wise, as Dragonwrath, so we can only sit back and assume. What is interesting, though, is that patch 4.3 also looks to be a raid tier and not a patch 4.1-style dungeon content update. Could patch 4.3 be bringing us the War of the Ancients raid that we have been eagerly anticipating, especially with the return of Nozdormu and his crazy time antics? Only time (heh) will tell.

Also, don't expect a new tanking class any time soon. Hit the jump for the full question and answer session.

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Filed under: Blizzard, Cataclysm

Ghostcrawler: Vengeance not a fun toy for PvP

A lot of people seem somewhat terrified of the new Vengeance mechanic and how it might play in PvP. People are always leery of tanking specs in PvP, due to the general tendency of people playing in arenas and BGs to want to, you know, kill the other guys. Tanks are generally designed to be harder to kill, which tends to make people nervous, especially when tanking specs saw increased damage output in Wrath of the Lich King and went from "Hey, guys, look, it's a free kill!" to "Wait, you mean trying to burn down the dude specced and geared to not die is a bad idea?"

The forums seem to be rampant with terror that Vengeance will rule them all. I personally don't see the concern. Vengeance doesn't stack up terribly fast and it falls off fairly quickly; you'd need to focus fire a tank for significant levels of damage while he was being focus healed (and you'd need to completely ignore his or her healers) in order for Vengeance to really be a concern.

But don't take my word for it -- just ask Ghostcrawler. Not only do the developers not think Vengeance will be an issue in PvP, if it turns out to be, they'll just turn it off.

Ghostcrawler - Re: So Vengeance... am I doing this wrong?
Q u o t e:

In group PvP, there is an answer to vengeance. Don't attack the tank. Vengeance is a really good idea imo. If you are sitting on a tank and stacking that buff up, why shouldn't they do comparable damage? And from my experience, even with a max stacked vengeance, the coils between blood and unholy are relatively the same. Also, there is more to DPS between the two specs than Deathcoil. Even if someone is sitting on my blood DK I can assuredly say Unholy and Frost do more overall DPS, in pvp.

If a couple of people are beating on a tank, Vengeance isn't likely to stack very high. You need to take damage that is a big chunk of your whole health pool, which typically only bosses are available to provide.

Now if you have several folks beating on a tank flag carrier, then Vengeance may stack up, but once you have several people, you almost certainly have a way to dispel the Vengeance or just CC the tank.

If Vengeance ever gets to be a problem in PvP, we'll just remove it, plain and simple. The mechanic is only there to help with raid gear scaling, not to give tanks a fun toy for PvP.


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Filed under: Druid, Paladin, Warrior, Analysis / Opinion, News items, Death Knight, Cataclysm

Cataclysm tanking changes expanded

If you read Fox's post yesterday, well, I hope you braced yourself for more changes. Because here they are. When the devs said more specifics were coming soon, they were not kidding us. Also, Fox is mean to tanks, but he's a DPS player; we're used to their silly little ways. Anyway, let's take a look at the newly announced changes, shall we?

Zarhym - Re: Upcoming Tanking Changes
Here are a few additional changes we are making which will be applied in patch 4.0.3a:

  • Guardian of Ancient Kings -- Damage reduction changed from 60% to 50%. Cooldown still 2 minutes (talented). Duration still 12 seconds.
  • Icebound Fortitude -- Damage reduction changed from 30% to 20% (or 60% to 50% talented). Cooldown still 2 minutes. Duration still 12 seconds.
  • Shield Wall -- Damage reduction changed from 40% to 50%. Cooldown still 2 minutes (talented). Duration still 12 seconds.
  • Glyph of Shield Wall -- Now buffs damage reduction by 10% (to 60%), but only adds 1 minute of cooldown.
  • Survival Instincts -- Damage reduction changed from 60% to 50%. Cooldown reduced from 5 minutes to 2 minutes. Duration still 12 seconds.
  • Bear Form -- Stamina bonus lowered from 20% to 10% and Heart of the Wild health bonus from 10% to 6%. Bear health should be close to plate tank health with this change.
  • Vigilance -- No longer reduces damage by 3%, but will still reset Taunt cooldown and provide Vengeance for the warrior.



In addition to these changes, there was much expounding on the tanking design philosophy, which we will cover after that jump I hear so much about. Being a tank (and thus kind of slow mentally, according to Fox ... man, see if anyone taunts for him in Cataclysm dungeons), I need to go over these things in detail.

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Filed under: Druid, Paladin, Warrior, Analysis / Opinion, News items, Death Knight, Cataclysm

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