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Death Knight 3.3 Tanking Guide
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Post by
Random0166
I havent played for a few months and anyone looking at my armory will see I'm no where near an expert nor have I done end game stuff, so please excuse this question if the answer should be a no brainer.
I've played frost spec for tanking in the past but am thinking of trying blood for awhile and I noticed the rotations only show 1 DS, however the talent spec uses 3 points in Death Rune Mastery & 2 points in Improved Death Strike, and I'm not sure why exactly.
I can see where getting death runes is an advantage, but it's pretty late in the rotation so is it really that much of an advantage?
also, since DS is used only once in each rotation is the added damage/threat/healing really worth 2 points?
wouldnt 2 points in improved blood presence for the 2% healing in frost presence (since I'm guessing I'll be tanking in frost presence given the 25% threat reduction i'd have in blood due to subversion) give me more consistent healing overall than the extra healing from IDS?
Post by
495174
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Post by
frmorrison
Corrections:
Other DK spells are Pestilence, Blood Boil, Strangulate, and Death and Decay (not listed).
For Red gems, I use Regal (10 dodge/15 stamina). Guardian is good pre-26 soft cap.
Armor webbing is the BiS glove enchant, 885 armor is really good.
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495174
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Post by
skribs
30 stam + 15 resil vs. 20 (60) dodge and 15 defense.
30 stam vs. 20 dodge is an issue of EH vs. Avoidance. 30 stam vs. 60 dodge is an issue of maxing out EH vs. just plain sense with itemization.
15 defense = ~3 defense skill = 0.12% reduction in crit and hit, and 0.12% dodge and parry. Basically, 0.12% -crit and 0.36% avoidance.
15 resil = 0.18% -crit.
So yes, you get 0.06% reduced crit chance, which means you can save 4.5 defense skill. However, the defense rating also provides 0.36% avoidance, which is by no means a negligable amount. I'd say the dodge+defense inscriptions win out either way, even in a world based on effective health.
Post by
dervasavred
the point in Necrosis allows for much higher white and Rune Strike DPS.
Necrosis has nothing to do with how hard Rune Strike hits for. I am also remiss to believe that one single point in Necrosis is worth as much threat as you believe, especially considering the near-complete lack of ArP on any tanking pieces (outside of those gloves from Ignus).
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205531
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Post by
skribs
You'd be wrong, specifically because avoidance isn't helpful for a tank. After all, all a tank should care about is making sure that he can't take damage that will kill him - surviving the worst possible case. Assuming the worst case, avoidance is worthless. It's certainly not reliable at the best of times, serving mostly to convert healing into overhealing.
I'll admit, avoidance isn't generally as useful as stamina in this spammy expansion. But it is still very useful for a tank. Go into Festergut with no avoidance, and you will die because you'll take 35k hits every swing. Avoidance is what allows you to mitigate some of that damage. 20 stat value worth in stamina (as it is 0.67 stat value) isn't worth it over 35 stat value in avoidance stats.
Also, in your scenario, "best case" means you didn't take the hit. This means instead of converting healing into overhealing, you converted a killing blow into a dodged attack. As a pally healer, if you avoid damage I can FoL spam the raid, and yeah it will overheal but FoL is easy on my mana. If you take big hits and I have to switch to HL spam its going to hurt my mana pool. So while stamina is important, going for pure stamina at the sake of all avoidance turns you into a "stamina sponge", e.g. a tank who soaks up healer mana by simply having no defensive abilities but a gigantic health pool.
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