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Anyone take the new Shield Wall options for Ulduar?
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Post by
Lorkin
With the new patch we got the new
Glyph of Shield Wall
. That combined with
Improved Disciplines
talent would reduce
Shield Wall
to a 2 Min CD with 40% reduction. I just got my 4 T7/7.5 set bonus last night and I should have my Shield wall up for 15 seconds.
Has anyone gone with this setup for tanking Ulduar? I know the 2 points for Imp Disc is unconventional, but a lot of folks should be able to spare a major glyph slot. Does having a reliable shield wall help or does it not provide enough benefit for what you would be losing?
Post by
Sakkura
I'm not doing that at the moment, but I might change my offspec from Arms to a cooldown-oriented prot build. I'd still keep my main build a deep wounds threat build though (including the conventional glyph setup of blocking, revenge, heroic strike).
Incidentally, I can see that is what a certain Kungen guy has done. He does have glyph of vigilance in his threat build though, but no doubt he has to contend with some fairly insane DPS, so that makes sense for a cutting-edge tank.
Post by
marklartank
i use it, although i don't have the 4pc T7 bonus. i also use the glyph of last stand.
it might not be absolutely necessary, but i've loved having both abilities available 3-4 times every fight instead of once. especially while we're learing the fights still.
i've actually found it even more useful for tanking adds than bosses.
SW during sentinel WW for razorscale.
SW to run into scorch patches to break roots and tank a molten construct.
SW to run into a green rune thing on iron council.
again, maybe not necessary, but certainly useful. and knowing it's going to be back up again in 2 minutes makes it very easy to push that button.
Post by
358024
This post was from a user who has deleted their account.
Post by
Porcell
Main spec is a normal 15/5/51 DW build using Devastate, Blocking, and Revenge glyphs. My other build I went 8/10/53. Kept the Parry and Imp HS in Arms, 3 points in AttT but moved the 2 from Cruelty into Imp Shouts and got 5/5 Imp Demo. Prot tree is exactly the same except for adding the 2 points into Imp Disciplines. Took glyphs of Blocking, Last Stand, and Shield Wall.
I haven't really had occasion to use the offspec much. Here are my opinions based on each Ulduar boss.
FL: Doesn't matter.
Ignis: MT is threat sensitive, so use DW. Add tank could use the offspec but it wouldn't really be necessary.
Razorscale: Doesn't matter. Would probably use DW spec.
Deconstructor: MT would use DW, OT would use the Imp Demo while holding the Pummellers since threat and damage isn't an issue.
Iron Council: I'm usually on the lightning guy, so threat isn't an issue but I also don't need the demo and cooldowns. Wouldn't really matter.
Kologarn: Might as well use the Demo spec since threat doesn't matter.
Auriaya: Doesn't matter.
Hodir: The threat would be nice, but the Demo and CDs would be good too since he does so much damage.
Thorim: I've only ever done the arena portion. It's more about picking them up than doing threat, so Imp Demo build might be better here.
Freya: Depends on your job. Tanking Freya isn't a threat issue so Demo would be better. For the add tank, you might want the threat from DW.
Mimiron: The cooldowns would help here in phase 1 since he hits so hard.
Vezax: This guy hits REALLY hard and the imp demo shout would go a long way in reducing the damage he does. Also I found myself blowing a lot of cooldowns. Definitely taking my Imp Demo build for this boss.
Yogg: Doesn't seem like it really matters. I'd stick with DW build for this one.
Post by
156426
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Post by
Sakkura
Has Demo Shout changed? It used to be that the max benefit vs bosses was 2/5. Would be good to know if I missed that one.
That's the way it worked in TBC. In WotLK, raid bosses have around 570 AP and thus require 5/5 imp demo shout for full effect. It's been tested on Maexxna with beast lore.
Post by
marklartank
so, my 10-man team just got through kologarn last night (we're not super-fast) :)
having a 2-minute shield wall was very helpful on this fight, i could just pop it if i got 2 stacks and the other tank was busy with adds. usually, the debuff would fall off before shield wall expired, and it's ready again 2 minutes later.
Post by
169025
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