08/21/11, 12:19 AM
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#1
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Pretty Pony
Goblin Death Knight
Mal'Ganis
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Warning for Sherardp: 6. Do not post unless you have something new and worthwhile to say.
Post: Blood | DK endgame tanking [4.x]
User: Sherardp
Infraction: 6. Do not post unless you have something new and worthwhile to say.
Points: 0
Administrative Note:
Message to User:
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This discussion has its place, and is for the most part useful. Debate and testing are always encouraged, but be careful about what you put forth as indisputable fact. Some 25-man heroic bosses come with certain challenges that your logic doesn't really account for.
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Original Post:


Originally Posted by Otou
I'm not quite understanding what you're saying with this...
- We all know mastery is a great stat that controls the damage we take.
- We all know avoidance is a nice stat. It reduces overall damage taken, increases blood shield up time, and can give healers breathing room while we tank.
- We all know that hit and expertise increase the chance for your death strike to land in a pinch, as well as increasing threat and damage.
- We all know armor is an amazing stat, that increases EH, and reduces total damage taken.
I "think" your trying to say that avoidance reduces more damage than mastery, and armor reduces more damage than avoidance? If so, than yes we all know this to be true as well.
The problem with stacking avoidance, is that its not reliable. Unless you can fill the combat table, you can still get hit 3 times in a row, and die like the tank with 10%~ less avoidance,
The problem with armor, is that you can't actually obtain sizeable amounts of it. There aren't any armor gems, the armor enchants are small, and the armor trinkets are terribly itemized. If there were ways to obtain large amounts of armor, we'd all be doing it.
The problem with mastery (which has been discussed in the previous pages), is that in the Firelands heroic / 25 encounters, you can die before you have time to death strike. Until you can be sure you'll live through 3 melee attacks, the value of mastery is questionable. Hit and expertise become devalued under this same reason. If you die before you have runes to spend no death strike.
This only leaves stamina, as a way of attempting to stay alive, versus bosses that are capable of 3-shotting you.
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I am not disputing this at all. That's not the point to my post. I don't 25 man raid either so I cant dispute how hard these bosses hit. What I am trying to say is the stat that is the best changes, as damage goes up. And Balance is most important. In your circumstance Stamina might be the most important state to help keep you alive because of the extent of the damage done. That's what I am trying to prove here. By saying you as the Blood DK need to think about the environment for by which you will be tanking so that you can find the situation to mitigate the most damage and allow the healers to keep you alive.
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