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10/09/10, 2:21 AM
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#31
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Glass Joe
Blood Elf Death Knight
Moon Guard
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My curiosity mostly lies with interaction between Blood-Caked Blade and Scent of Blood, at the moment. I would likely push aside a couple points I have planned for Epidemic for a point or two in BCB if I could confirm having it would increase RP generation by burning off the charges faster, therefore, theoretically, more opportunities to proc, meaning more Rune Strikes, therefore more Empowerment runes for more Death Strikes. (Or it could end up being a wash.)
I admit I don't see Blizzard letting us go without diseases. Currently, I see a place for both of the ones we have - Blood Plague as our setup for converting an Unholy to a Blood rune, so to speak, and Frost Fever as our slow.
Come to think of it: Is Scarlet Fever counting as a disease right now on PTR?
Last edited by Dalantia : 10/09/10 at 2:32 AM.
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10/09/10, 3:50 AM
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#32
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Glass Joe
Undead Death Knight
Area 52
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Originally Posted by Dalantia
My curiosity mostly lies with interaction between Blood-Caked Blade and Scent of Blood, at the moment. I would likely push aside a couple points I have planned for Epidemic for a point or two in BCB if I could confirm having it would increase RP generation by burning off the charges faster, therefore, theoretically, more opportunities to proc, meaning more Rune Strikes, therefore more Empowerment runes for more Death Strikes. (Or it could end up being a wash.)
I admit I don't see Blizzard letting us go without diseases. Currently, I see a place for both of the ones we have - Blood Plague as our setup for converting an Unholy to a Blood rune, so to speak, and Frost Fever as our slow.
Come to think of it: Is Scarlet Fever counting as a disease right now on PTR?
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I don't think you can go 100% diseaseless, its more of a, if you let diseases drop for a while, it doesnt blow your threat down the toilet, type deal. You will still need diseases for Heart Strike
And no, Scarlet Fever is not a Disease, if I remember, it doesnt have a type at all.
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10/09/10, 12:50 PM
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#33
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Glass Joe
Orc Death Knight
Jubei'Thos
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Originally Posted by Disargeria
And if the attack speed slow is provided by anyone else?
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The mele haste debuf is brought by other classes, although its my guess that only feral druids would be keeping it active on a regular basis.
Feral Druids (Infected Wounds)
Death Knights (Frost Fever)
Protection Paladins (Judgements of the Just)
Protection Warriors (Thunder Clap)
Shamans (Earth Shock)
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10/09/10, 3:44 PM
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#34
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Glass Joe
Human Death Knight
Korgath
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Originally Posted by riggins
If you can't time your AMS w/in a 5 second window, then your issues lie deeper than glyph choices. DRW is a mandatory Major glyph. It also isn't that hard to reach 60 rp w/in the first 10 seconds of a fight.
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I don't want to make something it isn't, but you have a 5 second window to get the apply and the tick, with a buff that lasts exactly five seconds. Most of the time it's fine, but you must have some magic latency to not miss-time that by .2-.5s ever? Given that he has to apply it and it isn't always exactly when dbm predicts it. I'm not going to argue that AMS isn't situational, but it's situational survivability, something we might actually want on fights that have large amounts of magic damage.
As for DRW being mandatory, do you want to back that up with anything? Have you actually had any threat issues since the most recent buff to frost presence on beta/ptr? A whopping average 3.25% TPS buff just doesn't seem useful at all. Just like picking up DRW on live, leading the dps by 25% or 29% really doesn't matter. Threat drops are even stronger in 4.0 than they are on live, and they're pretty pointless as it is unless you're taking chain pain sups or intervenes(both of which lose the threat drop in 4.0) for some reason.
Last edited by Cleve : 10/09/10 at 4:16 PM.
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10/09/10, 8:39 PM
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#35
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Von Kaiser
Blood Elf Death Knight
Blackrock
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Originally Posted by Kaeth
Epidemic:
I could see no reason to spend points in this talent. If you spend 3 your disease timer will be 33 seconds, which is 3 seconds longer then the scarlet fever debuff (30 seconds). I found my life to be much easier to know i refreshed my diseases at the 21 second mark, get my free BB and never ever have to worry about scarlet fever falling off. Probably just a quality of life thing though.
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You're basically giving up on one a death strike every 20 seconds, which is a fair amount of self-healing you're not doing. This sounds like sacrificing survivability in exchange for a more convenient and less complex rotation, which may be viable if you're raiding trivialized content, but definitely seems sub-optimal.
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10/09/10, 10:38 PM
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#36
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Piston Honda
Blood Elf Death Knight
Illidan
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Originally Posted by Cleve
I don't want to make something it isn't, but you have a 5 second window to get the apply and the tick, with a buff that lasts exactly five seconds. Most of the time it's fine, but you must have some magic latency to not miss-time that by .2-.5s ever? Given that he has to apply it and it isn't always exactly when dbm predicts it. I'm not going to argue that AMS isn't situational, but it's situational survivability, something we might actually want on fights that have large amounts of magic damage.
As for DRW being mandatory, do you want to back that up with anything? Have you actually had any threat issues since the most recent buff to frost presence on beta/ptr? A whopping average 3.25% TPS buff just doesn't seem useful at all. Just like picking up DRW on live, leading the dps by 25% or 29% really doesn't matter. Threat drops are even stronger in 4.0 than they are on live, and they're pretty pointless as it is unless you're taking chain pain sups or intervenes(both of which lose the threat drop in 4.0) for some reason.
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*sigh
It's amazing how many times this issue gets revisited time and time and time again. Here is just one of several posts I've made in regard to my logic behind max threat/dps as a tank:
Suno's Fireside Chat - DK Endgame Tanking
http://elitistjerks.com/f23/t27839-t...1/#post1600270<-- reply got reported and I got a temp ban from "2. All opinions should be stated as succinctly as possible.", but you can see the point that is being made regardless of the choice of wording.
Yes, DRW is mandatory and its because when you're talking about progression 'endgame' situations (not these ICC 30% buff arm chair theorycrafter wars) you'll want as much threat as you can possibly get. Sure you may end up with a huge threat lead (or it could be a fight where threat is close all the time), but in either case you still have the need for strong openers and pickups. The ability to increase your tps upon pickup of a new mob/boss by 50% makes it a must have because you will need it if you're playing with good dps and pushing content at a top level.
Any top guild's dps isn't going to hold back whatsoever on anything, nor should they. If you can save other classes from wasting a global (ie rogues w/ tricks or hunter MD'ing after the pull) on a tank, then its already worth the pickup.
Also, you may end up rolling into a heavy physical dmg fight where avoidance is paramount and find yourself dual wielding just like Blood tanks did on HLK25 progression (From 0% - 15%ICC buff) and taking pain supp's / intervenes. There are just too many situations where it shines over the other choices for that major glyph slot unless things change. RT / BB / Pest are all going to be situational for a handful of fights at most.
As far as the AMS thing: If you're popping AMS the second you're hit by SR (5sec buff / 5sec debuff), then you're already doing it wrong and you are asking for latency to bite you in the ass (not to mention wasting a valuable glyph slot) Refer here:
Suno's Fireside Chat - DK Endgame Tanking
The point is, you have a 5 second window to apply your AMS. Either you're going to take the dmg in a form of spike dmg (breath / spell cast / Soul Reaper / etc) in which case you apply it just before the end of the cast/duration, or its going to be spread out over the span of the whole AMS in which case if its not 'consuming' your AMS in that 5 seconds, you shouldn't be popping it anyway.
If it was the only glyph choice, that would be one thing, but its not.
Last edited by riggins : 10/09/10 at 11:14 PM.
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10/10/10, 12:59 AM
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#37
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Glass Joe
Human Death Knight
Korgath
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Originally Posted by riggins
*sigh
Yes, DRW is mandatory and its because when you're talking about progression 'endgame' situations (not these ICC 30% buff arm chair theorycrafter wars)
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Sorry, I assumed this was the forum for discussion, not for posters to try to make snide comments at each other. I guess killing a boss two months after you at 25% makes me not a "progression raider". Real progression must have stopped when FL killed him. It's not like he was first killed two months before you did it, right? I'm here to make a point, not wave internet wieners. Let's be civil. You disagree with me, I get it.
Originally Posted by riggins
(From 0% - 15%ICC buff) and taking pain supp's / intervenes. There are just too many situations where it shines over the other choices for that major glyph slot unless things change. RT / BB / Pest are all going to be situational for a handful of fights at most.
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This is a 4.0 thread, pain supp, vigilance, and intervene no longer reduce threat. I understand, threat is important. I also deal with players capable of pulling enormous nubmers on live, while still letting affliction locks get the opening tricks and rogues tricksing each other from there. In the case of adds, DRW does shine, and the bonus threat is great, in those fights in cata I'll be glyphing DRW and using it for burst threat when adds come rolling in (assuming something freya esque). The nice thing about the new glyph system is that all you need to switch every fight is some 20 silver fart dust, with the goal that all glyphs are situationally useful. If it's an insanely add heavy fight people could glyph DRW/BB/Pest and go nuts. With the current modifiers, I still don't see a threat glpyh tied to an avoidance cooldown as mandatory, especially for any Icecrown encounters. It's situational, just like the rest of them.
As far as Cata goes, I wouldn't be surprised if various fights had different glyphs you want to use. No one's seen the raid healing or encounters yet, but I'm sure there's fights where I might want to use the VB glyph, and others where the bonus health will probably be more valuable in the clutch. Call it armchair theory-crafting if you want, but that's all glyph selection is going to be until we see the nature of the encounters.
Originally Posted by riggins
The point is, you have a 5 second window to apply your AMS. Either you're going to take the dmg in a form of spike dmg (breath / spell cast / Soul Reaper / etc) in which case you apply it just before the end of the cast/duration, or its going to be spread out over the span of the whole AMS in which case if its not 'consuming' your AMS in that 5 seconds, you shouldn't be popping it anyway.
If it was the only glyph choice, that would be one thing, but its not.
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My point still stands, Aegis of Dalaran and ams if glyphed will take the apply(25kish after resists) entirely and still be able to take the 50k end tick in half reducing the burst on both ends when paired with auto swings. I'm aware this wasn't effective at 0-15%, but when were we talking about that? The discussion is about 4.0, I referenced live, which is 30%(and will be in 4.0 as best we can tell) . I'm willing to bet hysteriaing yourself wasn't a good idea at low buff %s either, but it's 30% it's on farm, and we can get away with different tactics. I would still recommend trying it to any DK tank who's guild may have weak healing and is still working on Arthas and is having problems with SR burst, it is effective at 30%. If you want to argue over what did or didn't work 6 months ago, this isn't the thread. 4.0 is going to be super easy icecrown and once we're all 85, it'll be a bunch of encounters none of us have any knowledge about currently.
Damage isn't the only reason to use ams either, any time you can avoid a negative effect, ams has a purpose. I recall using it on heroic rotface when the encounter was fresh and he summoned oozes faster as the fight went on, and the damage going out could actually kill people. If I could pop ams and sprint through the stacking snare on the ooze flood so that a healer or dps didn't have to move, or that the big slime didn't run people over, the two extra seconds had a use. It wasn't a hard fight at all, the glyph wasn't mandatory but it was progression, and it was convenient to have a 7 second self freedom instead of 5.
I feel patronizing talking like this, and I really don't mean to be. I just don't think blanket dismissing the glyph makes sense when it's only a major. As you said, pest/BB are pretty questionable depending on the encounter too.
I never implied glyph of AMS was mandatory, just that it was overlooked in your post, and Communism's. Hell, both of you mentioned bone shield, which is far more situational, and seems borderline worthless unless you want to use a tank timer as a 12 second 7% movement haste. I feel I'm going a bit too far to defend it, but if you're going to talk about majors, it should at least be referenced. You edited it in to your post to include it now, and are still dismissive, but at least it's there to be considered.
This has gotten pretty off the core discussion, I apologize. I'l leave it at this. I still argue that glyph of AMS deserves being mentioned when majors come up, and that with the new system and how easy it is to have all your choices on hand, it's hard to peg any Major glyph as mandatory. It's whatever fits the mechanics of the encounter best.
Last edited by Cleve : 10/10/10 at 2:42 AM.
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10/10/10, 4:37 AM
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#38
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Piston Honda
Blood Elf Death Knight
Illidan
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Originally Posted by Cleve
Sorry, I assumed this was the forum for discussion, not for posters to try to make snide comments at each other. I guess killing a boss two months after you at 25% makes me not a "progression raider". Real progression must have stopped when FL killed him. It's not like he was first killed two months before you did it, right? I'm here to make a point, not wave internet wieners. Let's be civil. You disagree with me, I get it.
This is a 4.0 thread, pain supp, vigilance, and intervene no longer reduce threat. I understand, threat is important. I also deal with players capable of pulling enormous nubmers on live, while still letting affliction locks get the opening tricks and rogues tricksing each other from there. In the case of adds, DRW does shine, and the bonus threat is great, in those fights in cata I'll be glyphing DRW and using it for burst threat when adds come rolling in (assuming something freya esque). The nice thing about the new glyph system is that all you need to switch every fight is some 20 silver fart dust, with the goal that all glyphs are situationally useful. If it's an insanely add heavy fight people could glyph DRW/BB/Pest and go nuts. With the current modifiers, I still don't see a threat glpyh tied to an avoidance cooldown as mandatory, especially for any Icecrown encounters. It's situational, just like the rest of them.
As far as Cata goes, I wouldn't be surprised if various fights had different glyphs you want to use. No one's seen the raid healing or encounters yet, but I'm sure there's fights where I might want to use the VB glyph, and others where the bonus health will probably be more valuable in the clutch. Call it armchair theory-crafting if you want, but that's all glyph selection is going to be until we see the nature of the encounters.
Damage isn't the only reason to use ams either, any time you can avoid a negative effect, ams has a purpose. I recall using it on heroic rotface when the encounter was fresh and he summoned oozes faster as the fight went on, and the damage going out could actually kill people. If I could pop ams and sprint through the stacking snare on the ooze flood so that a healer or dps didn't have to move, or that the big slime didn't run people over, the two extra seconds had a use. It wasn't a hard fight at all, the glyph wasn't mandatory but it was progression, and it was convenient to have a 7 second self freedom instead of 5.
I feel patronizing talking like this, and I really don't mean to be. I just don't think blanket dismissing the glyph makes sense when it's only a major. As you said, pest/BB are pretty questionable depending on the encounter too.
I never implied glyph of AMS was mandatory, just that it was overlooked, hell in your original post you mentioned glyph of bone shield, which is far more situational, and just questionably useful in general. I feel I'm going a bit too far to defend it, but if you're going to talk about bone shield, at least give it a mention. You edited it in to your post to include it now, and are still dismissive, but at least it's there to be considered.
This has gotten pretty off the core discussion, I apologize. I'l leave it at this. I still argue that glyph of AMS deserves at least a mention, and that with the new system and how easy it is to have all your choices on hand, it's hard to peg any Major glyph as mandatory. It's whatever fits the mechanics of the encounter best.
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Snide comments, 'waving internet wieners', and assuming I think my guild is superior to all? Sounds to me like you are a bit misinformed.
I wasn't implying anything 'snide' or flexing epeen, but rather stating how annoying it is to read people constantly make statements about how unnecessary threat gain mechanics are when they actually aren't and disagreeing with your claims of how useful the AMS glyph is.
Threat will always be an issue/priority in a top end guild (either initial or sustained) and that's not going to change. So unless a glyph that actually accomplishes something better presents itself through changes to the current ones, its pretty set in stone what glyph choices should be used by a DK tank:
Any single mob tanking role should be glyphing VB / DRW / BS as their major choices. RS/HS/DS as Prime.
If you're AE tanking, pick up Pest/BB for Major and DnD for Prime.
That's the only changes I would see being somewhat feisable outside of some single 'gimmick' (ie the one fight i'll agree it benefits - rotface add kiting) encounter that would make use of the remaining choices of AMS or RT.
If you want to argue about the validity of BS, name me a single fight where movement speed doesn't increase your efficiency in some way. You'll come up with a few, but you can come up with plenty more than do make use of it (which is a ton more than you can mention for AMS).
Originally Posted by Cleve
My point still stands, Aegis of Dalaran and ams if glyphed will take the apply(25kish after resists) entirely and still be able to take the 50k end tick in half reducing the burst on both ends when paired with auto swings. I'm aware this wasn't effective at 0-15%, but when were we talking about that? The discussion is about 4.0, I referenced live, which is 30%(and will be in 4.0 as best we can tell) .
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Your point on AMS/Sind Trinket/LK Soul Reaper stands for nothing more than wasting a glyph slot (you would be much better suited by picking up RT glyph). You don't need the extra 2 seconds (at all) if you can time your AMS correctly (applies to any situation, not just LK). Its completely wasted - thats my point. If you need an extra 2 seconds of time, get better at managing your cds.
Last edited by riggins : 10/10/10 at 6:04 AM.
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10/10/10, 5:52 AM
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#39
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Glass Joe
Undead Death Knight
Ghostlands
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I believe the top of the page still says Elitist Jerks, not Defensive Game Design Debaters. Having said that, the title (and most likely the intention of the OP) appears to be focused on "endgame tanking". Which appears to be taking on a very new meaning. Now,
Threat is a priority for an endgame DK tank. We are certain this will not change. In fact, there is a much more interesting (and on topic)debate ongoing as to the usefulness of DW tanking without the ToT talent. The necessity of sacrificing survivability (or vice versa) for threat as it pertains to (soon to be situational) glyphing is almost entirely speculation with no real insight into what the new endgame content will be. Yes, you could make an argument for some situational glyphing on certain ICC fights, but I don't think filling this thread with posts focused on ICC content is very productive considering the limited amount of time between 4.0 and cata's release. I'm sure nobody would object to either of you starting a situational glyphing thread for tanking, where you could then choose whether or not you want to focus on it's application to ICC or not.
I agree that a true min/maxer would learn to time their AMS rather than glyph it as a crutch.
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10/10/10, 9:42 AM
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#40
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Glass Joe
Night Elf Death Knight
Burning Blade
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In hopes of getting this thread back on track, I just want to *hopefully* clarify a few things.
Originally Posted by GravityDK
This will become the new DK Tank thread when Cataclysm is launched. Discussion here should be on 4.x DK tanking.
Because Blizzard will release 4.0.1 soon, we will have a period of tanking ICC content with 4.x specs. To this end, I'll start the Cataclsym thread now.
Don't discuss levelling specs, DPS specs or other issues related to Cataclysm content.
This thread is about tanking ICC with the new talent system.
We won't yet do BiS lists, or L85 specs, as it's not going to be relevant.
I think what's going to be needed to know, for raiding ICC as a DK tank
Recommended spec
Talent commentary on survival talents
Other key changes from 3.x to 4.x at L80 in ICC
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For the time being, this thread (as far as I can tell from the OP) is supposed to be aimed at DK tanking in ICC 4.0.1.
The other thing I want to mention is in response to Cleve's previous post:
Originally Posted by Cleve
The discussion is about 4.0, I referenced live, which is 30%(and will be in 4.0 as best we can tell) .
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From what I've seen on the PTR as of a day or two ago, the 30% buff was not present in ICC (nor the -20% dodge buff for that matter).
As for my own question, has anyone been able to figure out the values for a point of dodge (or point of parry) vs. a point of mastery? Is it worth reforging some of our mitigation to Mastery for the time being? I've been toying with it on the PTR, and it seems pretty useful, but ultimately I'm just not entirely sure how to actually run the numbers for such a comparison. My guess is that there are many DK tanks waiting for this issue/question to be discussed as the patch is expected quite soon.
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10/10/10, 6:36 PM
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#41
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Piston Honda
Tauren Death Knight
Dath'Remar
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Originally Posted by Ayreal
For the time being, this thread (as far as I can tell from the OP) is supposed to be aimed at DK tanking in ICC 4.0.1.
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Correct.
L85 specs will not be relevant until December 7th.
L80 v4.0.1 specs could be relevant tomorrow, if the patch is released.
I will update the OP over time to reflect the community's established facts for endgame raiding. Currently, for 4.01, there's still some divergence of opinion on talents, such as blood parasites or BCB. Thus EJ can serve its purpose of elite theorycrafting.
Sconnel has produced an analysis of the spec choices so far (see the google spreadsheet linked from his post).
Last edited by GravityDK : 10/10/10 at 6:41 PM.
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10/11/10, 8:02 AM
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#42
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Banned
Blood Elf Rogue
Mal'Ganis
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I'm not sure exactly what stat weight looks like in Cata, but I'd imagine for optimal survivability we gem pure Stamina in blue sockets, Stam/Parry in red sockets, and Stam/Dodge in yellow sockets. Is this correct, or should something like Expertise or Mastery take higher priority? I'd imagine Expertise would be somewhat important if landing Death Strike is so important to our "rotation". (Is parry haste still a factor?)
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10/11/10, 10:25 AM
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#43
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Glass Joe
Goblin Death Knight
Eredar (EU)
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Parry haste has most likely been removed from the game.
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Parry no longer resets your swing timer. It now reduces the damage from the parried hit by 50% and from the next attack by 50% (compared to dodge rating, which is 100% avoidance).
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I assume this is true for all entities in the game.
I think parry is quite a viable surivival stat now that it is much less spiky. And I wonder how it works if you parry 3 attacks in a row?
- Will it be multiplicative be 50% - 25% - 25% - 50%?
- Will they get chained to 50-50-50-50-50-50 (I doubt that)
- Or will they overwrite eachother to 50 - 50 -50?
If the first or even the second is the case I think parry will be a pretty decent mitigation stat.
And since it has the same item budget as dodge (at least on gems), Parry will most likely be strictly better than dodge until you reach a high level of it.
In case it will overwrite itself there looks to be a soft cap for parry where dodge will be better (as soon as the overwriting starts to happen too often).
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10/11/10, 12:15 PM
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#44
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Piston Honda
Human Death Knight
Boulderfist
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Parry does not work like that.
World of Warcraft: Cataclysm Beta - (English) Forums -> The Tank thread
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We're also not happy with the new implementation of parry, where you take 50% damage from two swings. It sounded good on paper, but after testing it out we thought the second swing just feels goofy and confusing. Our plan is to revert parry back to 100% avoidance and remove the concept of swing speed increase for any creature (players could still do it). We would change the budget on parry to be exactly the same as dodge. We'd also like to add some more talent hooks that favor say parry over dodge for some classes -- stuff like "After a successful parry...."
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10/11/10, 1:13 PM
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#45
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Banned
Gnome Death Knight
Dunemaul
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Although it is up-in-the-air what Rune strike will look like when finalized, I find it less optimal to use GoDS over GoIT with the current system. If Rune Strike remains a 20 RP, GCD cost, we will likely be using it often as one of our bigger threat gains. This will keep the Runic Power we have relatively low and you'll likely get more out of the FF damage/threat than the extra on DS (aoe slightly better if spreading to adds). If this is the case your 3 primes will be GoHS, GoRS, GoIT.
Also, I fail to see the benefit From Crimson Scourge. BB will only be used for Scarlett Fever (assuming no one else provides) and DnD and HS should be enough for mob tanking. 2 points to get a free BB AND only if you have your timing right to use your PS before blood plague falls off. Very clunky in my opinion for 2 points - better spent in virulence IMO.
I prefer this spec ATM - Talent Calculator - World of Warcraft
P.S. All points provided here are assuming you will keep up your diseases on the target (I am sure that will be the case). If you are keeping up diseases you'll get slightly less DS which makes the IT glyph argument still intact.
EDIT: Hmm, in the latest post on MMO it says Rune Strike is still only usable after a dodge or parry... is that correct? I was under the impression it was usable at any time. - MMO-Champion - Patch 4.0.1 on live servers this week
Last edited by Drakkan : 10/11/10 at 4:20 PM.
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