Originally Posted by Zurai
Actually, if I were to respec I'd probably drop Death Rune Mastery. That was more of an intellectual holdover from when I used to tank with Frost or Unholy specs, which absolutely need death runes. I find that the only time I ever Heart Strike spam is in phase 4 of Mimiron and when we're killing trash.
Spell Deflection could probably stand to go, but I don't really know what I'd replace it with. There aren't any other tanking talents in range with just those 3 points. I could do Bloodworms, I guess, but I'd rather not because this spec is my soloing-instances-for-cash spec too and I can't do Hakkar with Bloodworms.
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About Spell Deflection, bosses in Ulduar where it might help:
Ignis:
# Slag Pot - Charges a random target and incapacitates them, inflicting 5,000 (Heroic: 10,000) Fire damage every 1 second for 10 seconds. If the target survives, they will gained 100% (Heroic: 150%) haste for 10 seconds. (maybe? Only if you are offtank and very minor anyway.)
Razorscale:
Phase1
# Devouring Flame - Inflicts 8,788 to 10,212 Fire damage to a player, and additional 8,788 to 10,212 Fire damage every 1 second to anyone within 6 yards of the initial impact, for 25 seconds. (First hit)
# Fireball - Inflicts 12,025 to 13,975 Fire damage.
(these are both random targeted)
# Dark Rune Watchers - Cast Chain Lightning and Lightning Bolt, hitting for ~10,000 and ~5,000 Nature damage respectively. (interruptable)
Phase2
# Devouring Flame - Inflicts 8,788 to 10,212 Fire damage to a player, and additional 8,788 to 10,212 Fire damage every 1 second to anyone within 6 yards of the initial impact, for 25 seconds. (first tick, random target)
XT-200:
none
Iron Council:
# Fusion Punch - Inflicts 18,850 to 21,150 (Heroic: 35,000) Nature damage to his target, and deals additional 15,000 (Heroic: 20,000) Nature damage every 1 second, for 4 seconds. (maybe??)
# Chain Lightning - Inflicts 4,625 to 5,375 (Heroic: 6,013 to 6,987) Nature damage to its main target, and arcs to nearby players, dealing 50% (Heroic: 20%) more Nature damage to each successive target. (interruptable)
# Lightning Whirl - Inflicts 4,713 to 5,287 (Heroic: 7,069 to 7,931) Nature damage to random players every 1 second for 5 seconds. (interruptable)
Kologarn:
# Focused Eyebeam - Two of those will be cast simultaneously, each inflicting 2,775 to 3,225 (Heroic: 4,163 to 4,837) Nature damage, and following their targets. (Not casting on melees, afaik)
Auriaya:
none
Mimiron:
Phase1
# Proximity Mines - Drops 8-10 Proximity Mines around MK II. The mines will inflict 25,000 damage to anyone who walks over them. (You shouldn't hit those anyway)
# Napalm Shell - Inflicts 7,540 to 8,460 (Heroic: 9,425 to 10,575) Fire damage instantly and an additional 4,000 (Heroic: 6,000) every 1 second, for 8 seconds. This spell will always attempt to hit targets farther than 15 yards of MK II. (melee range...)
# Plasma Blast - After a 3-second cast, MK II will channel a stream of plasma for 6 seconds, inflicting 20,000 (Heroic: 30,000) irresistible Fire damage every 1 second to his target. (This might work)
Phase2
# Rapid Burst - Inflicts 1,414 to 1,586 (Heroic: 1,885 to 2,115) Spellfire damage to a random target every half-second for 3 seconds.
Phase3
You should take no spell damage here.
Phase4
# Mines again
# Hand Pulse - Inflicts 4,242 to 4,758 (Heroic: 6,598 to 7,402) Spellfire damage to a random target and all enemies between the caster and the target. (Not sure about this, looks like aoe spell)
Hodir:
# Frozen Blows - Reduces Hodir's physical damage by 70%, but grants each of his attacks 31,062 (Heroic: 40,000) additional Frost damage, for 20 seconds. Enemies take 4,000 additional Frost damage every 2 seconds for the duration of the spell. (Great for this, if it works)
Thorim:
Phase1
# Runic Lightning - Strikes an enemy with a blast of runic lightning, inflicting 7875 to 10125 Nature damage. (10 player: 6563 to 8437 Nature damage) (interruptable)
# Holy Smite - Smites an enemy, inflicting 7650 to 9350 Holy damage. (interruptable)
# Lightning Brand - Shocks the target for 3500 Nature damage to the target, and increases Nature damage taken by 40% for 20 sec. (Stacks to 99)
Phase2
# Chain Lightning - Strikes an enemy with a blast of lightning that inflicts 3700 to 4300 Nature damage. The bolt will arc to additional nearby enemies, inflicting 100% more Nature damage to each successive target.
Freya:
# Storm Lasher - Attacks with Stormbolt for 6,013 to 6,987 (Heroic: 8,788 to 10,212) Nature damage. Also casts Lightning Lash for 5,088 to 5,912 (Heroic: 6,938 to 8,062), which hits up to 3 (Heroic: 5) targets
General Vezax:
none
Yogg-saron:
Phase1
# Dark Volley - Hurls missiles of dark magic, inflicting 8500 to 11500 Shadow damage and wounding nearby enemies, reducing the effectiveness of any healing by 25% for 10 sec. (might work since they seem like direct hit)
Phase2
# Malady of the Mind - Inflicts 5000 Shadow damage and causes the enemy target to run in horror for 4 sec, then attempts to jump to another enemy within 10 yds. Also reduces Sanity by 3%.
Algalon:
Seems to do only AoE damage
# Phase Punch - Massive blow that inflicts 8788 to 10212 damage and slowly fades the target to another plane of existence. (maybe arcane)
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That should be about it, please correct me if I missed something or was wrong with something. But looking at this list, 3 talent points for Spell Deflection seems very wasted.
Edit; failed a bit with naming and added Algalon