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12/06/08, 10:50 PM
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#726
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Von Kaiser
Orc Death Knight
Blood Furnace
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So I've been debating whether or not to get 4/5 Bladed armor or take out the two points from bladed armor and put it into wandering plague.
I have about 15-20% crit 25man raid buffed.
My armor tank spec is around 26k.
4/5 = 4 AP per 180 armor, so (26000/180)*4 = +578 AP
2/5 = 2 AP per 180 armor, so (26000/180)*2 = +289 AP
With those two points I lose 289 AP.
Does the extra 66% bonus damage outweigh the 289 AP?
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12/06/08, 11:42 PM
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#727
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Piston Honda
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In regards to Killing Machine in a Frost tanking build, has using the rune strike glyph with it been seriously considered? Since rune strike has an aggro multiplier, effectively replacing frost strike damage with rune strike damage would be a better deal than it would be outside tanking, and the increased crit chance should help proc Killing Machine more often. Now, if both UA and AMS glyphs are wanted, using the rune strike glyph over an IT glyph is probably questionable in a frost build, but it would be a way to reduce the effect of lower crit chance in tanking gear on KM proc rate.
Originally Posted by Unholyrolla
So I've been reading the hell out of DK tanking forums and constantly keep hearing about 'parry gibbing' as well as many other parry scenarios. I've played every class but a tanking one since WOW released and now I'm giving tanking a run. So could someone please give me more insight into the role that parry plays from a tanking perspective. As in when I get parried as well as when I parry. The extent of my parry knowledge is not much more than its a chance to complete make a melee attack not hit you(similar to dodge). So how does parry haste, and diminishing returns, and gibbing play a role in all of this? I haven't found enough info yet to put all of these pieces together.
Thanks
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A mob or player's next autoattack comes much sooner than normal after they parry an incoming attack. While this CAN be very bad, from having tanked as a warrior in TBC, I can say that the number of times that this directly leads to you dying is pretty low, even with only enough expertise to remove mob's chance to dodge your attacks, which still leaves about a 10% chance to be parried.
It receives more attention than it really deserves in my opinion because when trying to model tanking, parry haste MASSIVELY increases the maximum amount of incoming damage that you're dealing with. However, I've always found that the chance of being parried and having an unlucky string of luck to not avoid the hasted attack or the surrounding attacks while also not having trinkets/other CDs or enough incoming healing to survive was low in practice - note that on fights that are challenging to heal at all, long enough strings of not avoiding any attacks push you over the edge from hard to heal to impossible to heal, so parry haste isn't introducing chance into something that is otherwise fully predictable.
Since 2h DK tanks have fewer auto-attacks and unlike warriors have many special abilities that can't be parried (all the spells, frost strike) and can convert auto-attacks into rune strikes which can't be parried, I personally think that the extent to which tanking DKs need to worry about their attacks being parried is pretty limited, other than it being a very good reason to not DW tank due to the lack of significant advantages to begin with, and a reason to skip BCB in a raid tanking spec - expertise is a very good TPS stat, but the mitigation gained is small in comparison to what extra avoidance would give, as the avoidance affects all incoming attacks including parry hasted ones, while parry hasting will only affect a few of those attacks. Being able to get enough expertise to completely eliminate parry does provide a very tempting option for tanks to reduce the number of ways the RNG can kill you, but you can easily get away with not worrying overly much about expertise and parry haste.
It's worth noting that the original concern about parry haste and tanking, and still by far the most important part, is that having melee dpsers in front of a boss is bad for the tank's health.
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12/07/08, 12:00 AM
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#728
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Glass Joe
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Regarding the issue of misses/parries/dodges for initial threat. I'm wondering if we aren't just better off starting with a DnD even on single pulls or boss pulls. With the bonus threat modifier you at least get something even if your Icy touch and plaguestrikes are missing. Of course a nice death coil in the face could help with initial aggro but I'm finding that with Runestrike macro'd to all my strikes and no Blessing of Sanctuary that I'm RP starved much of the time.
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12/07/08, 3:07 AM
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#729
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Glass Joe
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Dont know..
I don't know if this has been said, but i am wondering what stats am i looking at before i will be able to tank heroics??
Getting 545 Def before doing any 10mans/25mans isnt easy.
Last edited by Manafront : 12/07/08 at 3:14 AM.
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12/07/08, 3:42 AM
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#730
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Von Kaiser
Blood Elf Death Knight
Proudmoore
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Originally Posted by Vinexia
I would like to steer the discussion back to wandering plague.
To Review:
Even with a 10% crit rate WP has a 19% chance to proc each cycle of ticks on a single target. This is due to 2 dots @ 10% chance each.
As we add more targets there is a larger chance for WP to go off on each cycle of ticks.
Forumla: WP Proc % = 1- ((1-Crit Chance)^Chances to proc)
Where: Chances to proc per cycle = Number of Targets X 2
Somebody had offered to test if Unholy Blight was capable of proc'ing WP. We can't be so fast to dismiss this as false because Crypt Fever effects UB (Unholy Dps Discussion) when UB is not stated as a disease. I didn't see any conclusive posts here or in the other DPS thread. As soon as I get time to test I will but I invite others to beat me to the punch. If UB can proc WP we increase our chances by 33% across the board.
One other item we need to evalute is the effect of Ebon Plagues +crit chance. I believe it is factored into the paper doll's critical strike column. We need to confirm. In light T7 gear unbuffed as 9/11/51 I am showing 8.5% chance to crit. with around 10.25% with horn of winter up.
To speculate if EP is already on the paper doll we can have at minimum 15% chance to crit w/o specifically looking for any additional crit because almost all raids will have at least 1 fury/feral. I realize if this is not the case it can devalue the talent but bear with me.
Just with a feral in the raid we are now looking at 27% chance for WP to proc per cycle on a single target. Dot ticks on average for 400 at 3500ap or rougly 133 AE DPS. Just adding a second target brings the proc rate to 47%.
Another option to improve the value would be to hit up a 13/5/53 style spec further increasing crit rate.
Amazing? My socks are firmly on but for situations where adds are spawning and I need more AE threat asap its a great passive pickup. Gothik and Sartharion come immediatly to mind on top of 3/5ths of the raid night spent AE clearing trash.
Clearing up a few of the above questions might get my socks off if they confirm to the benefit of the talent.
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The question isn't, "Is WP a valuable talent?"
The question is, "Is WP worth more than what I'd have to give up to get it?"
My standard build for everyday tanking is:
Blood (9 points)
5/5 Blade Barrier
4/5 Bladed Armor
Frost (11 points)
3/3 Improved Icy Touch
5/5 Toughness
2/2 Icy Reach
1/1 Lichborne
Unholy (51 points)
2/2 Vicious Strikes
3/3 Morbidity
5/5 Anticipation
2/2 Epidemic
3/3 Virulence
2/2 Unholy Command
2/2 On a Pale Horse
1/1 Shadow of Death
5/5 Impurity
2/2 Dirge
5/5 Magic Suppression
3/3 Reaping
2/2 Unholy Aura
3/3 Crypt Fever
1/1 Bone Shield
3/3 Ebon Plaguebringer
1/1 Scourge Strike
5/5 Rage of Rivendare
1/1 Unholy Blight
So I have three options to pick up any points in WP.
A) Pull from bladed armor. No thanks.
B) Drop lichborne. No thanks
C) Pull from unholy aura/SS/Bone Shield/Ebon. No thanks.
D) Pull 1 point (all that is possible) from Magic Suppression and place that point into WP. Ok, this actually seems reasonable. While you're only getting 33% damage out of WP hits, I can see it being useful in more circumstances than having the last point in Magic Suppression. In all honesty, you've converted me.
That being said...
Overall, I'm just not that concerned with threat. I don't need a 200% lead on our highest dps classes. I just need enough to be able to relax. IMO necrosis is just 5 wasted points. I'd much rather have a shorter CD to pull sparks/mobs on Malygos/Gothik respectively. Likewise, giving up lichborne for full WP and crit seems like a horrid trade off.
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12/07/08, 3:49 AM
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#731
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Bald Bull
Orc Death Knight
Whisperwind
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If you're not concerned with threat, why the insistence on keeping Bladed Armor?
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12/07/08, 5:03 AM
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#733
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Off the Deep End
Furi
Orc Death Knight
No WoW Account
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Originally Posted by Manafront
I don't know if this has been said, but i am wondering what stats am i looking at before i will be able to tank heroics??
Getting 545 Def before doing any 10mans/25mans isnt easy.
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535 Defense is the cap for Heroics (mobs 2 levels higher), 540 is the cap for raids (mobs 3 levels higher). All I did was waited until I was above 520ish defense to start tanking heroics, which took nearly no effort at all, simply quest rewards got me there. Heroics are fairly simple, and only getting easier, if you simply gear towards the defense cap, the other stats will fall in line.
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12/07/08, 5:31 AM
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#734
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Von Kaiser
Blood Elf Death Knight
Proudmoore
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Originally Posted by Zurai
If you're not concerned with threat, why the insistence on keeping Bladed Armor?
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Because more threat is still better than less threat. Bladed armor > WP as it improves all offensive actions.
Dropping bladed armor for a defensive talent is not possible as no other defensive talents are within reach without giving up UB.
D+ for effort.
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12/07/08, 9:46 AM
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#735
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Glass Joe
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From a purely mitigation and stam perspective, could it not be better to have an 1h tanking weapon and an offhand frill if they dont make 2h tanking weapons? Even the gladiator's offhands have a lot stam and a bit of resilience. With 2h weapons you are stuck with agility (dodge) & stam only. Being able to get expertise, defense & parry would be quite helpful. It could also be nice for dks who cant reach the defense cap. This also gets rid of the problems of hit loss and parrygibs dw has.
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12/07/08, 10:32 AM
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#736
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Von Kaiser
Blood Elf Death Knight
Rivendare
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Originally Posted by Sabrewarrior
From a purely mitigation and stam perspective, could it not be better to have an 1h tanking weapon and an offhand frill if they dont make 2h tanking weapons? Even the gladiator's offhands have a lot stam and a bit of resilience. With 2h weapons you are stuck with agility (dodge) & stam only. Being able to get expertise, defense & parry would be quite helpful. It could also be nice for dks who cant reach the defense cap. This also gets rid of the problems of hit loss and parrygibs dw has.
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I don't think this would actually work. I however have never really thought about using a one hander then using like some off hand (usually) caster type off hand that would buff stam at best. I'm assuming that would work around the miss chance that duel wield suffers from since you are *ahem* not duel wielding.
However I think the main benefit for a 2 handed tank weapon is twofold.
1) They are slower. This means a couple of things. Like the rogue SS before it, slow weapons are the best for many of our abilites because they do straight weapon damage that scales off the damage of the weapon. Any two weapons that do the same DPS will do a vastly different amount depending on the speed. So, simply put, slower weapons hit harder to keep up the same dps as the faster, less damaging weapons. That means your strikes like BS, HS, OB, etc etc etc all do a percentage of damage of the weapon. And they are instant like that rogue SS. So your overall DPS (and thus, TPS) will increase as a result.
2) The two handed weapon that is slower reduces the number of parry haste attacks you can take. If you have a 1.5 weapon vs a 3.0 weapon you are essentially doubling the number of attacks in the same frame of time. Again, simply put, a 12 second fight has you swinging 8 times with the 1.5 speed and only 4 with the 3.0. Thats 4 more chances for the boss to light you up with parry haste and increase the damage your taking, which is not what you want as a tank. Now thats just a simple do-the-math-in-your-head exercise (which is why I chose 12 secs). Think about how that changes when the fight is 3 to 8 minutes and your speeds could vary from 1.5 to 3.5 or so.
I agree that the stats are more attractive on the one handers, but anything that makes you take more damage and possibly pump out less TPS is bad. I think the idea of DKs equipping one handers is just for the bump two tanking one handers would give us, considering we are shieldless. Only using one would gimp us comparatively.
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12/07/08, 12:14 PM
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#737
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Piston Honda
Worgen Death Knight
Aerie Peak
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Originally Posted by Ghraabthar
Regarding the issue of misses/parries.
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Honestly, I don't pull single targets with DnD opener unless it's boss. Patchwerk for example, I kept a DnD up at all times (once off of cooldown) on 10man and ended up leaps and bounds ahead of everyone else. It is a good idea, though. My spells aren't missing a whole *lot* but if I spec out of Virulence (maybe today?) DnD will be my opener.
Originally Posted by Manafront
I don't know if this has been said, but i am wondering what stats am i looking at before i will be able to tank heroics??
Getting 545 Def before doing any 10mans/25mans isnt easy.
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540 for raids. It's difficult to get if you're mixing epics + blues. With Blues it's almost too easy to get ( World of Warcraft - English (NA) Forums -> DK Tank Gear Guide: Uncritable before Naxx) but, the issue is you're avoidance and stam suffer. The moment you make the upgrade to epics, you're going to be floating a little below def cap (I was, at least.)
Now, for Heriocs, I was tanking with 510 def and tanked several Naxx wings 10man style at 526. Let your healers know if it's a raid, there should be no issues in Heriocs unless RNG hates you.
Originally Posted by Zurai
If you're not concerned with threat, why the insistence on keeping Bladed Armor?
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Threat isn't a *huge* issue right now but it's going to start becoming one. Plus AP = DMG and there's nothing like hearing "Wtf? You were MTing and pulled 2k dps?" from all the other tanks.
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12/07/08, 10:01 PM
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#738
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Glass Joe
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I have to concur with starting with DnD on boss pulls in general (assuming you don't have to worry about adds). It gives a leg up on TPS produced and it allows the DPS to start sooner in the off chance that PS or IT misses. Also, you create a lot of RP straight away, so if you parry or dodge you can immediately RS whereas if you pulled with PS and the missed with IT you might not be able to.
I'm a big fan of front loaded threat, and on bosses starting with DnD (as unholy) I have yet to have trouble with people catching up with me. I usually don't have to case it more than at the beginning of the fight, though I also like to cast it from time to time just for good measure (especially if I happen to have a blood rune up and want to refresh blade barrier)
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12/07/08, 10:20 PM
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#739
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Bald Bull
Undead Death Knight
Twisting Nether (EU)
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I have a question that's not entirely related to dk tanking, but still quite a bit. When I'm AE tanking lots of mobs(2 spider packs in naxx for example), I start to get extreme FPS issue as soon as I cast DnD and UB. I'm fine without them, and I'm fine all the time out of that even at full graphics, but on large AE pulls, even with all graphics down, I get atrocious machine lag. I've tried removing all my combat log tabs(I have a combat log named Empty with everything turned off), but it doesn't seem to work. I've turned off Recount, and QH obviously, and it doesn't seem like there's an addon spiking on memory during AEs. I'm still pretty sure it's combat log related, but don't know how to fix it. Considering this is especially annoying when tanking, I'm asking this here because another tank might have had the same issue.
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12/07/08, 10:30 PM
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#740
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Piston Honda
Orc Death Knight
Bonechewer
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While it may be a big deal down the road (in regards to tight enrage timers) I am curious how other tanks do in DPS compared to us.
Wow Web Stats
Nearly 3k DPS as a tank seems quite high (mind you patchwerk is pretty ideal IMO) and I could've changed a few things to make my DPS higher (like having BoS). I don't know how many of you have had the luxury of having BoS on you while tanking, but it is most definitely more effective on us then any other type of tank. I am fairly certain that I could spec into Gargoyle and keep it up the entire duration on a boss like patchwerk while dumping all of my auto attacks on 25RP rune strikes.
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12/07/08, 11:23 PM
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#741
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Bald Bull
Orc Death Knight
Talnivarr (EU)
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Originally Posted by Pyros
I have a question that's not entirely related to dk tanking, but still quite a bit. When I'm AE tanking lots of mobs(2 spider packs in naxx for example), I start to get extreme FPS issue as soon as I cast DnD and UB. I'm fine without them, and I'm fine all the time out of that even at full graphics, but on large AE pulls, even with all graphics down, I get atrocious machine lag. I've tried removing all my combat log tabs(I have a combat log named Empty with everything turned off), but it doesn't seem to work. I've turned off Recount, and QH obviously, and it doesn't seem like there's an addon spiking on memory during AEs. I'm still pretty sure it's combat log related, but don't know how to fix it. Considering this is especially annoying when tanking, I'm asking this here because another tank might have had the same issue.
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As far as I'm aware it's an issue with Death and Decay, more information here:
World of Warcraft (en) Forums -> Death Knight preformance issue with c. spells
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12/07/08, 11:28 PM
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#742
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Bald Bull
Undead Death Knight
Twisting Nether (EU)
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Originally Posted by Illundai
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Issue is, I'm still getting performance hits at 0% spelleffect, so I'm not too sure it's that. Maybe I'll just delete everything and reinstall. I'll start by clearing wtf folder I guess, the problem is it's hard to reproduce out of raids, not that many places where I can gather enough mobs and not die in the process. Maybe I'll check black morass.
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12/08/08, 1:41 AM
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#743
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Von Kaiser
Night Elf Death Knight
Lightbringer
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Tonight I got the Repelling charge trinket. This has 95 parry. I had to jiggle some armor around to stay over defense cap (hense the unsocketed / patched pants) . With the changes I end up at 544 (over the 540 cap)def 19.75 % dodge and 16.38% parry.
My original set up I was at 21.52% dodge and 15.2% parry. My question :- is the trade off of about 2% dodge worth 1% parry? Is there a mechanic I am missing or is parry badly itemised on gear?
Last edited by Kyrié : 12/08/08 at 1:48 AM.
Reason: typo
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12/08/08, 3:15 AM
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#744
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James fanboy
Blood Elf Paladin
Mal'Ganis
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Parry is a lot worse than dodge or defense unless you have obscene amounts of both.
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12/08/08, 4:01 AM
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#745
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Von Kaiser
Blood Elf Death Knight
Proudmoore
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Originally Posted by Pyros
I have a question that's not entirely related to dk tanking, but still quite a bit. When I'm AE tanking lots of mobs(2 spider packs in naxx for example), I start to get extreme FPS issue as soon as I cast DnD and UB. I'm fine without them, and I'm fine all the time out of that even at full graphics, but on large AE pulls, even with all graphics down, I get atrocious machine lag. I've tried removing all my combat log tabs(I have a combat log named Empty with everything turned off), but it doesn't seem to work. I've turned off Recount, and QH obviously, and it doesn't seem like there's an addon spiking on memory during AEs. I'm still pretty sure it's combat log related, but don't know how to fix it. Considering this is especially annoying when tanking, I'm asking this here because another tank might have had the same issue.
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I get the exact same thing on pulls with more than 15 mobs. It only happens after DnD -> PS -> IT -> Pest -> UB. I kind of assumed its related to the bliz scrolling combat text. I'll turn off all that stuff and see if I can recreate it.
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12/08/08, 4:41 AM
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#746
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Von Kaiser
Orc Death Knight
Kazzak (EU)
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Originally Posted by Tojara
While it may be a big deal down the road (in regards to tight enrage timers) I am curious how other tanks do in DPS compared to us.
Wow Web Stats
Nearly 3k DPS as a tank seems quite high (mind you patchwerk is pretty ideal IMO) and I could've changed a few things to make my DPS higher (like having BoS). I don't know how many of you have had the luxury of having BoS on you while tanking, but it is most definitely more effective on us then any other type of tank. I am fairly certain that I could spec into Gargoyle and keep it up the entire duration on a boss like patchwerk while dumping all of my auto attacks on 25RP rune strikes.
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Without BOS last week, as MT i pulled 3.4k dps. I was rp starved tho.
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12/08/08, 5:29 AM
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#747
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Von Kaiser
Night Elf Death Knight
Lightning's Blade
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Originally Posted by phixx
I noticed at first it was hard...but its not SO bad right now. I have been gemming defense where i can, and most my upgrades have a few less defense points, but alot more dodge, parry, hit, expertise on them. Stick with your defense gems, and defense enchants (chest/cloak) then when get the gear you want and your sitting at about 547-549 def you can re-gem some of your stuff. Most of the rare BS items have like 53,47,58 defense on them, so picking up items from Naxx25 will drop them slightly, but if you fall under 540 you can use a resilience flask, or even an old world stam + defense flask. Its not a ton, but it does help. I think its just one of those things that blizzard has over looked, which is why it has been said that their will be 2h weapons and sigils with +def in the future.
Basically stick it out, it starts to even out trust me. [Repelling Charge] will hold you over for a while while you make upgrades if you can get it. Only in 10man Naxx from Thaddius and Gluth
Edit** also you can pick up [Bolstered Legplates] from heroic VH, those will hold you over for quite some time as well.
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Got all those items now.
Repelling charge is very interesting because with it, I have the same (actually slightly better) total avoidance than with the Badge Dodge trinket -- and I like the last stand option. As with other min / maxes, I want to start gemming for the expertise / stamina gems which will allow me to better increase my threat. I'm fortunate to have nearly 8% hit, but the parry is killing me.
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12/08/08, 5:33 AM
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#748
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Von Kaiser
Night Elf Death Knight
Lightning's Blade
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Originally Posted by Ollin
Well, considering that DKs are rotation-dependent, a bad string of miss/block/dodge/parries very well CAN completely screw your TPS. If it happens at a bad moment, like say the very beginning of a boss fight, the end result will usually be a lose boss followed quite quickly by a dead healer or two.
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If you armory me when I'm in tank gear, I have a lot of hit but my expertise is low. I've had 3 or 4 parries in a row, and it's a mental thing to stay focused and get back on rotation. I'm starting to see my guild begin to pick up their threat generation as their gear and dps improves; as another post mentioned, a GM found his DK tank threat limited -- and that's a hit / expertise issue.
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12/08/08, 5:54 AM
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#749
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Von Kaiser
Night Elf Death Knight
Lightning's Blade
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Originally Posted by crimsonsentinel
Parry is a lot worse than dodge or defense unless you have obscene amounts of both.
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Well the numbers (correct me if I'm off a bit):
Parry: 49.2 PR per 1% parry
Dodge: 39.2 Dr per 1% dodge
Defense: 41 DR per combined 1% miss / dodge / parry (I assume we aren't loosing any to miss) [updated thank you]
For DK's in epics, you will have a parry rating (PR) of ~400+ with 20% parry and a dodge rating (Dr) of about 350 with 21% Dodge and a defense rating (DR) of 540+.
Now if you check the dimishing returns chart, you'll find that you will gain the most avoidance by stacking dodge until and actually after a Dr of 400 before you should start to stack parry again (last I look, about a Dr of 470+). [ edit --> ? remove Defense is quite good, although expensive % per DR, because your DR's dimishing returns chart is better. <--]
Overall, after defense of 540 go: dodge > defense > parry for max avoidance.
Furthermore, by the time you get to "obscene amounts of both", you'll be gemming for expertise as your "obscene" amount of hit will be negated by parries.
FYI: using both Seal and Repelling Charge defense trinks, I had the a slight more total avoidance that using Repelling and Valor Medal.. go figure...
UPDATE
Here's the link:
Dimishing returns
WotLK Diminishing Returns - Avoidance - TankSpot
Warrior Diminishing returns and defense vs dodge - TankSpot
Defense and Defense Rating
4.91850 defense rating = 1 defense skill
25 Defense skill will grant you an extra 1% Miss, Parry, Dodge, and Block.
I made an error in calculation (thank you) so that 41 defense rating gives 1% avoidance of combined miss, parry, dodge.
I'm going to re-think my conclusion because of two errors in premises which now stand corrected: 1. it takes 41 defense rating to get 1% combined avoidance of miss, parry, dodge and 2. defense rating is not subjected to diminishing returns as per dodge.
So: defense > dodge > parry for avoidance.
Thoughts?
Last edited by jacclark : 12/09/08 at 4:52 PM.
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12/08/08, 6:29 AM
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#750
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James fanboy
Blood Elf Paladin
Mal'Ganis
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It's actually around 41 defense rating for 1% dodge/miss/parry.
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