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Old 03/27/10, 8:31 PM   #2926
Müdür
Glass Joe
 
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Tauren Death Knight
 
Stormrage (EU)
As we know so far, IT brings little DPS and high threat. So high threat that we probably won't need. I've tested new IT in a few raids and so far I know that I can take mob which tanked by our main tank off to me without taunting and only spamming IT. But drops my dps for about 1-1.5k. For a balance between, I didn't changed my spec for it, just did some adjustments on my rotation, now I use this one:
Opener:
IT - IT - BT - DS - HS - PS
Through the fight:
IT - PS - DS - HS - HS
DS - IT - IT - HS - HS
Little dps loss but enough threat for everyone. Bonus

I used to have DRW but now I don't, I've put that point to MoB, helps little but still more useful on Festergut, Blood Queen, etc.

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Old 03/28/10, 1:41 AM   #2927
Folstar
Glass Joe
 
Blood Elf Paladin
 
Cairne
Originally Posted by rh8452 View Post
My thought on IT spam / "tank DPS" arguments:

I'd rather do 4k DPS / 10k TPS than 2k DPS / 10k TPS.

IT spam sucks and I still don't understand why people are clinging to it. Being able to get frigid dreadplate as blood is nice, that build was rather common back in naxx. Is it worth dropping 2k of DPS and the flexibility of death runes? Not a chance IMO. Essentially speaking, you drop 2K of DPS and virtually all of your flexibility for 3% avoidance. An EH gain, but a massive loss in all other ways.
I think the IT spam build you were looking at was doing it wrong based off your description. The VotGoG (Vot3W + GoG = fun to say) is not about having frigid d in blood or the trading dps for death runes (well, kind of), it is about having every frost survival talent (minus acclimation, meh) with blood tap and Vot3W! It also specs out of using OB in favor of DS because IF you are going to hold aggro either way THEN 10% heals beat a bit more DPS seven days a week.

Tanks job:
1. Hold Aggro - IT spamming does it (and GoDnD + tier10 does it for AoE)
2. Survive - the VotGoG is all about survival, more survival then any frost build

DPS is not on that list.

So, in Tankanese- I'd rather do 10k TPS with 3% extra stamina and a self heal then do 10k TPS without.

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Old 03/28/10, 5:37 AM   #2928
Nekali
Joe Glass
 
Blood Elf Death Knight
 
Terrordar (EU)
I needed a few extra points for Chillblains for our Arthas HM strat and still provide IIT, thus I experimented with a frost build that completely drops the Obliterate related talents (Annihilation & Rime). I've had great success with that. When in need of threat just spam IT (&PS,BS), otherwise use Death Strike (and Howling Blast if you absolutely don't need the healing). This frees up to 9 talent points, depending on what you are trying to achieve. In particular, it is possible to pick all the supporting talents for IT (save Rime), Morbity, GoDnD and have absolutely amazing threat in just about any situation.
Since only IT&RS are relevant for threat with such a spec, I use 2xTank Weapons and swap the main hand for a DPS weapon with FC if I really need more threat. All in all I feel this is pretty solid all-round-tanking spec if you need to provide IIT to your group and don't have dualspec for two more specialized tanking specs available.

Talent Calculator - World of Warcraft

On the discussion about TPSvsDPS: It is really all about the encounter. On Sindragosa HM you really want survivability and don't care about DPS at all. On Putricide you care more about DPS. I feel the biggest DPS increase a DK tank can bring (provided all raid buffs are available) is Hysteria (average ~2000dps on a good Fury Warrior, worth a lot more when Burst is required). So in such situations the DK is adviced to spec into a Bloodish tanking spec making Oblit-Frost specs a mood point in serious content :>

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Old 03/28/10, 9:33 AM   #2929
Arranf
Glass Joe
 
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Night Elf Death Knight
 
<Do>
Talnivarr (EU)
Originally Posted by riggins View Post
You dont need 70k hp if the max hit you are going to take is 55k hp, stack avoidance or mitigation after EH.
This statement is a little confusing/misleading. Are you suggesting that Avoidance > EH after a certain point or are you suggesting that Avoidance > Stamina after a certain point?
I know that Devium favours a mixture of Avoidance and EH however in your opinion should we be valuing Avoidance higher?
Personally I agree that Stamina is overrated however this suggestion that avoidance should take higher priority is something I haven't heard before.

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Old 03/28/10, 11:03 AM   #2930
kurokaze
Piston Honda
 
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Goblin Warrior
 
Daggerspine
It's part of the basic theory behind effective health. Effective health isn't some godly sacred cow, it's simply a measure of what you can survive. Once you have enough EH to survive anything that the encounter is going to throw at you, you aren't gaining anything by adding more, and so you're better off doing something like reducing overall damage taken, or even increasing DPS.

In my opinion, the concept of stacking EH until you get 'enough' then stacking mitigation isn't particularly useful in the current state of the game because of how the numbers work out. The current state of healing is throwing around tons of overheal and not worrying much at all about efficiency, and that keeps mitigation from being all that useful.

I tend to think of EH having diminishing returns (based largely on the encounter), not as having a magic 'enough' breakpoint as it is more often stated. It's supposed to be a measure of what the worst case damage you can take in between relevant heals. As such, the point where you might say you have "enough" is going to be dependent on what your healers are doing, among other things. You might say "enough" is just not dying in one hit, but if the next hit comes 0.2 sec later, you're running a huge risk of not getting the heal at the right time. You might say "enough" is not dying in between Holy Light casts, but then you can die during a beacon refresh GCD. You might say "enough" is not dying even if your paladin takes a GCD elsewhere, but then you can die if the paladin gets killed/taken out of the fight through mechanics/disconnected/whatever. EH is the worst case scenario, and there's always a worse case. It doesn't become entirely valueless unless you're fighting Hogger.

But it absolutely becomes less valuable than avoidance at some point - having enough EH to live if your cat jumps on your 'sit' key while all your healers are disconnected isn't an issue that's likely to come up often.

Long story short: in actual practice, a 'balance' ends up working very well, but for those in the very forefront of progression, there is some potential to do even better by finding the exact right 'balance' for each situation.

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Old 03/28/10, 12:00 PM   #2931
rh8452
Piston Honda
 
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Worgen Mage
 
Kel'Thuzad
An easier way to look at it:

If you go IT spam and do 2K DPS, you are losing about 2K DPS. You are certainly holding threat on the boss, but are doing way less DPS.

2K DPS over a 5 minute fight is 600k damage.

How many boss fights have you wiped on and hit enrage on where the boss was at or below 600k health when you wiped?

600k is a LOT of damage in hard modes. I have wiped on Sindragosa 25 HM with the boss at 113k and have had to ask myself, "could I have done 113k more damage by doing X", as every raider working in progression should.

Once you have enough EH to reliably survive what the encounter is going to throw at you, your survival falls upon the shoulders of the healers and you then need to focus on increasing your threat and damage output. Your damage -does- matter on progression content. Spam IT on farm content.

Even more simply: The thread is about endgame tanking. Threat is always an issue in endgame tanking when competing with DPS that are pulling 12K+, but to beat the current progression encounters which are very well-tuned and have tight enrages, our job is to maximize our threat through our damage output, not theorycrafting on what spec/rotation will give us the maximum amount of threat on paper irrespective of how much damage we do.

The IT buff lets us grab raging spirits on LK or adds on deathwhisper HM faster and better. There are literally no other fights in ICC 25 heroic where having better snap threat even matters (gunship isn't progression and you never usually have to tank more than one thing at a time on dreamwalker if DPS is doing their job). Even in 10-man it's rarely an issue. Maybe in ruby sanctum there'll be some situation where we'll be really grateful for the IT buff and happy we can put out a ton of threat while minimizing our damage output, but in current endgame content I can't think of any.

Our single target threat was fine in hardmodes pre-patch and now we have 15k more threat per rotation thanks to the IT buff on top of that. Our focus should continue to be on maximizing our balance of survivability and damage output on encounters with tight enrages - "endgame" tanking, not "max-TPS rotation on patchwerk" as it were.

Originally Posted by Folstar View Post
url=http://talent.mmo-champion.com/?deathknight#eSQeN9p1QyzGZ5e,9Yd,11685]The VotGoG[/url] (Vot3W + GoG = fun to say) is not about having frigid d in blood or the trading dps for death runes (well, kind of), it is about having every frost survival talent (minus acclimation, meh) with blood tap and Vot3W! It also specs out of using OB in favor of DS because IF you are going to hold aggro either way THEN 10% heals beat a bit more DPS seven days a week.
Addressing this build specifically: It has some merit in 10-mans where you can bring an extra raid buff so your sole shaman can drop WoA instead of windfury. But 10-man enrages are just as tough as 25-man ones, sometimes more, and with the change to WotN in blood, I can't justify going frost for 3% avoidance / 6s on IBF when blood gives you 15% flat mitigation on everything that would bring you below or hits you at or below 35% HP, which is "a lot of things on sindragosa, putricide and lich king". It also puts a lot of emphasis on needing expertise due to white swings being your top damage output, which is counter to needing hit to ensure IT doesn't miss. You'd be needing to equip threat-centric gear with more hit and expertise to make this build reliable, so the 3% avoidance you gain via talents is negated by losing it on gear.

I wish Blizzard had put Wot3W way deeper in the blood tree, but that's a different topic altogether.

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Old 03/28/10, 3:00 PM   #2932
riggins
Piston Honda
 
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Blood Elf Death Knight
 
Illidan
Originally Posted by Arranf View Post
This statement is a little confusing/misleading. Are you suggesting that Avoidance > EH after a certain point or are you suggesting that Avoidance > Stamina after a certain point?
I know that Devium favours a mixture of Avoidance and EH however in your opinion should we be valuing Avoidance higher?
Personally I agree that Stamina is overrated however this suggestion that avoidance should take higher priority is something I haven't heard before.
I didnt mean that to hold true for every single fight, I just used it as an example to prove the point I was trying to make.

As everyone knows all stats are important for a tank (EH, Mit, Avoidance, Threat, DPS), but you are going to have design your own weight value on those stats for each and every encounter. Parse your fights, go over them after the raid. If you see that you are taking the vast majority of dmg from boss melee's, you will probably want to find out how much HP is reasonable and then work towards mitigating/avoiding that dmg.

Its similar to what Kurokaze pointed out. Endgame situations mean your healers are proven and trustworthy. You dont need to be focused on some situation where you need to live 7+ sec's w/o heals (unless for some reason thats a mechanic in the fight). You are going to be hurting yourself the vast majority of the fight because thats not going to happen and you could be mitigating a ton of dmg and helping your healers and their mana pools.

Example: Sindragosa 25 heroic (pre 5% buff)

I only had ilvl264 gear at the time and it was an extremely high dmg intake for the tank so I was staking full EH (Not to mention the fact she parry hastes ><). After our first night of pulls I was going through parses and seeing that 85%-ish of the dmg that I took was from her melee attacks some of which were around 40k. Upon seeing this, I made a few changes (Satrina's[EH use 3m cd] to Glyph[avoidance use 2m cd] on trinket and 18stm to 240armor on gloves) and took a noticeable amount less dmg from her physically while still having enough hp to survive the frost breaths.

I am a huge fan of armor. Armor is something that doesnt have DR and you cant get enough of in current gear. Crafted pants, Badge belt, Badge Cloak, Unidentifiable Organ, armor enchs on gloves, cloak, those are all things I would suggest to itemize with. However, again, this changes w/ the fight, especially the trinkets. Swapping out an armor trinket w/ an EH one will quickly yield over 3k hp in a raid buffed situation, The good think about Unidentifiable Organ is that it somewhat provide both (Its amazing).

Whole thing I am trying to get across here is:

Find what works for you on each and every fight. The main categories for gearing itemization (EH-Avoidance-Mitigation-Threat/DPS) change in value every fight. Find out what you think should be your priority and make sure you have solid logic backing it up then let your healers/raidleader know the changes you have made. Once they see a difference in the fact you arent calling for a GS / Pain supp or dead on the floor causing a raid wipe, you have just gained some validity in proving you arent some static boss soaking player. You are someone that can make his own decisions in a dynamic fashion to help the raid attain success.



***Edit:

On a side note. Blood is the only tank spec that is fesible atm due to the WotN changes. That shit is the most OP tanking talent we have atm and next to zero reason not to pick it up. WotN really shines on LK heroic w/ his massive p1 melee's and Soul Reaper hits.

The only situation where I see that not being the case is Putricide heroic p3 tanking. I personally like frost for that situation just because of being able to chain UA (putting me over 50k AV) into an 18sec IBF. You take next to zero dmg for your 30-ish seconds of fame during that fight. HOWEVER, this only applies if you arent the tank for the entirety of the fight, rather just the guy who is soaking Unbound plauge/Oozes/2nd or 3rd in line during p3. If you are the one tanking in p1, you need to be Blood.

Last edited by riggins : 03/28/10 at 7:52 PM.

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Old 03/29/10, 12:59 AM   #2933
Helheimr
Glass Joe
 
Blood Elf Death Knight
 
Arthas
Morbidity is more or less worthless in ICC for a MT, why do people keep putting it in their builds? Single target it's the lowest TPS per point there is, and there are no fights where mobs spawn faster than 30 seconds. A 30 second CD is more than enough for DW, Gunship, Valithiria. If you're speccing for trash, you're doing it wrong.

Stop wasting those 3 talent points. Can easily pick up Rune Tap (a 13k self-heal on a 30 sec CD is amazing for progression).

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Old 03/29/10, 1:36 AM   #2934
OleFrosty
Von Kaiser
 
Tauren Death Knight
 
Nordrassil
Haha, wrong phrase I guess, I use the wow gaming mouse and have the keybinds on there, so technically I do "click" it, though obviously not clicking the macro itself.

I do agree tanking is to dynamic to rely on Castsequence macro's most of the time, that's why that's only the opening sequence, which I find doesn't change much, if at all.

As to the Glyph of Disease, I easily hold threat against Raiders who outgear me substantially. Therefore I don't need an IT in each rotation and opted for an extra DS.

My other 2 glyphs are DS and VB.

Point being my glyphs, and my entire spec are entirely towards survival, and I can still hold threat over serious endgame raiders that outgear me, and even get tricks. Honestly Morbidity is more a convenience to me, as I like to have my RP topped off entering a fight, and don't always have a Druid, much less one that will keep revitalize up for a minute or 2 straight for me.

Edit: Ok wow, I missed that blue, that's what I get for taking a break I guess. Thanks, swapped for DS.

Last edited by OleFrosty : 03/31/10 at 4:02 AM.

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Old 03/29/10, 2:53 AM   #2935
Davia
Piston Honda
 
Human Death Knight
 
Turalyon
You realize that the Icebound Fortitude Glyph does absolutely nothing when you're in Defense gear, right? It was changed a long time ago to only boost mitigation by 10% if you don't surpass that amount from defense. It's purely a PvP glyph.

Edit: Blue post from 3/29/09 on IBF Glyph: World of Warcraft - English (NA) Forums -> Glyph of Icebound Fortitude bug

Last edited by Davia : 03/29/10 at 3:04 AM.

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Old 03/29/10, 4:10 AM   #2936
keebz
Von Kaiser
 
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Human Death Knight
 
Whisperwind
Also in support of Davia's response regarding the zero benefits a tank receives from the GoIBF:

Originally Posted by Crygil
Icebound Fortitude now provides 30% base damage reduction, up from 20% damage reduction. For a geared tank with high defense, this translates to 50% damage reduction, up from 40%.
February 5, 2010

Source: MMO-Champion BlueTracker - Tanking and Survivability Changes

You're already beyond the 40% by having the proper defense as a tank. I highly suggest you replace GoIBF with either Glyph of Rune Strike or Death Strike (you did say you were utilizing GoD to add an additional DS...though GoRS will be helpful too).

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Old 03/29/10, 6:49 PM   #2937
Thelemorf
Glass Joe
 
Tauren Death Knight
 
Shattered Hand (EU)
Im currently DW-frost tanking ICC10 normal (have some problems with raid-attendance in the guild) and we have everything up to LK on farm but havent done much progresswiping on The king.

I favor mitigation over EHP and is around 40k armor with 50-53k hp fully buffed, and according to recount most of the damage i recieve from Lich King is his melee physical damage. Is blood still superior that i should consider a respec or should i stay frost and enjoy my mitigation?

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Old 03/29/10, 7:46 PM   #2938
OleFrosty
Von Kaiser
 
Tauren Death Knight
 
Nordrassil
Blood wins for progression. Period. WOTN is too good to pass up, as are 15% and 20% heals, vs 2% mitigation, and 3% miss (miss isn't EH), and 6 seconds on IBF.

As to the glyph of IBF, I just tested it with a Resto Druid and moonfire, with 560 defense, it was precisely the same damage reduction with, and without the glyph. (45.91%)

The point was I can hold aggro fine with all survival glyphs/spec, and while I do think we should do as much dps as we can, living comes first. I would suggest more wipes happen because the tank dies, then because the tank didn't do 15% more dps.

Raid buffed with a geared tanks health pool, Rune Tap is the most OP heal in the game. It heals for as much as a druid or shamans Nature's swiftness, which is on a 3 min cd, the only better INSTANT heal is Lay on hands, which obviously has a 10 minute cd. An instant cast 15-20k heal on a 30 second cd is incredibly OP. If your holy pally uses a global to refresh beacon, or is moving, you can replace the Holy light with it.

Edit:
(The RT glyph is fricken useless. wtf just 10% of the effect? I admit I thought it was 10% hp as several DK's I've known apparently thought as well.)

Last edited by OleFrosty : 03/31/10 at 4:10 AM.

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Old 03/29/10, 7:49 PM   #2939
Melchior
Piston Honda
 
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Orc Death Knight
 
Skywall
Originally Posted by OleFrosty View Post
Blood wins for progression. Period. WOTN is too good to pass up, as are 15% and 20% (30% glyphed) heals, vs 2% mitigation, and 3% miss (miss isn't EH), and 6 seconds on IBF.
Glyphed Rune Tap heals the DK for 22%, not 30%. The actual heal is multiplied by another 1.10. I do think it's still a nice talent though, just hard to use in some cases.


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Old 03/29/10, 8:16 PM   #2940
 frmorrison
Protector
 
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Ashstrike
Human Paladin
 
No WoW Account
Originally Posted by OleFrosty View Post
Raid buffed with a geared tanks health pool, and glyphed, Rune Tap is the most OP heal in the game. It heals for more then a druid or shamans Nature's swiftness, which is on a 3 min cd, the only better INSTANT heal is Lay on hands, which obviously has a 10 minute cd. An instant cast 20-25k heal on a 30 second cd is incredibly OP. If your holy pally uses a global to refresh beacon, or is moving, you can more then replace the Holy light with it.

The +10% hp to the party isn't useless either.
Rune Tap isn't overpowered, while a 20k heal can be useful a good Pally healer will be spamming you with 14k Holy Lights, 20k+ crits every ~1.2 seconds. That said, due to required movement you aren't always getting healed so Rune Tap can be useful there (I have had full Rune Tap for a while).

Sadly, 10% hp to the party is not that great as a tank since you don't always have a Rune available and tanks should not be watching their parties health. Healers are healing that damage, most of the time you would just make their heals overheal.


That is interesting that glyph of IBF may give a little extra damage reduction, but at 2 minutes that doesn't seem worth it.

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