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07/10/09, 10:43 AM
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#1376
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Glass Joe
Human Death Knight
Gilneas
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Recently switched to Blood tanking and still working out the kinks.
Has anyone done a comparison between using Glyphs of Rune Strike and Blood Strike.
Going DRM route - since the "snare" debuf is usually on the boss in one way or another, would it not make sence to increase 6 gcds out of 10 by 20% (using BS instead of HS) and loosing 10% crit on RS?
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07/10/09, 11:49 AM
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#1377
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Von Kaiser
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The "snares" do not count for the blood glyph on bosses.
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07/10/09, 11:55 AM
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#1378
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Piston Honda
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Originally Posted by Garithras
The "snares" do not count for the blood glyph on bosses.
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The blood glyph doesn't work on bosses? I always thought it did. Torment the Weak for Mages certainly works and it's also activated on snares.
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07/10/09, 12:19 PM
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#1379
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Von Kaiser
Gnome Death Knight
Arthas
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Originally Posted by Goldengiff
You're actually trading an IT, PS and HS for a DS (or 2 HS depending on Death Runes) and a GCD. The effect of a tighter rotation is harder to calculate, and something that back on my old haunt (rogue boards) would usually need to be decided by spreadsheets.
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No, count it, you do exactly the same amount of DS. You drop IT+PS at the beginning of the rotation in favor of pestilence + HS.
IT can have a higher chance to miss (no virulence, assuming melee hit cap is around 3% miss on spell).
If pestilence always hits (I've never seen a pestilence miss/dodged/parried before), this rotation will let us gear ourselves like warriors (i.e. expertise is always better than hit) and aim for expertise hard cap for perfect rotation.
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07/10/09, 12:25 PM
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#1380
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King Hippo
Draenei Death Knight
Dragonblight
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Originally Posted by Xequecal
The blood glyph doesn't work on bosses? I always thought it did. Torment the Weak for Mages certainly works and it's also activated on snares.
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Torment of the Weak is a different case. It is activated by attack speed snares and movement speed snares, while the Blood Strike glyph is only activated by movement speed snares. Although there are a few exceptions (such as the Frostfire Bolt debuff), most movement speed snares cannot be applied to bosses. Regardless, even if you can rely on one of the few boss-applicable debuffs to activate the glyph in your raid, Heart Strike is still (slightly) superior damage wise for a Blood spec, so it makes no sense to sacrifice a glyph for what is, in the best case scenario, a dps loss.
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07/10/09, 12:32 PM
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#1381
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Von Kaiser
Gnome Death Knight
Arthas
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Blood Strike glyph doesn't work on Heart Strike.
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07/10/09, 12:48 PM
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#1382
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Glass Joe
Blood Elf Death Knight
Sisters of Elune
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It seems like Blood Tanking is the hot item these days...
Am I the only one that prefers Frost or Unholy tanking?
I've been fairly successful with both builds, are these still considered viable compared to Blood?
I'm concerned because Blood is my least favorite tree and I've never been a fan of it; I'd rather not get told by my GM (who staunchly and aggressively supports cookie cutter builds) that I have to switch to a spec that I actively do not like.
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07/10/09, 12:52 PM
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#1383
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Glass Joe
Human Death Knight
Gilneas
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Originally Posted by Consider
Torment of the Weak is a different case. It is activated by attack speed snares and movement speed snares, while the Blood Strike glyph is only activated by movement speed snares. Although there are a few exceptions (such as the Frostfire Bolt debuff), most movement speed snares cannot be applied to bosses. Regardless, even if you can rely on one of the few boss-applicable debuffs to activate the glyph in your raid, Heart Strike is still (slightly) superior damage wise for a Blood spec, so it makes no sense to sacrifice a glyph for what is, in the best case scenario, a dps loss.
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Taizu - I know that the glyph does not work on HS. I am proposing to use BS (glyphed) on a single target with DRM.
Perhaps my question was not clear enough.
I know the boss is not slowed or other wise impeaded by the "snare" effect. Hovewer the snare effect does count toward the dps effects on that boss. This has been discussed a long time ago and like you pointed out the frostfire debuff is one of the effects and I can count on that since it effects stationary and mobile fights the same way.
I was trying to find a specific calculations for differences between the BS and HS. I know HS is superior, but not by exactly how much and under what conditions.
Could you please point me to where you got your numbers from.
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07/10/09, 1:10 PM
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#1384
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Piston Honda
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Originally Posted by Consider
Torment of the Weak is a different case. It is activated by attack speed snares and movement speed snares, while the Blood Strike glyph is only activated by movement speed snares. Although there are a few exceptions (such as the Frostfire Bolt debuff), most movement speed snares cannot be applied to bosses. Regardless, even if you can rely on one of the few boss-applicable debuffs to activate the glyph in your raid, Heart Strike is still (slightly) superior damage wise for a Blood spec, so it makes no sense to sacrifice a glyph for what is, in the best case scenario, a dps loss.
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Wouldn't Infected Wounds and Necrosis also work? I obviously wouldn't use Blood Strike for a full-Blood spec, the reason I'm asking is I'm thinking of doing a 29/5/37 Blood Strike spam tanking spec for 3.2 to focus on what the DK is still good at, namely tanking magic damage since we seem to be pretty far behind Paladins and Druids for physical damage. I don't know if it will have enough threat if glyph of blood strike doesn't work on bosses, though.
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07/10/09, 1:26 PM
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#1385
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Protector
Ashstorm
Human Paladin
No WoW Account
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Originally Posted by Xequecal
Blood Strike spam tanking spec for 3.2 to focus on what the DK is still good at, namely tanking magic damage since we seem to be pretty far behind Paladins and Druids for physical damage. I don't know if it will have enough threat if glyph of blood strike doesn't work on bosses, though.
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Glyph of Blood Strike does work on bosses, assuming the Feral Druid slow of FF Bolt are up. Since that is a poor assumption (especially considering multi-target boss encounters), you should be looking for other glyphs.
That build may have enough threat for your group (not enough for top 100 guild's dps though), why not try it now? I doubt Death Knights are done on the PTR, so saying DKs are only good for Magic damage is a little early.
Originally Posted by darkknight045
It seems like Blood Tanking is the hot item these days...
I've been fairly successful with both builds, are these still considered viable compared to Blood?
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They are viable, especially considering non-hard modes and Blood's weakness of weaker AoE.
Last edited by frmorrison : 07/10/09 at 1:32 PM.
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Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
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07/21/09, 8:51 AM
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#1386
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Glass Joe
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Looking for a little advice
Was hoping to get a little guidance from the experienced members on these forums. My guild has been doing Ulduar 10 man for about 3 weeks now, were nothing special or fancy, we've only cleared to Thorim (Freya and Hodir down but not Mimiron). Here is a link to my WoW Armory.
The World of Warcraft Armory
My question is this, looking over my characters gear/spec, I seem to have issues staying ahead of the agro curve only against two members of my raid. Using a rotation similar to IT, PS, HS, HS, DS, DS, Dump on single target, what areas can I work on to generate more threat? The one class in general that seems to give me trouble are hunters, no matter what I do this one hunter is always riding my coat tail and having to FD + MD every cooldown. The other member is a warlock but she normally knows when to hold back and let me catch ahead. But as odd as it sounds it drives me crazy seeing dps have to hold back or even worse pulling aggro and having to taunt.
(Let me know if I should move this to another forum, just seemed a bit off putting it in the simple questions and answers forum)
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07/21/09, 9:14 AM
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#1387
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Piston Honda
Human Death Knight
Eonar (EU)
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This is probably a question for a DK tanking thread.
A simple answer is to change your rotation, move 3 points from Deflection into Death Rune Mastery and switch to:
IT-PS-DS-HS-HS, then DS-HS-HS-HS-HS, and use Rune Strike whenever you can. You can also use the points from Rune Tap talents to further strengthen HS with Sudden Doom or Subversion.
Also, do you have someone in raid debuffing with sunder armor/fairie fire/expose armor?
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07/21/09, 9:23 AM
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#1388
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Glass Joe
Orc Death Knight
Mal'Ganis (EU)
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In my opinion Blood doesn't do very well in 10 mans, considering there's a great chance that some crucial debuffs like Sunder Armor are missing - especially on trash. You should try to spec into Unholy or Frost and see what it does for you. In 25 mans that is certainly less of an issue, but Blood is very (de)buff dependant.
The amount of hit and expertise on your gear looks _very_ solid, so i wouldn't worry about changing anything for more TPS.
Edit: zagor was pretty fast. Moving some points around for more TPS is certainly a good idea.
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07/21/09, 9:30 AM
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#1389
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Glass Joe
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The problem with Death Rune Mastery was just that Death Strike provides more survivability with the self heal part of it, but I've considered that. If I did go that DRM route I could pick up sudden doom.
I used to raid frost all the time but I could give it another go, Unholy just seems awkward to me since all it seems I ever read is that is holds great AoE but terrible Single target.
** Just read the debuff comment, we have a feral druid so I get fairie fire but now EPA or SA **
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07/21/09, 1:33 PM
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#1390
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Von Kaiser
Gnome Death Knight
Arthas
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Coming from a long time frost tank, I can say the only time I miss frost is when I have to tank a bunch of little adds (see thorim p1). I made a switch to tank the gauntlet.
Otherwise single target tanking I find blood to be more than enough and better than frost (and much better than unholy). How is the gear of your 2 DPS? IF they are loaded in Uld25, that might be the reason why they pull aggro. You are still in mix of Nax25 gears.
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07/21/09, 1:43 PM
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#1391
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Glass Joe
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The other two dps do out gear me actually, I know that is an issue. Spec-wise I've noticed you chose Subversion over Sudden Doom / Morbidity, do you find the 9% crit for HS to be better then the 15% for a free no gcd DC or the 15% bonus DC dmg?
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07/21/09, 2:24 PM
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#1392
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Glass Joe
Human Death Knight
Arathor
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I noticed that you're using Glyph of Death and Decay. I think you should replace it with Glyph of Rune Strike which will give you much better single-target threat. Also, replace IT, PS, HS, DS on your toolbar with macros that include Rune Strike, like:
#showtooltip Icy Touch
/cast Icy Touch
/cast !Rune Strike
These macros will make sure Rune Strike is used every time it procs. If you don't already do this, using the macros and the glyph should up your single-target threat quite a bit. This macro was originally posted much earlier in the thread.
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07/22/09, 2:43 PM
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#1393
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Glass Joe
Human Death Knight
Tanaris
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Quick Question, we are going to be working on 25-man Steelbreaker tonight and I was curious if DRW will benefit from the overwhelming power debuff. Would it be worthwhile to drop one point in something else to pick it up just for the extra dps on Steelbreaker? and should I put Hysteria on myself when I get overwhelming power?
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07/22/09, 3:56 PM
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#1394
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Protector
Ashstorm
Human Paladin
No WoW Account
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Originally Posted by Szarach
Quick Question, we are going to be working on 25-man Steelbreaker tonight and I was curious if DRW will benefit from the overwhelming power debuff. Would it be worthwhile to drop one point in something else to pick it up just for the extra dps on Steelbreaker? and should I put Hysteria on myself when I get overwhelming power?
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DRW may benefit, but you shouldn't have that in a tanking build. Even though Overwhelming power will kill you, you don't need Hysteria to help you die possibly earlier. Use it on a feral, blood dk, or a Rogue.
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Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
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07/22/09, 5:40 PM
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#1395
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Von Kaiser
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I don't think losing 1% hp every second is not going to be the difference between your healers being able to keep you up or not. Overwhelming power has a 200% damage dealt modifier I believe, effectively tripling your DPS. I'm not sure if % damage buffs stack multiplicatively like % haste buffs do, but you probably will end up getting more damage out of it by putting it on yourself than on a DPSer. Keep in mind though, if you run out of range to explode with 5 seconds left on your debuff, you're losing that much time on hysteria. It really depends on just how much damage your next best alternative is able to put out with it, but it would have to be an awful lot to beat combining it with overwhelming power.
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07/23/09, 2:49 PM
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#1396
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Von Kaiser
Gnome Death Knight
Arthas
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Originally Posted by Alazin
The other two dps do out gear me actually, I know that is an issue. Spec-wise I've noticed you chose Subversion over Sudden Doom / Morbidity, do you find the 9% crit for HS to be better then the 15% for a free no gcd DC or the 15% bonus DC dmg?
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This was the first time I went blood, and I was concerned about the uptime of bloody vengeance. I always gear/spec for TPS when I tank as my guild has some of the best DPS in the server. After picking DRM, subversion or sudden doom is the only solid options. We don't cast enough DCs as blood for Morbidity to be significant; if anything you take morbidity for the lower DnD CD for AoE tanking.
Math comparing Subversion with Sudden Doom:
copying my previous thread:
Numbers from IC HM last Wednesday (might be inflated a bit due to overwhelming power, not by much).
average HS: 2348, crits for 5962
average DS: 3302, crits for 6400 - this is with DS glyph, subtract 25% if you're not using it (2642 hit/5120 crit)
average DC: 1958, crits for 2720 without morbidity/dark death
average IT: 1242
average PS: 1400
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Per full rotation (20 seconds)
Benefit from 3/3 Sudden Doom:
with DRM you do 6x HS
15% per HS gives you 90% chance to cast a free DC.
Assuming 15% spell crit raid buffed (realistic with isb/boomkin aura/jotc)
0.15*2720 + 0.85*1958 = 2072
So over 20 seconds you gain 0.9 DC = 1865
Benefit from 3/3 Subversion:
with DRM you do 6x HS
assuming 20% melee crit raid buffed (realistic with kings/lotp/jotc)
without subversion you do 0.2*5962 + 0.8*2348 = 3071
with subversion you do 0.29*5962 + 0.71 * 2348 = 3396
So over 20 seconds you gain 6 * 325 = 1950
The numbers of course vary depending on what raid buffs you have. This was assuming 25 man; so you have all the available buffs for both melee and spells. Notice that subversion and sudden doom give about the same damage increase. I took subversion as it will also help me keep the uptime on bloody vengeance.
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07/24/09, 7:05 PM
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#1397
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Piston Honda
Draenei Death Knight
Sen'jin
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However, you're now skipping Necrosis which is an insane threat boost.
If you switched to my build but moved the point in Corpse Explosion (Just there for fun) and two points in Necrosis over to Imp Icy Touch you would be trading Subversion and MoM for Sudden Doom and 3/5 Necrosis.
First, you're losing 9% crit on Heart Strike. That means you go from 21 crits in 81 strikes (26%) to 14 crits in 81 strikes (17%). Your old damage from HS was 54 * 2348.1 (Hits) + 21 * 5962.1 (Crits) + 3 * 3795 (Blocks) = 126797.4 + 125204.1 + 11385 = 263,387 damage. This changes to 61 * 2348.1 + 14 * 5962.1 + 3 * 3795 = 143234.1 + 83469.4 + 11385 = 238,089 damage. So far a loss of 25,298 damage across the fight.
It gets a little worse there because we lose MoM, meaning crits go from 2.45x to 2x or crits are reduced to 81.6% of their current damage. This affects HS and DS for single-target tanking. On the HS side, the formula becomes 143234.1 + 83469.4 * .816 + 11385 = 143234.1 + 68111 + 11385 = 222,730 or a loss of 40,657 damage so far. We then lose damage from DS as well. According to the WoL link, DS crits accounted for 44,801 total damage. That will be reduced to 36,558 bringing the total loss to 48,900.
Now to the gains. First off, we're getting some free death coils. 15% chance for a DC per HS with 78 landed heart strikes means 11 (conservative) Death Coils. You cast Death Coil 37 times for a total damage of 74,743 meaning each DC averaged at 2020. Adding 11 of those is 22,220 damage and that's also our total gain so far.
Morbidity increases both sources of DC by 15%. Your total damage from DC including SD procs is now at 96,963. Adding 15% on top of that brings it to 111,507. That's a gain of 14,544 for a total gain of 36,764
Now add in Necrosis- Melee accounted for 211,117 total damage and RS accounted for 134,587. That combines to 345,704. Each point of Necrosis adds 4% of that number or 13,828. 3 points of Necrosis, then, is 41,484. This brings the total gain to 78,248 which is significantly higher than the 48,900 we're losing. Note that 3 points in Necrosis is almost enough to offset the 6 points lost in MoM and Subversion. Also note that this only works if you're willing to sacrifice Rune Tap.
Edit: Another minor point of interest is that if your choice is between points in either MoM, Subversion, or Sudden Doom and you already have Morbidity, Sudden Doom will come out on top.
Short version: Necrosis is absolutely stunning for threat.
Last edited by Psy : 07/24/09 at 7:16 PM.
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07/24/09, 8:43 PM
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#1398
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Protector
Ashstorm
Human Paladin
No WoW Account
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Originally Posted by Psy
Edit: Another minor point of interest is that if your choice is between points in either MoM, Subversion, or Sudden Doom and you already have Morbidity, Sudden Doom will come out on top.
Short version: Necrosis is absolutely stunning for threat.
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You are perhaps forgetting that MoM adds to AoE threat and big numbers, both which are pretty invaluable to me. Necrosis is amazing, because of the scaling damage with Rune Strike and as you get more avoidance you get more Rune Strikes.
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Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
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07/25/09, 8:57 AM
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#1399
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Glass Joe
Undead Warlock
Jaedenar (EU)
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Couldn't seem to find an answer for this, so I'll ask here. As a frost tank, which two talents gives the most threat per point spent, Bladed Armor, Scent of Blood or Two-Handed Weapon Specialization ?
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07/25/09, 9:18 AM
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#1400
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Glass Joe
Draenei Shaman
Shadowmoon
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Hey guys,
I just recently started tanking 25-man Ulduar (I switched my main from Rogue to DK because tanks weren't showing up to raids). I started last Wednesday with Freya and General, and since then have seen every fight once from a tank perspective. I'm running a Blood spec with Morbidity and have a couple of questions:
1) Those of you who MT Hodir, how much FR do you wear, and otherwise how do you deal with Frozen Blows?
2) Those of you who Blood tank, what is your dual-spec? I find myself having to switch to DPS occasionally because a few of our tanks started coming back, so I picked up Morbidity instead of having two tank specs. My current dual-spec is Unholy DPS, but I'm wondering if another choice might be better.
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