Bone shield has 2s cooldown

A writer on EJ did enough tests to confirm the length of [Bone Shield] internal cooldown, for each charge to be used up: 2 seconds. It might be slightly lower than that, in fact, but its certainly no longer. He got 40 mobs to attack him and looked at the time between bone shield activation and it fading.

Bone shield is not 2.5 or 3 seconds, as often quoted around the internet. It’s a measly 2 seconds, maybe slightly

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PvP weapons for tanking

The new season PvP weapons are awesome. If you can get into an arena team for points and enough rating, man the rewards are sweet.

If you’re only a 10-man raider (like me), particularly it might be the only way you can get an i264 weapon.

If you don’t normally PvP, it’s not that hard to get into. Use emblems to buy resilience gear, do wintergrasp and battlegrounds for more res gear, keybind everything, spec appropriately (use arenajunkies.com

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Tanking weapons in 3.3

I thought it might be useful to review the tank weapon choices for Death Knights, and provide a rank order.

Officers distributing loot could consider this a priority table: I would suggest Ramaladni’s is prio for a DK tank, but not Hersir’s (give it to a hunter or other), but the caveat is Ramaladni’s is also an awesome dps weapon. If you’re giving tanks priority, then Ramal’s should be his, if you’re not, then a dps should have equal rights. I have put these weapons in ranked order, where possible.

Two-handed tank weapons are easy to order, and there’s a clear winner.

This was written before we knew that parry-haste is mostly off in Icecrown. Therefore I had weighted expertise more highly. Please consider that when looking at the list. Whilst expertise is still the #1 or #2 threat-stat, is no longer has much avoidance-value in ICC since you can’t parry-haste most of the bosses.

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Unholy, not so bad?

Just wanted you to know, I checked Unholy vs Frost and Blood in Kahorie’s sim, and the TPS gap I’d seen in earlier simulations has been closed somewhat. This is because of improvement in the sim’s accuracy of Unholy.

Full spec and details on Unholy are in my original 3.3 post.

I updated my test comparisons in i245 gear, assuming ICC aura:

  • 2H Frost did ~3.7% more threat than the Unholy spec,
  • Blood did between 1.6% and 3.4%

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Two blood tank extremes

Blood is so flexible. You can spec into survival, single or AOE threat. What’s the threat you gain from a heavy threat build compared to one for survival?

Survival

Here’s a really survival-heavy tank build for 25-mans.

Regarding spell damage: Some tanks might poo-poo the spec since it has [Spell Deflection] (which is fairly weak, as not many fights actually include direct damage magic attacks) but put that aside for the purpose of this discussion. If you really hate

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Frost is intended to dual-wield

Blizzard have given a unequivocal statement that Frost is designed for dual-wielding. That two-handed Frost will not, and is not intended to, give the same DPS (for raiding) as dual-wield will.

In tanking, it’s the same: you get higher TPS in dual-wield. Just remember, you should have more expertise to tank dual-wield than two-handed.

What’s refreshing is a black and white statement about their design intent, from blue poster Zarhym.

Q u o t e: Just curious….are we ever

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DK spec threat comparison

I have verified some of the threat comparisons using the latest version of Kahorie’s sim. It’s had a few tweaks so I wanted to see if that refinement had led to much change in the comparative threat of DK tank specs.

I have also itemised the threat per talent of various blood alternatives.

Blood vs Unholy

I tested a mainstream Blood tank, with a survival bias in its spec, against an Unholy high-threat tank spec.

Blood was 6.4% more

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Misdirect a volley

Hopefully your hunters know this.

They can misdirect a volley. Thanks QQ for the tip.

Tanks, note this change: you won’t see the misdirect buff until your hunter starts shooting. Have you hunter verify on /p or /ra he has misdirected.

The spoon-fed era

The combination of:

  1. easy and abundant Emblems of such high iLevel,
  2. teleportation instantly to and from the instance,
  3. easy PUGs with cross-realms giving minimal waiting times and
  4. T9 raiders carrying people in random LFG groups

is creating a spoon-fed era.

I did a random LFG PUG and found myself zoning into Oculus. I like the new loading screens that came with 3.3. I was reflecting on the quality of graphic designers when the loading finished, and I’m

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New tank gear in 3.3

List of new 3.3 BoP plate tank gear from 5-mans and emblem of frost rewards, by slot. You earn Frost emblems from raiding, or from the daily/weekly quests.

For gear from emblems of triumph (ie. the new emblem drop from bosses outside ICC), see this other complete post, which also includes BOE items from the AH or crafted.

Here’s a partial list that might be helpful.

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What I like about 3.3

I think 3.3 is a great patch, not just the new content we’ll see but the major changes to the systems. Beyond the new raid and 5-mans, Blizzard have really improved some fundamental areas of the game.

I got to do two heroics last night with the new LFG cross-realm system. I wonder how fast PUGs will form once the initial excitement of 3.3 has lulled. Even if it’s 10 or 15 minutes, I’d still prefer it to the system we had in 3.22. I did see lots of /trade raid advertising still, even though the global LFG channel is back; old habits die hard. I smiled about the ‘disenchant’ option for loot, knowing I brought it to the party.

(I noted Infinite Dust and enchants are selling quickly again as people re-enchant their gear.)

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Best tank spec in 3.33

For raids, I’d go with blood or frost.

Here are my posts with much more detail.

Patch Blood Frost Unholy 3.33 blood 3.3

Gravity’s Grid of Blood specs 3.3.3

Interactive talent tree to explain each talent Frost 3.3 spec here or dual-wield Unholy tanking 3.3

March 23, 2010 update: 3.33 does not change your spec much, if at all. Read my full analysis, or visit the forums to see what others have to say.

Unholy should not be used

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Blood tank spec in 3.3

Blood remains the best single-target raid tank spec.

April 8th, 2010: I have just posted a grid showing the specs against dimensions of threat, survival and utility. You may find it an easier way to choose a spec or understand them.

Patch 3.3.3 buffed WotN, and also Dancing Rune Weapon now gives threat, so consider dropping 1 from Necrosis and move it to DRW. This is a raid-tanking damage talent, not so useful for 5-mans.

Raid spec

Main raid spec: Blood 54-8-10

  • The template above is a strong raid-MT oriented build, with a few points you can move around
  • Has the most user-choice, with many raid buffs and different ways to spec.
    • This in fact makes blood fun in a way; you can personalise it quite a lot more than the other trees. You can spec into raid buffs, or single-target threat, or survivability.
    • I have a diagram showing where you could move talents to
  • Blood AOE in this spec is good. This spec is for maintanking in 25-mans and this version includes many raid buffs with 3/3 morbidity.
  • Powerful tanking cooldowns (Vampiric Blood and Will of the Necropolis).
  • Optionally spec for a bonus cooldown of Mark of Blood; acts like a mini shield block.
  • Includes 2/2 Abominations Might, but optionally 1 of 2 Abomination’s Might will give you about 75%+ uptime on a single-target fight due to probability

There are so many possible and valid variations on a Blood maintank spec, I thought it’d be useful for me to outline a few additional specs. Choosing a blood spec can give you an anxiety disorder.

April 2010: I put a grid together across survival and threat, putting specs into it for context, see Gravity’s Grid.

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Recent GC post on tank balance

Quite a lot of discussion on tank balance, not just pwnwear, wow.com had a (good) post on effective health and also Ghostcrawler’s posted on it.

Here’s an extract from GC, but he said a lot more, worth checking the source too.

On Sartharion +3, cutting-edge guilds who normally tank with a warrior would (perhaps somewhat begrudgingly) use a DK to tank instead because the benefit was so massive. The same thing happened on Vezax where good guilds replaced their

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Frost tank spec in 3.3

Frost tanking has always been and will remain in 3.3 a very solid choice. You can tank with either dual-wield or a two-handed weapon and both are viable. DW is slightly higher threat at the moment yet is best suited to a character with 30+ expertise skill.

For dual-wield frost, I have a full post you should read.

3.3.3

For 3.3.3 highest-threat 2H spec, see this forum post here. It shows that whilst the Icy Touch buff, predictably makes [Black Ice] talent more valuable than before, 5/5 Killing Machine is better plus that you should spec into IIT.


Original post continues:

Here I’ll talk about two-handed frost tanking.

Frost tank spec templates:

A very balanced tree. Has the best snap-agro for AOE, excellent single-target threat and a mix of damage reduction talents. Formidable in Heroics and can MT raids too with the same spec, so deserves to be a very popular tree.

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Rune strike is soooo threatening!

Oh yes, I’m absolutely grinning. I’m flushed.

PTR 3.3 notes:

Rune Strike: Threat generated by this ability increased by approximately 17%.

That’s just what we need in Icecrown to make up for the loss of threat from lower avoidance, it’s what we need to scale our threat better for progression tanks.

Calculations I did yesterday were showing 7% loss of threat in Icecrown due to lower avoidance. Rune Strike is about 40% of a DK’s total threat, so 40%

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Unholy tank in 3.3

What is the best Death Knight Unholy tank spec in 3.3? I set out to simulate the various talent choices to find the highest threat unholy DK tank build. Below is a comprehensive analysis. Updated Jan 11, 2010.

In patch 3.33, there are no changes which significantly effect Unholy, so the below remains correct.

Changes in 3.3

Firstly, some background on the 3.3 changes. The writer Consider of EJ has a very well structured OP on Unholy DPS, with notes on 3.3.

Scourge strike will change to a 50/50 physical and magical attack, from its current 100% shadow damage in 3.22. This means unholy scales with physical raid buffs in the same way as warriors and the other DK tank trees; the net effect is it scales much better in 3.3 than 3.22. Hits about 60% harder.

Update: Reaping (to create death runes) is great for flexibility but, at an i245 gear level, is a slight loss of threat because those 3 points could be spent elsewhere. You gain about 1.8% threat by using no-reaping.

Differences between DPS and Tank

One thing I found is the tank spec has different weightings on the talents, to a greater degree than usual. Most notably, in the 3.3 DPS spec you skip Necrosis, but for tanks it is still the best choice for that talent tier. We use different glyphs too.

Changes from 3.22

Epidemic is definitely back; for tanks basically we’re going to the traditional deep unholy spec. Reaping is optional.

The 3.3 Unholy tank spec

The best yet balanced threat spec I found, after pretty extensive testing is 12/8/50, with one point free.

Alternatively, with no reaping, you spec like this 13/8/50. It’s about 1.8% more threat. I put the last point into SoB.

This linked spec already has one point in wandering plague for AOE, which for ST threat isn’t as good as one in Necrosis; move it if you’re solely emphasising ST threat.

Necrosis, for ST threat is better than Desolation, for a tank, but since Desolation also helps you in AOE too, I weight it more highly.

You can put that final point into a few spots:

  • rune tap (self-healing),
  • corpse explosion (AOE and entertainment),
  • wandering plague (AOE and 0.7% more ST threat)
  • scent of blood (ST threat, about 1% but not sure)
  • necrosis (ST threat with 1.1% per talent point).

I tested the spec in two gear levels, and it won in both, and talents scaled about linear in both too. My Kahorie download page has those character xml files; one’s Coliseum level (Bluedragon), the other Ulduar 10/25 (Gravity).

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Theckhd, maths guru, delivers Icecrown answers

My gratitude to Honors for tweeting this. Theckhd is a serious maths guru. He worked out the avoidance value of expertise. He has now looked at the -20% dodge aura and I’m basically going to adopt his findings as Fact, because (a) I can’t fault it, and (b) if it’s wrong, he’s humble enough to correct himself (he did this in the expertise analysis) pretty rapidly.

Theckhd’s post is on maintankadin (scroll down to near the bottom of the thread). I’ll copy here most of his key statements.

I won’t go on about what I said the other day and where I was right or wrong. Who cares. Here’s the current state. I have mixed in below Theckhd’s points with mine; he’s indented in colour. » continue reading

Icecrown pwns you for 20%, and healing in Cataclysm

Icecrown is going to nerf your dodge by 20%, with an aura similar to Sunwell.

Daelos' post on it:»

For tank gemming, you are basically just dealing with your discretionary gem slot and enchants, maybe you can choose one ring or trinket over another too. Probably you can vary your character by +/- 5% avoidance and +/- 337 stamina (those two ranges have similar item budgets).

So, just stack stamina. Don’t gem for avoidance. At such low levels of avoidance, the relative gain from avoidance isn’t great (at high levels it gets excellent, even with diminishing returns).

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Why are we doing this?

The high levels of tank avoidance players have obtained is making the incoming damage a tank DOES take more ’spiky’ than is healthy for raiding. Ideally, tanks would be receiving a relatively constant stream of damage over time. This allows healers to better plan their healing strategy, broaden their spell options, and simply give more time to react. Tanks could use their cooldowns more reactively. Instead, the current situation is that if we make a hard hitting melee boss and a tank doesn’t avoid two successive swings then the tank could very well be dead in that 1-2 second window. The use of reactive defensive abilities instead becomes a methodically planned affair, healers have to spam their largest heals just in case the huge damage spike happens.

We’ve been trying to do a fair amount to mitigate the effect of high tank avoidance on the encounter side of things during this expansion with faster melee swings, additional melee strikes, dual wielding, narrowing the normal variance of melee swing damage, and various other tricks. There’s a limit to what we can do, however. So to give us a bit of breathing room we?ve implemented Chill of the Throne. Going forward past Icecrown Citadel, we have plans to keep tank avoidance from growing so high again. Source.

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New LFG is win

I really like the upcoming changes for LFG. It shows a well-thought out solution, which understands the problems it’s trying to solve too.

For example, having the system teleport you to and from the dungeon is an amazing change. That alone will create usage of the LFG system, because of the time it saves travelling; and allows people to keep doing their daily quests or whatever until the full team is assembled.

So often, the time-sink in a group

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Mucho news

There really is a lot going on right now. Let me show you the posts which have got my attention over the last week whilst I’ve been stupid busy at work, then enjoying a long weekend away. I use RSS feeds for the sites frequented; much better than bookmarking them in a browser.

3.3 on PTR with raid testing, snippets of encounters coming out including Matticus’ attempt on a boss who makes you vomit, Festergut. Rotface sounds good

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List of raid gear without raiding

Plate tank gear you can get from emblems, BoEs from the AH or professions. Useful to plan gearing up a new or alt tank without having to actually raid. Helps you decide which items to buy with gold or emblems.

Exclusions: the gear which requires tokens you can only get in a raid, such as from TotC-25 for tier 9.5, and excludes most Emblem of Heroism items (i200) since they’re out-dated.

For 3.3 BOP items, I have another list.

Where do I get emblems?

With patch 3.3, all Emblem of Triumph (EoT) gear will be attainable from 5-man heroics. In live 3.22, you get Emblem of Conquest (EoC) in 5-mans and EoT from the Coliseum raid. The legacy badge Emblem of Valour no longer drops anywhere, and is only available by trading-down from another emblem.

What’s an emblem worth?

There is an opportunity cost to Emblems, since they can all be traded-in for a valuable item you could auction:

Obviously, runed orbs are not a good return per emblem, you’re better to trading-down and sell a BOE i213 wrist guard.

Crusader Orbs value will change as 3.3 gets closer, and then very distinctly once its live. I don’t know where their price will end up. But because EoT will be freely available in 5-mans, you would expect the supply to far outstrip demand and we’d find a lower value on crusader orbs and therefore a lower opportunity cost on buying gear with those emblems.

Do I use emblems or gold to buy gear?

In patch 3.22, on strictly this basis, Wapach’s i200 for 2000g is not great value compared to Thassarian’s Pauldrons i232 for 30 EoT (=2790g equivalent).

However, you need to factor in (a) the value of your time to get 30 EoT plus (b) what alternative tank items those 30 EoT could buy you. You may be better buying Wapach for 2Kg, then saving the 30 EoT towards leggings since you can’t buy any legs with gold.

Gear list

Head

Neck

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Turbulent times for unholy DKs

Unholy has gone back and forth so much.

  1. Recently, its threat sucked.
  2. Then it was Unholy Obliterate spec for deeps
  3. That got nerfed away.
  4. Today it’s no-reaping Unholy with no-epidemic
  5. and on 3.3 that’s being changed again.
  6. plus bone shield’s duration in patch 3.3 is now 5 minutes (for DPSers) but cooldown is 1 min (tanks). Nice.

On live, SS is a shadow-damage attack so it has scaled with different raid buffs.

Scourge Strike on the PTR has

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Frost is for dual-wield tanking in 3.3

New patch notes.

Dual-wield frost tanking with a runeforge is coming. My guide is helpful here.

Also the change to IT Glyph is very interesting and will have consequences in frost and unholy builds.

Notable changes:

  • Rune of the Stoneskin Gargoyle: There is now a 1-handed version of this rune in addition to the current 2-handed rune.
  • Glyph of Icy Touch: Instead of granting additional runic power, this glyph now causes Frost Fever to deal 20% additional damage.
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3.3 Death Knight dual-wield tanking

March 23 2010: checked for 3.3.3.

Can and should a DK dual-wield as a tank? Patch 3.22 made it possible, with rune strike now being effected by Threat of Thassarian. Patch 3.3 now lets you DW tank with DPS weapons. DW for DPSers in Frost is very strong.

Sure a tank can do it too, but is it wise? What should the lead tank say about it to their corps?

No parry-haste, Feb 9 2010, almost none of the Icecrown bosses have parry-haste turned on. Therefore, parrygib is irrelevant on most bosses. Therefore, don’t worry about expertise anymore!

3.3.3

For the highest threat dual-wield frost spec in 3.3.3, see this forum post. I do not recommend Icy Touch spam builds.


Original post continues:

The questions relate to survival and threat. To work it threat, I used my simulator.

Threat

  • impressively, the threat on dual-wield (“DW”) tanking is the same or slightly higher than a two-hander, based on a like-for-like simulation I did.
  • for the stat values for threat (to help choose gear or weapons), I provide a complete equivalence table here.

Survival: incoming damage

  • if a DK tank has two fast tank weapons and 30+ expertise skill, they will receive about as many parry-hasted attacks as a warrior with one fast weapon and 26 expertise
    • this is because warrior’s attacks can nearly all be parried, but some of a DK’s cannot (icy touch and howling blast)
  • because of their itemisation (dodge/parry/defence), you should end up with up to 2% higher avoidance from two tanking weapons; a lot relatively if you’re already around 60%
  • note you no longer lose the 2% stamina from Gargoyle runeforge, but gain net 1% avoidance from swordshattering runeforge, because of the new 3.3 runeforge.

Gear and expertise stats

  • ideally you would get two slow tank weapons, but they don’t exist except for the now old Broken Promise. With two slow weapons you only need 21+ expertise skill, 26 is preferred.
  • you could get two Peacekeepers, for example
  • try to get Quel’Serrar from Onyxia, it’s lovely
  • in the new 3.3 content, tank one-handers are Bonebreaker Scepter, Rimefang’s Claw, and Lucky Old Sun. The latter two from 5-mans.
  • now in patch 3.3, you can dual-wield two slow DPS weapons (as opposed to tank-itemised one handers) and runeforge them with the new one-handed version of Gargoyle, called Nerubian
    • slow one-handers give significantly more threat, and lower parrygib risk, so I’d suggest that’s a good path to go
  • expertise: you should bias your gear selection towards expertise
    • you could use two expertise/stam gems, I’d say (that’s not scientific, but based on a notion of minimal compromise on the primary tank stat). Otherwise, like in any tank spec, gems should tend to be all-stamina.
    • if you need more than two gems to reach this expertise target, you should consider not DW tanking at all. Go get a two-hander instead.
  • your gear is going to still need 540 defence with the Nerubian runeforge’s 25 included towards that total.

To help choose betweeen weapons, read my longer post on survival vs threat.

More about expertise and hit»

Spec

  • there is not much variation, this is the main spec.
  • alternatively, for 1.5% more single-target threat you can move 2 points from KM into [Scent of Blood] for this spec but note the KM procs are useful in AOE situations for howling blast, so you lose that edge
  • for [Improved Icy Talons], it is more difficult to spec well, best to read my full discussion with specs
    • 3.33 changed the stacking for IIT, my full analysis is here.

You cannot DW tank as Unholy or Blood, not enough threat. Frost is it.

Rotation / priority

Read the full post here.

Simulation

I have run several tests at i213, i219, i226 and i245 gear levels. I’ve compared DW to 2H, and cross-compared Frost DW to Blood and Unholy. The general theme of results is this: dual-wield frost generates slightly more threat than 2H, and more of it is physical (less frost), with a much higher proportion of damage from Howling Blast (because it procs Rime on offhand).

Patch 3.3: Two fast tank weapons -vs- two slow DPS weapons: two slow weapons are notably more threat and less parry-haste risk. Read my complete analysis of threat from weapon speed.

So, should I do it?

Remember most ICC bosses basically don’t have parry-haste turned on!  This post was written before that was known. » continue reading

Expertise reduces the chance the boss can parry you.
Bosses have a 14.25% parry chance and reducing that to 1% would take 467 expertise rating (= 57 expertise). That’s massive and it’s not sensible to even try to achieve that when stacking stamina would be more effective instead.

For level 83 the soft cap is 6.5% dodge or 26 expertise (214 rating), and the hard cap is 14.25% parry or 57 expertise (468 rating). Source.

Expertise rating:skill conversions:
*  1 Expertise Skill reduces the chance your attacks will be dodged/parried by 0.25%
* 32.79 Rating is equal to 1% less chance your attacks will be dodged/parried.
* 8.20 Rating is equal to 0.25% less chance your attacks will be dodged/parried and thus is equal to 1 Expertise Skill.

To-hit

Spell Hit and Melee Hit scale differently with Hit Rating. You need 26.2 hit rating for 1% chance to hit with spells and 32.7 hit rating for 1% hit to melee attacks.

Dual-wielding, the offhand has a 24% chance to miss rather than the usual 8% for two-handed weapons. Note, your special attacks (eg. frost strike) disregard the offhand miss rate, your special melee attacks are 8% and spells are 17% even if you are DW tanking. To-hit does not effect your survivability, just your TPS.

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