Infraction: Multiple Violations
Message to User:
So much wrong here. This isn't your blog. We don't need a wall of text to get to a succinct point. However many of your points are just plain wrong:
- Does he think he's the first person to think of using pestilence to keep diseases up between multiple targets? And it seems he's forgotten they do half damage when spread that way.
- Some level of misinformation (Rune Tap heals for 10% of maximum HP, not 5% of base HP)
- Uses "frequency" when he means "uptime", although the actual things are totally different.
Those are just a few of the errors pointed out in the multitude of reports on your post. In the future if you want to add something to a post, just edit it. Don't double post.
Just my two cents based on what I found with my DK tank (so far).....
I've been using this as a "mini-cooldown". BB, HS, and diseases are my bread and butter for maintaining threat in multi-mob situations. DS used mainly on boss fights, spaced out with blade barrier to try and keep some sort of level damage reduction up. It's a little tricky though. The one big benefit I've seen is removing the tie to diseases, as before, in order to get benefit out of DS, it used a FU pair that you might need to refresh diseases. I don't rely on it as much as an offensive, aggro generation device anymore.
Pain here is that it can take away effectiveness of DS blood shields. Good for softening up big hits and buying a little bit of breathing space afterwards for the healers. Seems like most are having issues with mana and my approach has been trying to keep myself from becoming a mana sponge.
Which leads me into....
Best bang for the buck so far. Again, tied into the previous mana sponge notion, it's just needed. If the healer over-extends trying to keep the tank and dps (which, now have health pools of 100k+) topped off, it's easy to find yourselves in trouble quickly. I know it's NOT a tank issue, but my recommendation is that ANY dps with self-heals need to use those if they have them. Rogue's is sweet. DK dps, I'll use death strike to try and reduce workload on healer when I run dps. Pally, Word of Glory. Enh shaman have an instant when they do things right.
Back to avoidance though, I feel that dodge/parry lead the pack for ANY tank, regardless of class, simply due to survival issues. Mastery is nice, but it's not king. Compared to the actual hits we're taking as tanks, blocks from shields of any sort, blood shield or other, is a pittance compared to the gain from avoidance.
My big question in regards to mastery is: are there diminishing returns? I would assume yes, but we all know what assumptions are worth. Is it possible to effectively hit 100% blood shield? If not, what is our theoretical soft cap for this stat? At what point do we see EFFECTIVE diminishing returns on the ability?
ONE IMPORTANT NOTE FOR KEEPING UP DISEASES - Not sure if anyone else has noticed, but if you have more than one target with diseases on it, if you switch targets from the original target you set diseases down on, and tab to one that gained diseases from pestilence, you can refresh diseases on all targets with pestilence again. I don't recall seeing anyone mention that.
All in all, not really pleased with what Blizzard did to the DK. Yes, they gave all tanks some similar mechanics. Blood Shield gives us an effective "shield" that the paladins and warriors, and to a lesser degree druids (late WotLK), have always had. Vengeance is great for threat management. Overall though, between the three new abilities and the revisions, I get the feeling (yeah, a bad word.... nothing to back it up with) that Blizzard didn't really know what to do with the DK, and should have left a lot of the mechanics for the class unchanged (rune cooldowns being the big one).
They killed spell reflection (which was GREAT in some fights - Sarth, LDW, etc). It just seems like we're having to define our own identity as DK's yet again, and carve out our spot through ingenuity and creative thinking.... again. Not that that is entirely a bad thing.