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I´m not happy with Frost tanking being left out
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Post by
LookOut
I'm pretty sure Unbreakable armor will be put further down the frost tree, so that blood tanks can take it in their spec. Or they'll put it in the blood tree and rename the ability.
Wait for the talents to be tossed around, and for the presences to get tossed around as well. All of that is changing, and with that the "feel" (and aesthetics) of the specs will change as well.
Just my thoughts. (I went a little tl;dr in a way, sorry if I missed a few arguments :p)
That said, if howling blast stays where it is now (it will most likely), I'll miss it a lot. It's the biggest reason for me to choose frost to tank (only lowlevel dungeons, and soon heroics though, where moar aoe = win).
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Post by
sushigaski
I was also quite impressed with the whole Healing Absorption idea. One of the most difficult issues of current game balance, as far as tanks go, is balancing the blocking vs. non-blocking classes. I didn't really think they could ever pull the balance off, and then they came up with a mechanic that might, believably, simulate block for DK tanks.
I think you misunderstood what they meant by "Healing Absorption". When DKs first came out, Plaguestrike had the ability to remove HoTs off a victim when it struck, and Blood Plague had a 25% chance to remove a HoT every time it ticked. It technically was not considered a Dispel, so it wouldn't set off the "Bloom" effect of Lifebloom. This made DKs very anti-Resto Druid (The dominant Arena healer class throughout most of BC). Later on, Blizzard got rid of the HoT Removal function of it, and DKs have been pretty much left without a MS effect in PvP ever since (Why you don't see very many high rating DKs in Arena compared to the other DPS Classes). They're reworking Plague Strike in Cat, to where each time you hit someone with it, it does a debuff that absorbs X amount of healing meant for the victim. Essentially, their own unique MS effect, where no actual healing can occur on the victim until the debuff absorbs it's limit.
No, this is what I'm talking about:
Mastery Passive Talent Tree Bonuses
Blood
Damage reduction
Vengeance
Healing Absorption
Healing Absorption: When you heal yourself, you'll receive an additional effect that absorbs incoming damage.
It is a passive mechanism that reduces a small amount of incoming damage; basically, a way for Blood tanks to have a block-like reduction in damage that is not block.
I think
you
are talking about:
Necrotic Strike (level 83): Necrotic Strike is a new attack that deals weapon damage and applies a debuff that absorbs an amount of healing based on the damage done. For context, imagine that the death knight can choose between doing 8,000 damage outright with a certain ability, or dealing 6,000 damage and absorbing 4,000 points in incoming heals with Necrotic Strike -- the burst is smaller, but a larger overall amount of healing would be required to bring the target back to full health.
This ability is meant to bring back some of the old flavor from when death knights could dispel heal-over-time (HoT) effects. It also gives the class a bit more PvP utility without simply replicating a Mortal Strike-style effect.
... which I was aware of, but don't care about because I don't PVP.
EDIT: Trimmed some fat from the quotes.
Post by
41852
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Post by
sushigaski
After reading more of the thread than just the post directed at me, I do have one thing to add to the discussion...
It might be a little bit too early to assume that Blood will have some more AoE tools in the new tree.
The reason I say this is because warriors are in a similar boat, and there are lots of posts on the warrior forum asking for more AoE-oriented tanking tools. The response from blue posters? AoE tanking is not going to be encouraged in Cataclysm, and certainly won't be anything like it has been during Wrath. They seem to be intending to scale the AoE tanking of the Paladin back, rather than push forward the AoE tanking abilities of the other tanking classes, and have repeatedly stated that they want to bring CC back as an important and needed mechanic in dungeons and raids.
We'll have to wait and see how the talent trees turn out, and how the gameplay evolves around the new balance.
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