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PTR
10.2.7
PTR
10.2.6
Beta
PTR Tanking nerfs. >=(
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Post by
262843
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Post by
215288
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Post by
sushigaski
I was pretty ticked about some of the changes, but I have to admit I'm pretty overpowered for a lot of the content that I've been in. I didn't ever use our defensive cooldowns on so tight a rotation that an extra minute on IBF will make or break me, so thats ok. What really hurt was howling blast, and I might just go ahead and respec Blood or Unholy because of it... I just don't have the runes to use Howling Blast
and
Death and Decay in a regular rotation, and if I will need to rely on DnD to generate threat (right now I don't use it much) then I'd rather have a more open ended rotation. Blood is very open because of Death Rune Mastery, and the fact that all the blood strikes and aoe damage special abilities only cost a single blood rune.
The avoidance nerf really sucks since we don't have a shield. I'm to the point that I gem for Stamina, and have sort of adopted a philosophy of "I'm going to get hit anyway, I'd like to survive a few of them." My healers seem to prefer it because even if its more damage, it is consistent damage and they can handle that better than spikes of doom.
And on that note... why did they give bloods only major tanking ability a 15 second internal cooldown? Was it really OP for the least viable of the 3 tanking specs to be able to shave maybe 1-2,000 damage off of 13,000+ damage hits?
Post by
213594
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Post by
Thok
Really though? You didn't see the issues?
I've tanked all current 10 man content and some 25 man content as well. I was really, really OP in comparison to our other guildtanks, especially after 3.0.8.
My TPS spikes up to 7k where our warrior tank got about 3-4k. Also, my avoidance skyrockets and I have about 40k buffed HP, all the while I have 3 oh SHI- buttons.
Stop complaining, these were needed nerfs.
Post by
Aris
Frost presence change: their tweaking it. Remember this is a talent that currently no one takes cause its worthless if you have a druid or pally in your party. So their just balancing it out so that it will stack with other resistance buffs. So this really isnt so much a nerf, as it is a "not so big of a buff".
Lichborne: with the right gear you could be 100% avoidance while its up. Thats a bit too OP you gotta admit. So a fair change.
I actually prefer the new Blade Barrier. 5% flat reduction to all incomming damage, over a chance to parry. I've always prefered mitigation over avoidance.
The ONLY change that really upsets me is Bone Shield. 1min CD to 2min CD is a HUGE nerf to basically one of the biggest reasons DK's choose unholy to tank with. Hopefully they change something else with bone shield before this hits the live server so its not such a big nerf, like give it more stacks, or change the internal cooldown so that it lasts longer.
Post by
asakawa
prefer 5% mitigation to 10% avoidance? that's just ridiculous.
incoming damage aside runestrike procs make this loss hugely important.
Post by
288977
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Post by
330514
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Post by
Aris
prefer 5% mitigation to 10% avoidance? that's just ridiculous.
Ridiculous to you, a welcomed change to me. Avoidance has never been an issue with me, but i do get the occasional gripe from healers that i take too much damage, and this will definately help with that. Hopefully the 5% reduction in damage is flat across the board, including spell damage. WIll go nicely with the rest of the spell damage reduction in my build.
Post by
DerrHans
This makes me a bit sad, well i was thinking of going unholy for the first time just for Bone Armor.
I might consider Blood Tanking Now as its going to be more threat based now and give the most AoE.
But now they have said they make it more CC based again so
Hungering Cold
comes to mind to. Well 10 sec seems low compared to other CC skills. But this way the mages can sheep the standing targets (if frost fever doesn't break it) and the rogues can Sap 1 of them with ease.
I already have 2 types of builds in mind 1 blood 1 frost combined with unholy for UB. Only thing im wanting for DK's is a 3sec increased duration for IF from 12 to 15 secs and
Minor
Ghlyped with no runic costs.
Im looking forward to this patch and the upcoming nerfs make's my game more challenging and that equals Fun in my eyes.
Alot of testing needs to be done, as this patch requires a new playstyle and new build for myself.
Post by
svl007
just a quick question. will D&D become mandatory to tank now?
just asking bc if so i'm gonna stop playing my dk, bc i really don't like tanking that way. and i'm not really experienced enough in dk tanking myself yet to decide what kind of impact this changes will have.
thnx in advance
Post by
DerrHans
well DnD is usefull when u have trigger happy DPS in ur group.
Well i mostly use DnD and wait a few sac and in the meantime i buff me with horn of winter. DeathGrip the ranged mob in my DND and i got all runes back for using..
This works good and it can go fast enough for most people.
New patch u can still use IT > PS > Pest > BB > UB/HB and any other skill. I can't see any reason why DnD should be mandatory.
Post by
asakawa
Ridiculous to you, a welcomed change to me. Avoidance has never been an issue with me, but i do get the occasional gripe from healers that i take too much damage, and this will definately help with that. Hopefully the 5% reduction in damage is flat across the board, including spell damage. WIll go nicely with the rest of the spell damage reduction in my build.
you seem to misunderstand the nature of DK tanking. we're avoidance tanks. we don't have shields to mitigate incoming damage so when we take hits they are more spiky than for warriors or paladins. this is why it's important for DK's (like bears) to increase their 'effective health' via armour and large health pools.
any way you look at it this is a 10%>5% nerf but even accepting that big difference, to say that 5% mitigation is better is incorrect. we need the high avoidance from talents to allow us to gear appropriately (for effective health) to take the larger hits when they come. what's more our avoidance is intrinsically linked to our threat generation via rune strike. a nerf to one is a nerf to the other.
Post by
Aris
you seem to misunderstand the nature of DK tanking. we're avoidance tanks..
If you choose to play your DK as an avoidance tank, then you go for it. I on the other hand do not like avoidance tanking. If given the choice i will always take mitigation over avoidance. You play your toon how you want, and i'll play mine how i want.
I remember back when i was tanking black temple with my prot warrior, people would tell me the same thing back then. "you gotta stack avoidance!". Uh NO, i dont.
just a quick question. will D&D become mandatory to tank now?
It was manditory before. Its your highest threat modified ability. That would be like a prot warrior asking if its manditory to use devistate or thunderclap. A DK is an AOE tank, if you dont want to aoe tank then roll a druid or a warrior.
Post by
Ashigore
just a quick question. will D&D become mandatory to tank now?
It was manditory before. Its your highest threat modified ability. That would be like a prot warrior asking if its manditory to use devistate or thunderclap. A DK is an AOE tank, if you dont want to aoe tank then roll a druid or a warrior.
If you choose to play your DK as an
aoe
tank, then you go for it. I on the other hand do not like
aoe
tanking. If given the choice i will always take
single target
over
aoe
. You play your toon how you want, and i'll play mine how i want.
Sorry couldnt resist :P
Post by
334945
This post was from a user who has deleted their account.
Post by
Aris
First of all,
Avoidance > Mitigation for a DK tank.
Your opinion. Like i said before, you play your toon how you want, and I'll play mine how i want. Even elitist jerks cant conform to either mitigation or avoidance as the best choice, and i value their opinions much more than yours.
Post by
213594
This post was from a user who has deleted their account.
Post by
anywherenotes
Anywhere I look tanks go by mitigation > avoidance.
It doesn't matter if you're druid/paladin/rogue ... amm ok, rogue = avoidance.
However you slice it, there will be the worst case scenario when your dodge/parry/block/miss rolls fail, and there's a smack on the forehead, followed by another, and another, and another. A true tank will stay up longer in those cases and let the healers pump out heals before a new streak of dodge/parry picks up.
Increasing dodge/parry/block only lowers the chances of worst case scenario, but it will happen.
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