Originally Posted by
Dracodraco
So, for the third tank thing - if you don't need the stampeding roars, a DK is absolutely fine. I'd never recommend 2 tanking it (mostly because this week, while 3 tanking it, we still pushed before second healer adds even spawned by accident. Adding more DPS over a utility-tank is just 1000% wasted at this stage). As long as add damage is fine, the only concern for the third tank is "will stampeding or AOE grip be more useful for my raid". Does your AOE damage struggle if a boomkin has to suicide? It sucks to throw a deep P2 attempt away because of a RNG mark.
As for the third tank being RL, yea, you're right - you have a fair amount of wiggle room to focus on calling stuff. On the other hand, you also won't be able to focus on calling where people need to help soak (EG, if 4x small armageddons spawns in front of the boss, but the 2x big are behind, you are focused on the 2x big). It's a trade off. If you're the best bet for your third tank performance wise, I'd say stick with it.
As for the orb kiting being hectic - not really, no. The timing between each darkness of a thousand souls is:
Darkness.
Tear Rift.
Spawn obelisks (this is where you find safespot and mark).
Spawn fire orb *right after obelisks fire*.
Spawn second fire orb+Spawn second obelisks together. (this is where you find safespot and mark).
Spawn third fire orb *right before* second obelisks fire.
Repeat. Your goal basically is to kite the fire orb until the next one spawns, and if you do that, you won't have any "downtime" on trying to find a safespot for the obelisks. I don't know how good a DK is at kiting, though; I can stampeding roar or cat dash all of my orbs (if I stampeding roar the third orb-spawn baiting, I can roar for my own orb again the second time around, there's ~62 seconds between third orb and fourth orb spawning). You just have wraith walk. I think you'll struggle carrying the orbs into the portal and getting back out without a speed buff, or you'll just not be able to kite it long enough to make it as small as possible. That's just hyperbole from me though; Never tried it.
We didn't have a "problem" making the adds in 1 knockback either, and do so most of the time (although on our kill this week, the boss phased directly in the middle because we forgot he phases at 40%, so we had to take 2x knocks instead as adds were spread in a nice circle all over the room). The main thing here is that if you go with the "stay near second knockback and immune first"-tactic, whenever you FAIL to do it, you don't instantly wipe. There's ~10-15 seconds from the second orb hits till the third orb spawns, so you have AGES to clean up the adds after the second knock as well.
Likewise, for whatever reason, as soon as we removed the pressure of "do these adds perfectly or we wipe cos we get a second orb", people started performing much better in the shadow phase, because they weren't nervous about doing everything 100% correct - which in turn LED to the fact that we never missed the DPS check.
As for lacking AOE damage, honestly, the bigger issue as I see it is AOE stun. How do you plan to control the adds? Our warriors usually start on either side of the room (Illidan basically has 3 spawn positions, so they have a 2/3 chance of getting lucky with an instant buff), then leap in and shockwave to control them. We don't have an AOE grip, so it's a bit more important for us, but you'll still need to control them untill your DK can get in position to grip everything. Whats your plan?