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  1. #41
    Quote Originally Posted by Lothrik View Post
    Maybe yours don't, good ones do though. You only actually need high Mastery for a small handful of fights, high Haste is vastly preferable on most fights, speaking as a healer in 10M here. Blood DKs that stack Mastery on progression 10M fights with tight DPS checks are just crippling themselves and wasting their guilds time by doing so.

    Edit: Just for comparison, the two tanks in OP's parse were pulling 96K and 75K respectively on their 18th H Jin'rokh attempt. Our tanks gear basically exclusively for DPS and our MT pulls 291K~ DPS(e) as a DK. It's a completely different mindset going from a Mastery DK to a Haste DK.
    That seems a bit simplistic. Unless you are in a progression guild where you need every drop of everything to succeed and can expect every single person to be doing their utmost, it probably comes down to your individual raid. If your raid has great DPS and poor healers, there is no reason to maximize your DPS at the expense of your survivability. Though with the same logic obviously if your raid is struggling with DPS requirements and especially if you have amazing healers then maximizing your DPS is a great strategy.

    "It depends" seems to be a pretty universal answer...

  2. #42
    Quote Originally Posted by Zairn View Post
    That seems a bit simplistic. Unless you are in a progression guild where you need every drop of everything to succeed and can expect every single person to be doing their utmost, it probably comes down to your individual raid. If your raid has great DPS and poor healers, there is no reason to maximize your DPS at the expense of your survivability. Though with the same logic obviously if your raid is struggling with DPS requirements and especially if you have amazing healers then maximizing your DPS is a great strategy.

    "It depends" seems to be a pretty universal answer...
    The point I was trying to make is that more often than not you can contribute far more to your raid (at least in 10M) by playing a tank as offensively as possible. Playing a tank defensively in 10M is only beneficial on a small handful of fights, and cripples your progression most of the time. Killing farm bosses gives your guild more time to progress on more difficult fights, and making phases shorter by killing things faster makes healing requirements easier most of the time. This is not a guild specific, "oh this only matters in super high-end guilds" kind of thing. Any guild can benefit from this, unless they don't raid at all.

    The only real exception to this would be when you're undergeared for the content you're doing, to the point where you can barely survive the tank swap mechanics (meaning you're nearly getting one shot by them). 99% of tanks that have been progressing in Throne of Thunder for more than 3 weeks do not fit this description, because almost invariably guilds will gear up their tanks first. Gearing crazy defensively because you don't trust your healers is not the answer.

    Edit: It also seems really stupid how many people are trying to argue that the DK mentioned in the first post should continue playing defensively. He's having threat problems and you guys are trying to say he should continue playing defensively, the mind boggles. 500% threat modifiers only do so much.
    Last edited by Lothrik; 2013-06-09 at 10:30 PM.

  3. #43
    Good of you for searching answers for your offtank, seeing that almost every tank has a way to boost their damage for a short while to overcome vengeance from your co-tank.

    Ask your co-tank if he is utilising his dancing rune weapon well enough, if he is having threat issues he should use it as an offensive cooldown when he needs it (after taunting), also tell him to try and AMS the static burst debuff, if he can safely remove every second static burst from himself, he will always have dancing weapon off for a tauntswap. It will mean that he will take the boss for a longer amount of time, but I suppose you trust him with that job.

    And most importantly, have your tank that is going to taunt stay in the water, facing the boss relatively sideways for your melee, and gain the dmg buff. While this happens, the other tank goes out of the water for a couple global cooldowns so the current tanks threat skyrockets.
    Our BrM monk and me do this, it makes us both do obscene amounts of damage while still taunting correctly. And even if you get hit inside the waters, a three stack debuff should be almost unnoticeable if your healers healed through lei shen normal to be honest.

    So yeah, your DK needs to learn that he has to be a bit more aggressive with threat.

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