Tbh all you have to do is let out one set of adds during the black phase and kite them around with the vile swills and then gg. No problems at all doing it that way with my ten man.
Tbh all you have to do is let out one set of adds during the black phase and kite them around with the vile swills and then gg. No problems at all doing it that way with my ten man.
Aren't DKs able to apply both -20% attack speed and -10% damage with AoE? As far as I know, Paladins are only able to apply -10% damage in an AoE situation. Also, the DKs Blood Presence should make up for the lack of a shield. And why would a DK be worse than a Paladin at kiting? Just apply the shield as soon as you take damage?
I'm pretty sure Pallys can apply both of those debuffs. But you are wrong, Blood Presence doesn't make up for a shield, their self-healing and mastery (blood shield) is what makes up for it. Paladins are better at kiting because they take less damage from multiple mobs and have better tools for AoE threat and movement. Blood DKs are best when they are hitting and being hit, which isn't conducive for kiting.
I'd say that their raid would probably be best off switching the two tanks - however, the best strategy is the one mentioned already in which you release the 3 adds with the black phase and thus having only 6 adds up at once for the later phases will make swapping those tanks less necessary although it would probably still be better overall for the healers with the Pally on adds.
Pallies can apply both debuffs to a single target, all tanks can, but a Paladin is unable to spread -20% attack speed to all targets around him.
Blood Presence increases the DKs armor from plate items by 30%. As a Warrior, I got 35693 armor using a block meta rather than armor meta. My shield has 11896 armor and is as of such almost exactly 33% of my armor. With the armor meta, a DK should have almost exactly as much armor as the block tanks.
It is also possible to kite 9 adds. The last 3 will spawn just before the green phase so some of the can be grabbed by the kiting tank and 1 or 2 can also be "tanked" by some kind of dps. Pull them to the boss and they die. The only problem is kiting 6 Adds. You have to kite them really long and if you do one little mistake they'll get you and kill you.
Armor isn't the defining factor here. Block vs Blood shield is. If you believe Blood shield is as good block for adds, then you need to look more into it.
Along with that, my DK has 358 average level, armor meta, and has 31K armor. Not exactly sure where the last 4.5K is supposed to come from, unless youre in full 372.
Besides, why wouldn't you want a DK on the boss? it has the most cooldowns aviable to any tanking class, and will be able to chain them during the swill phase. Especially AMS is incredibly powerfull in a pinch there, and with a low cooldown.
Never said it was either. And you're completely right, my logic is terrible when I'm tired and BP increasing armor by 30% does obviously not mean it's the same as a shield being 30% of my armor.
I do, however, fail to see why Block would be so much better. Block is -30% damage to a Warrior. If the swing is 10 000 the block is 3000. If the swing is 100 000 the block is 30 000. In comparison, the Blood Shield heals and puts a bubble around you after you suffer damage, and as an add kiter, the only time you do suffer damage is when you must pick up new adds, should MDs not be available. The DK can instantly heal most of the damage suffered on demand and then place a shield on himself preventing the gibs I experienced as a Protection Warrior.
Overall I'd obviously place the DK on Maloriak and the Warrior on the adds, but that isn't because the Warrior has a shield...
Not exactly how DK's blood shields works. In order for me to get bigger heals than the ~16-20K baseline I get, I need to suffer more than 100K damage in the past five seconds. Along with that, we HAVE to be up close in the adds face in order to actually activate the shield with death strike, which means that its worthless if youre trying to avoid getting close to them.
At last, DK's have semi-horrible ranged threat - there, I said it. If you want to keep your diseases up, you have to go close to the adds and pestilence them. The only thing Dk's can use is the 30 sec DnD cooldown, which you'd want to pick up adds in the first case. You wont be generating runic power at a stable rate for Death coils, so all you have is blood boil. Even then, you'd most likely have to glyph and spec into bloodboil in order to benefit from using it =p.
It is, of course, possible for a DK to do the adds - I just personally think that theyre inferior to paladins and warriors.