Since the Blood Tank guide seemed to go over well in this Death Knight community, I just thought I would post my new guide Death Knight Tanking 101 for the benefit of this great MMO-Champion Death Knight community as well. The officially maintained version of the guide can be found at http://forums.worldofdeathknightcraf....php?f=7&t=103 though I will try to update this post to reflect changes over time. Enjoy!
Guide: Death Knight Tanking 101
Author: Nathan "Eint" McIntyre
Version: 1.0
Last Updated: 11.24.2009
Updated To: Patch 3.2.2
Fair Use Policy:
This guide is written specifically for WorldofDeathKnightCraft.com. The author, Nathan "Eint" McIntyre, hereby authorizes this guide to be re-posted and redistributed to other guild forums, sites, or any other location seen fit by the reader so long as the original work remains unchanged and this notice is also posted with it. Thank you for your support and I hope it is of benefit to the Death Knight community.
Introduction:
Being the newest class added to World of Warcraft in it's 5+ years since release, invariably it is also probably the least documented tank currently available. Over the patches since it's release with Wrath of the Lich King, the Death Knight tank has had multiple reworks that have lead to some dramatic changes in play-style and strategy. With this in mind, it is the intention of this guide to provide players with a broad understanding of the tanking mechanics of the Death Knight as well as clear the air about some common misconceptions that continue to plague the class. We are the new kids on the block when it comes to tanking, but that does not mean we are not just as effective as the tried and true core tanks.
Talents:
One of the unique aspects of the Death Knight class is that as of this posting, all three talent tree have completely viable tanking specs with each excelling in different ways. With that in mind, there are three core talents that all Death Knight tanks should NEVER forget (this is without exception). They are Blade Barrier (Blood Tree), Toughness (Frost Tree), and Anticipation (Unholy Tree). Every tank build should have 5/5 in each of these talents as they provide the base damage mitigation for the class. Beyond that there are a number of different variations for talents and glyphs depending on which tree the Death Knight chooses as their main spec. Below are a listing of some basic talent builds for each of the three talent trees. Please keep in mind that there are always different camps who will say "X talent sucks, take Y talent instead", thus I recommend that these be used as a starting point and tweaked to fit each individuals needs and play-style.
Blood Tank: http://www.wowhead.com/?talent#jMEGV...xZ0gh0L:idGMmV
Frost DW Tank: http://www.wowhead.com/?talent#j0EZh...fuzAo0x:kadMmV
Frost Two-Handed Tank: http://www.wowhead.com/?talent#jcEMZ...buzAo0x:kadMmV
Unholy Tank: http://www.wowhead.com/?talent#j0EMZ...c0L0ucq:MALMmV
Glyphs:
In the same way that talents are a hotly debated topic due to personal preference, so too are glyphs. Below are simply some outlines and general reasoning behind each glyph and why it worth considering for your build. Also note that major glyphs are the only ones that are discussed since there are so few minor glyphs currently available that they little to no impact at all on your tanking abilities.
Glyph of Rune Strike: Rune Strike is a massive chunk of the Death Knights threat and thus a free 10% boost to it's critical strike chance and thus threat is just a borderline must have glyph. Personally, I almost always include this glyph in any of my tanking talent builds and would highly recommend that all Death Knight tanks do the same.
Glyph of Vampiric Blood: The extra duration for Vampiric Blood is also considered to be a near must have for any Blood Death Knight Tank. There just aren't any other glyphs available to a Blood tank to give enough reason to not use one of your three glyph slots for this spec defining ability.
Glyph of Dark Death: This is only a glyph that should be used if you are planning on tanking as an Unholy Death Knight. Since one of your core threat abilities as an Unholy Death Knight Tank is Death Coil, this ability is a "no brainer" for the raw 20% damage increase. Just think of it as even more threat while you are spamming Death Coil to build up your Unholy Blight stacks.
Glyph of Unholy Blight: Once again, this is a glyph that should only be used when tanking as an Unholy Death Knight which probably goes without saying due to where Unholy Blight is in the talent tree. With that said, all the reasons that Glyph of Dark Death is used can be applied to Glyph of Unholy Blight. The straight 40% damage increase will be a massive amount of threat increase.
Glyph of Bone Shield: Since this is the spec defining tanking ability for the Unholy Death Knight it goes without saying that this is a must have talent. The extra charge to Bone Shield allows for more "up-time" and thus is a massive part of the Unholy Death Knight's damage mitigation ability. No Unholy Death Knight Tank should ever be caught without this glyph, period.
These are some of the key glyphs that I felt were worth spending some extra time discussing and pointing out. Unholy Death Knights are by far the most restrictive talent spec when it comes to glyphs as you pretty much have only three glyphs that should be taken. For Frost and Blood Death Knights you are given a little more slack and choice in glyph selection. For examples regarding my glyph recommendations for each tank talent build, please look at the tank build links in the Talents section of this guide.
Strategy:
Starting it Off Right, The Pull:
Single Target: A good pull is always the first part of a successful encounter. Botch the pull and you are starting your fight off at a disadvantage that is guaranteed to have side effects on the rest of the raid or group due to the confusion and chaos. With that said, as a Death Knight the best way to start a pull is to use your Taunt ability from range followed the start of your tanking rotation depending on talent spec. In most circumstances this is much better than using Death Grip so that you have a guaranteed way to pull aggro back (guaranteed 3 seconds) should a silly DPS choose to not give you time to generate some base threat on the mob.
Multi-Mob Packs (AoE Tanking):
In AoE situations, I personally forgo the Taunt and will start the fight out with a Death and Decay to ensure that I have some solid threat on all the mobs in the pack. After that, pick a target as your primary and get your diseases up quick followed by a Pestilence ability with your next available Blood Rune. This will spread your diseases around and allow you to use the rest of your Blood and Death Runes to spam Blood Boil and build up some solid threat on all the mobs quickly.
For Frost Tanks the only real change here is that Howling Blast should be used as much as possible in AoE situations since it provides a good deal of threat on the whole pack. That isn't to say that you shouldn't worry about using Pestilence to spread the diseases around, just that you should first use Howling Blast to build some quick threat and get Pestilence taken care of while Howling Blast is on cooldown.
Weathering the Battle, Thinking on your Feet:
Due to the rune system that the Death Knight class uses, our class as a whole is one of the most structured rotation based classes in the game. This has lead many player to construct "fail safe" rotations that many like to suggest players adhere to strictly. For DPS Death Knights, this is normally a much easier rule to live by due to the nature of DPS being a bit more static than that of a tank. However, as a tank each fight is quite different and thus requires a much more dynamic use of your abilities. In general, you should stick to a rotation as you would a handy road map for how to use your abilities. Don't be a fool however and follow the road map so strict that you end up taking a wrong turn because you simply weren't paying attention to where you were because you were trying to follow the map so strictly. Another way of saying this might be, "Use your head and think on your feet, don't let your rotation play your character, let the player play the character."
In implementation, this means that as a tank you should always be paying attention to the fight dynamics and adjusting your ability rotations and cooldowns accordingly. Know your healers and learn when it makes sense to pop your mitigation cooldowns to help give them some breathing room. Perhaps there is some heavy damage being taken by some foolish DPS who are standing in fire, getting hit by cleaves, etc. This would be a better time to use something like Icebound Fortitude so that your healers can focus on keeping those silly DPS alive so you able to get the boss/mobs down.
Additionally as a tank you should almost always be running a threat meter like Omen so that you can have an on the fly sense of where you are sitting for threat vs your DPS. This allows a smart tank the information necessary to determine when it might be safe to reposition a boss that might have gotten moved or when it might be necessary to use something like Empowered Rune Weapon to build up some extra threat so the DPS don't have to throttle themselves.
Leading the Troops to Victory:
As a tank you will play a pivotal role in the overall effectiveness of the raid. Learning how to lead by example means making sure that you have done your homework on the encounter at hand as well as having a thorough understanding of the game mechanics and bosses/mobs that you will be facing.
This is one of the great intangible qualities of a great tank. The ability to think on one's feet and know when and how to adjust rapidly when the proverbial shit hits the fan. When raiding, try to always maintain a cool head and when you wipe (and you will no matter what), make sure that you objectively look at what happened and correct the problem. It is often very easy to badger that terrible DPS who pulled aggro, or the off tank that taunted at the wrong time, but in the end communicate the issue to the raid and move on to the next attempt.The decent tank will be successful in only the most optimal of situations.
The good tank will be able to handle most situations and come out alive.
The real tank is capable of handling the worst situations and and by maintaining a cool head, lead his raid to victory.
Balancing Act, Suvivability vs. Threat:
As has been discussed throughout this guide, the tanks role is two fold. While defensive gearing and talents are vital for mitigating damage, all is for naught if you can't keep the boss targeting you. It is especially important to keep this in mind while taking and making sure that rotations are tight and well executed with little wasted time between abilities to ensure you maximize your abilities and thus maintain a consistently high amount of threat. By doing this, you free the DPS from having to even worry about causing too much threat and instead can let them focus on maintaining a precise DPS rotation to maximize the speed at which boss dies. By keeping this in mind, you are able to improve the raid a great deal because the faster the boss dies, the less amount of damage the healers have to worry about.
Gearing As a Death Knight:
Since gear rapidly changes I will try to keep this as general as possible. As a Death Knight tank you will want to always focus on defensive tanking gear with a heavy emphasis toward raw stamina in order to have a large amount of effective health. Personally, I always gem my gear for stamina for the most part, with the only exception being made when I need to use a specific color gem for my meta gem slot. Simply put, in the current tanking environment, having a metric ton of stamina is the best way to spend your gem slots. That isn't to say that you will fail if you don't use pure +30 Stamina epic gems, it will just make it easier on your healers and add to your survivability.
Important Statistics:
As a tank it isn't enough to simply worry about defensive gearing. You will also want to spend a decent amount of time balancing your threat statistics to make sure that you are putting up enough threat to allow your DPS to blast the boss/mobs without having to hold back. Below are some goals for both hit rating and expertise that you should shoot to hit. While it is highly likely that you will not be able to always hit these caps, it is best to try to get as close as possible. Often this might mean leveling up your cooking so that you can eat the +40 expertise or +40 hit food instead of the easy to use Fish Feast.
Defense Cap: 540 (this is a MUST before even considering starting to raid)
Hit Rating: Cap vs Level 83 mob = 8% Hit = 262.32 Hit Rating (Raid Bosses)
Expertise: Cap vs Level 83 mob = 6.5%(Dodge) / 15%(Parry) = 213.135 / 491.85 Expertise Rating (Raid Bosses)
With Expertise specifically it is probably never going to be possible to hit the full Parry Cap of 491.85 and thus you should try to shoot for the Dodge Cap of 213/135 and just realize that you will occasionally get parried.
Item Enchantments:
Enchantments here are listed in order of preference per inventory slot. Please note that only generic enchantments are contained in this list and thus it is recommended to use the upgrades for a particular tradeskill should you have it.
Helm - Arcanum of the Stalwart Protector
Shoulder - Greater Inscription of the Gladiator, Greater Inscription of the Pinnacle (should only be used perhaps while early on in gearing if you need defense)
Chest - Super Health, Super Stats
Cloak - Major Agility, Titanweave (should only be used perhaps while early on in gearing if you need defense)
Bracer - Major Stamina
Gloves - Armsman, Precision (should be used if below hit cap and threat is not an issue)
Legs - Frosthide Leg Armor
Boots - Greater Fortitude, Tuskarr's Vitality (useful for speed increase at a small cost of only 7 stamina)
Weapon (Two-Handed) - Rune of the Stoneskin Gargoyle (no exceptions)
Gems By Color:
While I personally almost always use the +30 Stamina Epic gems, here is a listing of tanking gems by color that can be used to swap in and out to allow the Death Knight to tweak stats in order to get closer to hit and expertise caps if necessary for threat. These gems are listed by what should be considered for each gem slot color, not by the color of the gem itself.
Generally speaking every gem that is used should have stamina on it and thus there are no gems in this list without stamina as one of the statistics.
Meta Gem - Austere Earthsiege Diamond
Blue Gem Slot - Solid Majestic Zircon
Red Gem Slot - Guardian's Dreadstone, Defender's Dreadstone, Regal Dreadstone
Yellow Gem Slot - Vivid Eye of Zul
Conclusion:
Thank you very much for taking the time to read through this rather lengthy guide. As with all guides and posts on the internet, please take this with a grain of salt and use it as a template for becoming a successful tank. While I realize there are many who may or may not agree with me, please keep all comments and suggestions constructive so that they may be incorporated into future versions of this guide. I certainly how that this is of benefit to the Death Knight community as a whole. Take care!
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