Because changing and comparing weapons is the ONLY thing different. /ohyou
---------- Post added 2011-11-23 at 11:22 AM ----------
See above.
Old EJ post is Old.
Possibly improved RP generation and Bloodworm generation (which of course means greater survivability).
Last edited by Firebert; 2011-11-23 at 11:22 AM.
37 + (3*7) + (3*7)W/L/T/Death count: Wolf: 0/1/0/1 | Mafia: 1/6/0/7 | TPR: 0/4/1/5SK: 0/1/0/1 | VT: 2/5/2/7 | Cult: 1/0/0/1
In which case, their validity checks don't cover the entirity of their post.
http://www.mmo-champion.com/threads/...tanking/page13
Read from post #247 onwards.
37 + (3*7) + (3*7)W/L/T/Death count: Wolf: 0/1/0/1 | Mafia: 1/6/0/7 | TPR: 0/4/1/5SK: 0/1/0/1 | VT: 2/5/2/7 | Cult: 1/0/0/1
When do we start to discuss Morchok?
Lol thread officially ninjad by dk-tanks :-)
Very good guide, boss looks a little simple but i guess he's the first boss.
Only problem with the guide is that it doesn't state how many stacks of crush armour tanks should taunt off of, i'd guess around 3-4 although I'm not sure.
Looks single tankable, during the black spreading slime crap you would lose the stacks.
Just to make the silliness continue but with better facts, here is a link to his comparo with gems and reasonable reforges.
Salient points:
- DW would give 0.92% dodge before diminishing returns, at the cost of:
- Sulfuras: 78 mastery + 61 parry (including raid-buffed strength-to-parry, 0.35% before DRs) + 9 dodge (0.05% before DRs) + 138stam
- Skullstealer: 75 mastery + 20 parry (0.11% before DRs) + 97stam
This ignores "non-tank stats" such as haste (which contributes to rune refresh and can mean more DS's) and crit (which only contributes to threat).
37 + (3*7) + (3*7)W/L/T/Death count: Wolf: 0/1/0/1 | Mafia: 1/6/0/7 | TPR: 0/4/1/5SK: 0/1/0/1 | VT: 2/5/2/7 | Cult: 1/0/0/1
DW is doable, not viable, nor recommended. Even though threat might not be an issue, point-for-point when trying to min/max, you're losing out statistically. Two hander is the better choice.
37 + (3*7) + (3*7)W/L/T/Death count: Wolf: 0/1/0/1 | Mafia: 1/6/0/7 | TPR: 0/4/1/5SK: 0/1/0/1 | VT: 2/5/2/7 | Cult: 1/0/0/1
4 stacks will be fine. The debuff is applied every 6 seconds and last for 20, so right after the 4th stack the other tank will be free from the debuff and will taunt.
Looks simple enough, loot seems nice a 3 red socketed Shadow Cloth Chest o0
Bet that will be awesome as offset piece, imma grabbing it for offspec.
This does look an easy fight - are these tactics below a reasonable summary of it?
Tank boss with raid behind at max melee range (within 25 yards at least) - heal raid damage (stomps) - tanks take double damage from stomps
Tanks taunt on 3 stacks.
3 players run onto each crystal to minimize damage (there are probably a few optimum players to do this depending on range of crystal from boss etc)
Boss pulls everyone to him - then spreads "black stuff" on the floor which you run away from behind a rock.
Stay at range until boss stomps then tank pick boss up and rinse and repeat.....
?
I have a question regarding red crystals: on PTR videos I saw, you could designate the soakers that had to run close to those crystals and take the dmg. However icy-veins guide said that lately on PTR crystal chooses the soakers by connecting them with a beam so only those people have to move to the crystal.
can anyone verify which version went on to live?
They are one and the same. During your raid setup, you say "Okay, warlock, boomkin, and healer, you three run around for crystals." The actual mechanic is whichever 3 closest people will have the beams. As people get closer that may switch. For example, if the crystal spawns on the far side of the boss then both tanks will probably have beams on them for a while until "The Team" runs over to the crystal to soak it.