This isn't much of an issue to be honest. With proper cooldown usage, the green head is marginal damage at most. We did the "kill green" a few times, then switched to just ignoring it. Having 3 sets of add spawns in the final phase wasn't as bad as the green bolts that go off among the adds, frost beams and cinders all on the last head. Less to actually worry about.
Yep - green head having stacks shouldn't be an issue since there's pretty much nothing else to use cooldowns on as a tank anway.
And considering that by that phase we pretty much have no space to begin with I really can't see green being a good idea °_°
Yey, back from another week of bans!
Can't even question one's legitimacy for criticizing pandas over having MLP avatar/signature!
Also, how come people just whine over OUR healing? Did an alt run on my DK tank alt and my Blood Burst (bloodworms) healed as much effectively as our battle healer glyph. O_o
Pretty sure Blood Worms are significantly stronger than Battle Healer - they're just super bursty and somewhat unreliable ~
Just looking at some logs of my pally vs my dk:
Twins:
Pally 5m battle healer vs 150m total healing
DK 7m blood worms vs 140m total healing.
Council:
Pally: 2.3/100m
DK: 5.5m/138m
Seems to be about 50-100% more healing for me on fights where they actually do something
Hmmm, that is interesting. I remember them being fairly op in spike healing (no idea how, but a while ago remember getting 2m+ heal in lfr) but never really noticed my dk showing up on healer meters.
Now what i wonder is how it would perform on solo tank fights with high veng.
We actually solo tank megaera with prot pally. Might be a good solution for the "Post-Starter" (forgot the name).
Never kill green. And just Solo tank everything else.
It's actually not that hard. You have Melee safe Spots on every head and if the tank stands correctly, melees never get hit with anything (except cinders) and don't have to move at all.
We only get one Breath / Head. Sometimes we don't even get Add Spawns (like on the first head). Only real problem with this tactic is, as nairobi already stated, killing them too fast may get you into cd troubles. But it works out ok for us (I have a 250k Vengeance Hammer every 2nd Rampage)
When we started, we 4-healed and 1-tanked it. It's pretty easy for learning the fight. You just need to have enough DPS so you can kill the heads with only 2 Breathes. And you don't have to deal with the adds - you just CC them and burn them during Rampage.
Here is the strategy explained in detail:
http://maintankadin.failsafedesign.c...p?f=48&t=33400
RL, GM and DK Tank for Guild redacted, EU-Gorgonnash
Chars: Blood DK / Prot Paladin
Battle Tag: Riemu#2789
I miss heroic raiding so so so much.
Got the Feather of Ji'kun last night. Shame that if I use it, it's actually a haste downgrade and I have like 10.5% hit. The way overcapped on hit isn't necessarily an issue if all my other stats are higher but my haste is just slightly lower so meh fuck it. Found an upgrade that when I get it, suddenly the trinket is gona be awesome so can use then \o/
Protection
Guarded by the Light now restores 15% of the Paladin's maximum mana every 2 seconds (up from 6%).
just for the record
If you're using recount, DK's won't show up properly.
I swapped to Skada and now show my DK accurately (with blood shield, DS heal, worms, everything). And yes, worms are insanely OP if they pop at the right time. Was doing an alt raid last night and had worms pop on Tortos after a stomp for like ~2mil and Primo after gas for ~1.5mil. That spiky burst is either OP as hell or totally wasted.
Interesting. From the front page (datamined):
CS is getting weakened blows, so we won't need to use HotR to maintain itCrusader Strike An instant strike that causes 125% weapon damage plus 791. Applies the Weakened Blows effect. Weakened Blows Demoralizes the target, reducing their physical damage dealt by 10% for 30 sec. Requires Melee Weapon. 15% of Base Mana. Melee range. Instant. 4.5 sec cooldown.