This will be the last of my guides for the immediate future. I try to limit myself only to specs that I'm playing, basically just trying to pass along the research I'd do anyways. Recently, I've been spending a lot of time tanking (wow, is it easy to get into heroics this way or what?) and I know that there was a good amount of interest in my first cut at a DW DK tanking build. I have various articles scattered around here, so this is my effort to bring them together in one convenient location, plus update for the 3.3 patch. Anyways, let's get down to business.
First things first: The Spec.
With the new DW friendly talents that Blizz gave us in 3.2, it's very important to be sure you're specced correctly for any sort of dual wielding. This means basically for DW you
must get the following two talents: Nerves of Cold Steel and Threat of Thassarian. You can see if you'd like to click that my
8/55/8 spec reflects these. Additionally, I've taken many of the traditional frost tanking talents.
I didn't modify this spec for 3.3; I didn't see the need (
edit: I actually did change a few things, see comments below. Still the same basic spec though). I'm also continuing to go Frost because I love the AoE abilities that the spec gives me. I don't think I can function without Howling Blast. Plus, since I'll be DPSing as a Frost, staying similar as a tank helps decrease the retardation of my fingers. I don't know about you, but when I switch specs, if similar spells aren't in similar places, I'll spend the first few pulls looking like a newb.
In any case, there isn't a whole lot of science or math going into my tank spec. I just tried to take all the damage reduction abilities available to me. It was really that simple. If you, the reader, can see obvious flaws or trade-offs, please let me know in comments because I'd love to fine-tune this spec now that I'm using it more. As I mentioned in my DPS guide, DK's are still something I feel that I'm learning.
The Glyphs
Secondly, it's important to note that I'm going with the following glyphs:
Disease is a must for AoE pulls. Love spreading my corruption, even as a DK. Unbreakable Armor is also very useful as you should be using your tanking cool-downs religiously. I finally caved and went with Howling Blast. For AoE pulls, getting the single disease spread quickly is going to be very useful I think. I'd used both Rune Strike and Obliterate glyphs before for the single target threat, but I don't think ST is going to be an issue. I'd like to buff my AoE ability and the last major glyph choice does this. The minors are the same I used for DPS and for the same reason: extending the horn is good, free ghoul is good, and larger disease area is good. Simple enough, right?
Stats, Gear, and Runes. Oh My!
If you're just starting out, pick up two
Teldrassil Protectors from the Argent Tournament, because these are a great place to start for 1H tanking weapons. The fact that they have defense and parry is really good for a DK DW tank. Most 1h weapons may waste some points on block, which is obviously useless for us.
The rest of my gear is your typical DK tanking fare. You're looking for defense first. You need to cap at 540 before doing any sort of raid (535 for heroics, but I would suggest even being 540 here, as most randoms will expect at least this). After cap, defense isn't completely wasted (a la hit), so you shouldn't be afraid of being over cap, but it certainly devalues quite a bit. At that poing, you'll really want to start looking at your other stats. Let's list them out in semi-particular order:
- Defense (D) - First priority is to hit cap, then if it comes, it comes.
- Armor (D) - Stick with plate and you should be fine. Armor should increase as you upgrade. The point here is just don't go with anything that's not plate.
- Stamina (D) - You need a good amount of health to absorb damage. I think I'm sitting around 33k right now. This will vary greatly with buffs, but this is a great stat to gem for.
- Dodge (D) - This is a great avoidance stat since you'll elude 100% of the dodged ability's damage. It's been said that you want to shoot for between 20-25% before you start experience diminishing returns and think strongly about other stats. At that point I'd choose Parry over Dodge. Those yellow gems slots are great for this once you're defense capped.
- Parry (D) - As a DW DK tank, this is a great stat for us. Our Rune Strike (great threat ability) procs off of parries. Plus a parry allows us to avoid damage and when we parry, we hit faster (parry/haste mechanic). So this is a good all around stat.
- Expertise (T) - This will help your melee hits land without being parried or dodged by a boss. It's not essential that we get capped as a tank, but it will certainly help with threat generation and is good to have. It will also cut down on the parry/haste mechanic (it works both ways) for bosses.
- Strength (T) - Strength will boost your parry AND help your threat, so it's great to have. If you're balancing your defensive stats above, this along with hit are probably the only offensive stats you should look for.
- Hit (T) - You don't want to have some of your key abilities miss, so hit is a good thing. It sucks when a PS or IT misses and you have to waste a second GCD on the ability. Hitting more will also really help your threat.
I say "semi-particular" because these are listed in a rough priority of what I value. I also labelled then with either a (D) or (T), indicating "Defensive" or "Threat" stats, respectively. Tanking is a lot different from DPS, though, as I believe you really have to strive for a stat
balance rather than stacking one or two to the exclusion of all else. You need to be able to withstand a wide variety of attacks, and different attacks will be affected differently by each stat. Thus, what may be great in one boss encounter may not be all that great in another. Also, if you go all defense and cause no threat, you're not going to be a very good tank. So really, you have to evaluate your own performance and stats on a daily basis (or however often you run) and decide what you need to stack
now. This doesn't mean you have to re-gem and re-enchant every five seconds, but it will make you choose different weightings depending on what gear drops when.
You've probably heard about Expertise and Hit capping. For hit, with the Nerves of Cold Steel talent, we only need to gather a paltry 5% hit. "But wait!" you may say, "I thought DW imposed a penalty that means you need a whopping 27% hit in order not to miss." Yea, I say to you, that is indeed the case for white noise hits. That is most certainly NOT the case for melee based special attacks, where we need 8% (minus the 3% from the talent gives us 5%). Now, we do gain some benefit by going higher, since we rely on spells and they don't cap until 17% (minus 3% gives us 14%)... but you really don't see as much of a threat/dps gain from hit after 8% than you do from stacking other important stats. If you can pick up more, fine, just don't sacrifice better stats for it. For expertise, 21 is our cap with the Tundra Stalker talent, but racials based on weapon type also decrease this. You shouldn't worry too much about hitting either of these caps (except maybe the 5% hit one), as the other stats are more important.
Finally, you're going to want to head to the runeforge to get your weapons to glow. I was ecstatic that Blizz introduced
Rune of Nerubian Carapace with patch 3.3. DW tanks were definitely at a disadvantage for lack of a tailor-made tanking rune. First thing I did was slap one of these on each weapon. I've got a healthy buffer on my defense cap, but the stam boost is also good and I'll be able to focus on my other stats for a bit.
The Rotation
Just because tanking is more reflexive doesn't mean that we shouldn't go in without a plan. As usual, our plan must be two fold: one for AoE situations and one for single targets.
Single Target
The very first thing I try to do here is put on diseases. After that, I'll Obliterate and Frost Strike as I can, keeping the diseases up. I don't want to FS too much so as to leave myself with enough RP to hit Rune Strike whenever the button lights up. Remember, Rune Strike is proc dependent (on a Parry), which we should be doing a lot of as DW tanks. Also, it's one of our best threat attacks. You really should be doing a lot of rune strikes, basically hitting it whenever that button lights up. Since RS is not attached to your GCD and doesn't really have a cooldown, it shouldn't really effect your tanking "rotation". Just hit it and go about your business.
An easy way to make sure your Rune Strike is always used is to attach the following macro to all of your commonly used spells:
#showtooltip
/cast Normal Spell Name Here
/cast !Rune Strike
The above macro will activate your Rune Strike whenever it's available and allow you to pretty much forget about it, while keeping it active as much as possible and pushing your threat to untold heights!
Since I have the glyph of Disease on my tank but not the Howling Blast glyph, I do have to pay attention to my Icy Talons buff to try to keep that refreshed for the good of the raid. I'm not as good about this on my tank as I am on my DPS spec, since I have other, more important responsibilities, but it isn't really that bad as you may not want to AoE in single target situations anyways. Plus if you have RS macro'ed to IT, you're killing two tickbirds with one key button press.
Multiple Targets
For multiple target situations where you have to hold aggro over AoE attacks and for other reasons, different skills will come into play. It will also make a rotational approach more cumbersome, as you'll run into some cool down issues and such. I welcome suggestions on how to weave this stuff together better, but I think it's just how it goes when you're trying for high AoE threat.
A big part of any AoE trash-zerg is going to be the initial burst threat. With the ease of trash and threat generation in this expansion, DPS have been taught to be impatient on pulls and just open up right away. As a tank, you'll need to be prepared for this and front load your approach accordingly. Thus, I lead off with a DnD immediately followed by a Howling Blast. These spells represent a good combo of both burst and non-burst threat generation, giving you a great set up that usually keeps trash locked on you until death with little or no more threat needed.
However, if it's going to be a longer fight, then I'll try to put up diseases and use Pest to spread them. Usually it becomes a bit awkward with runes at this point, but I usually have enough of a lead that I can use some of my RP dumps to pump up threat on a single target. I might even jump around with a tab target to spread out some FS's. After that I just try to keep up diseases and throw in a HB whenever I can, not really returning to a DnD cast unless there is a fresh wave of mobs joining in. DnD is a great spell, it just takes a lot of runes away.
Speaking of waves (thing Gothik in Naxx), the approach there has to be a bit different as well. When I know I'm going to be getting waves, I'll just save enough runes to try and keep up my DnD/HB combo with each waves, just mixing RP dumps in between or auto-attacking. Waves usually die fast enough that the initial aggro is enough, but it can be tricky.
In all situations you'll want to spread out your cool-downs as well. As frost DK's, we have three we want to be aware of: Anit-Magic Shield, Unbreakable Armor, and Icebound Fortitude. The Anti-Magic shield is great for when your group is getting AoE'ed or attacked by, you guessed it, magic. The last two are going to decrease incoming damage in general, so are great to stagger to give you healers a break or when you can anticipate a big hit from a baddy. They have pretty short cool-downs, so should be used more often than you'd think. Knowing the tough parts on fights is key as a tank, and saving these abilities accordingly can be the difference between success and failure. Know what they do, and try to figure out when to use them. Communicate with your healers.
Other than that, it's mostly a priority system more than a rotation: just try to use the right skills at the right time. It's been my experience that a tanking "rotation" is better off being flexible since you have to react a lot more but is also more forgiving since you don't have to be perfect to generate good threat. You just have to do the right things at the right time and stay alive.
Wrap-Up
That's how I tank, in all it's gory. I mean glory. I'm not perfect at it by any means, but I've done it well enough in both raid and heroic situations to enable the group's success. This is a role I'm still learning how to play and will be for some time to come. I usually rely on Fuu for gear/stat advice and just try to adapter her Lighter thinking to my shadowy ways. It's really an unholy combination. Well frost, but also unholy. You get what I'm saying. (Boy, DK puns are fun).
Thanks for reading and suggestions/comments are always welcome. Feel free to tell me to l2tank, cuz I probably need to. Above all, you stay classy, WoW tanking community.