Hallelujah, if I were religious I'd praise the lord. That hurt me so much, I had to duck out of my first ever Naxx run on the beta to go respec so I could actually do something to her, as Frost was my spec of choice (and my HB's at the time were critting for 8-9k).
Twas not I. Personally I don't feel like I can REALLY gauge a tanking spec unless I'm getting hit. TPS is wonderful, but you never have an accurate sense of that when you aren't reacting to a tanking situation. Repositioning the boss, popping CDs for survival, etc. Though a training dummy can give you a best case scenario of how much hurt the spec is capable of putting out. Now, I haven't tested, but if you have omen set to display without being in a group it should show your TPS while you're hammering on the dummy, yeah? That'd be a good addon for one of our tanks on Tankspot who's addon savvy, a dynamic TPS meter. Something you can initiate metrics and gauges to keep track of peak threat, average generation, profiles over fights, that'd be something I'd like to be able to review after a fight.
Nope. Melee is usually one of my largest damage contributions, usually in the top 2. Normally as Unholy, tanking 5-mans, DnD will be my largest, then melee, then usually Blood Plague and Frost Fever, followed by PS and IT (and those last 2 are usually around 8-10%, with the diseases being a slightly higher %). Never underestimate the threat of just plain auto-attacking on the target. Dual wielding your melee damage will be even higher, that's one of the perks of dual wielding, it doesn't actually take miles of hit to get better melee dps out of 2 1-handers at the same level as the 2-hander. Now, here's a question, is your main hand slow or fast? Did you get the slow main-hand tank axe from the quest in Zul'drak? Or maybe the delicious sword from heroic UK? If you're using a fast main hand, run UK until you get the Infantry Assault Blade and you'll see your other damage go up a nice measure, specifically Plague Strike, Scourge Strike, and Blood Strike.
Well, as DK's none of our moves have "added" threat, like a warrior's sunder or shield slam. That's about to change with Rune Strike, but otherwise our threat is 100% simply our dps with a threat modifier from frost stance. So the more dps you do the more threat you generate. It's worth noting as well, that the healing of Death Strike generates heal threat (2 pts healed = 1 threat normally, but it gets the benefit of Frost presence as well), so that has a nice threat buff built in. Between that and that the self-healing makes your health functionally longer without outside heals, I will preferentially hit DS if my health isn't full over ScS/OB, especially as unholy since it heals me for 2.5-3k minimum in 10-mans, and if you're running with a holy priest who drops Guardian Spirit on you (or you're blood and you pop Vamp Blood), your heal will be even bigger.
Well, for the sake of comfort, you want ~229 hit rating to never miss your specials in heroics and raid trash. There is some discussion going on about the actual raid boss miss margin. Safe to say if you have 295 hit rating your specials will never miss, if you run with a draenei in your group of any flavor, you only need 262 for the same safe margin. And current thinking is that 262 may be enough without hit buffs (meaning a draen will bring you down to 229 on a raid boss). Rather than dealing with ratings that may mean little to you, the thing to remember is this is how hit works:
Hit rating does not techincally increase your chance to hit, it reduces your chance to miss. Your chance to miss is PURELY a factor of the level difference (by way of weapon skill and defense skill, since you cannot buff weapon skill and bosses don't buff their defense skill). At maxed weapon skill you have 400 weapon skill. For bosses their defense skill is equal to their level times 5, just like ours. So, at equal values, 400 weapon skill versus 400 defense, you have 5% chance to hit. The classical values were that this increased by 1% for each of the first two levels the mob was higher than you, and then 3 levels made a bigger jump. Please note: these are hit values for wielding a single weapon and melee hit based special attacks (I'm still testing DK's "spells" for hit rating requirements). So, the % you need to not miss with your special attacks on a mob are not dependent on your wielding a 2-hander or 2 1-hands, and they are:
level 80: 5% level 81: 6% level 82: 7% level 83 (boss): 9%
Heroic bosses are 82. Nothing short of a raid boss is level 83. Hit rating while dual wielding beyond this % goes to reduce your miss chance with melee, which is not wasted, though I wouldn't stress it. To never miss with your dual wielding melee you would need:
level 80: 24% level 81: 25% level 82: 26% level 83 (boss): 28%
The better your armor gets the bigger this value becomes. My tanking gear, off the top of my head, puts me at about 25k armor. With 5/5 in Bladed Armor that's worth 694 AP. Tell me that's not silly to pass up. =) It scales with the armor increase from Frost presence, and from Toughness.








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