Q Why is Shield Block included in the list of emergency buttons again?
A As explained in the text, in the right circumstance, Shield Block can be a very significant damage reducing ability - possibly up to 100%. Even if you're not in that sort of circumstance, the extra damage reduction can make a difference.
Q Why isn't Intervene/Safeguard in there then?
A Mainly because chopping 10% threat off of the tank every 30 seconds (assuming one Intervene only) isn't a very good idea at the best of times, not to mention have the chance of killing the Intervening warrior. Beyond that, if you don't have Safeguard then Intervene is a crap shoot whether it hits in time or not.
Q Where did the 15-30% reduction numbers come from?
A Assume 1500 BV x 2.4 (Shield Block+Glyph+Shield Mastery) = 3600 BV during Shield Block. 30% chance for a Critical Block makes the maximum 7200 BV. On bosses that hit for 50 000 (Malygos and other hard hitters in T7 content) to 100 000 damage (Hodir, possibly other hard hitters in T8 content) which averages out to the neighbourhood of 15-30% reduction on the hit you would have taken after armour and stance. Lower hits are not included for the fact that they will never have the chance to burst you down. Higher hits are not included because there is no currently known boss that hits harder than Hodir.
Q What about the paladin Holy Shield - that's just like Shield Block!
A Holy Shield is not included for its damage reduction function because it only reduces 5%-10% on bosses (Hodir and Malygos, respectively; 1500 BV assumed). Also, the Paladin has it up all the time anyway so it doesn't fit into the definition of a cooldown.
Q Enraged Regeneration? Seriously?
A Call it a political inclusion to try and stave off the cries of biased warriors trying to make warriors look worse off than they are.
Q What's this about crushing blows? They were removed from the game!
A Not removed, just promoted to mobs "4 levels higher". In any case, the point under discussion is Thorim's Unbalancing Strike attack (-200 defense skill). Here's how that factors into things:
If nothing has changed, for every point of defense skill under the crushing blow cutoff point, you add 2% chance of being crushed. In TBC, you started with a 15% chance for a mob "+3 levels above you". However, testing showed that it wasn't actually the level difference that did it, but a differential of 15 between the boss' weapon skill (365 for 73) and your level maximum defense (350 for 70), so that was easy to figure. However, you can't have crushing blows at 400 defense these days as there are no 84 mobs. However, we're looking at a -200 defense penalty, which will drop you under that cutoff point. If we assume that "+4 levels" still really means "differential of 20 defense skill", then we reach the 15% base chance to crush when you are 20 points under the boss' weapon skill (415 for an 83) - at 395 defense. (It's possible that you get a base 20% chance at -20 defense skill rather than 15%, but that's neither here nor there as shown below.)
Under that assumption, for your player starting at 540 defense and ending at 340, you would get to your initial 15% from the first 145 defense skill removed to get you to 395, leaving 110% chance to be crushed from the remaining 55 skill removed. As the combat table priority goes, your avoidance (and block) is preserved and any excess crush is discarded. You'd have only miss/dodge/parry/block/crush on the table, then.
Q Won't Thorim's Unbalancing Strike really gimp Icebound Fortitude?
A Yes. Unless you use the glyph.
Q What is "moderate/high RP"?
A Several Death Knight abilities cost runic power to activate. Contrast with the warrior abilities which are simply triggered and do not cost rage. While Divine Protection costs mana, and Frenzied Regeneration costs rage, a Death Knight will sometimes have to take a break from maximum threat rotation to "build up" the resources necessary for using cooldowns. Note that runic power is not as plentiful as rage is and, additionally, in a max threat rotation you're essentially spending it as fast as you get it. Add to this that some of the cooldowns also cost runes which have their own cooldowns. It's very possible, that you have a situation where you want to use your cooldown, but due to the demands of trying to retain threat you don't have the available resources, be it runes or runic power, to activate it.
Q Isn't Divine Protection's cooldown 3 minutes now?
Q Isn't Last Stand's cooldown 3 minutes now?
Q Isn't X's cooldown Y minutes now?
A We shall see if that sticks.
Q No Death Knight gets all those cooldowns. Why not give sample specs?
A We discussed exactly that. In the end, given the pages and pages of arguments of "nobody would do THAT" in previous tanking topics, we decided it would be less than more useful to the discussion. Besides which, I'm not sure we could have indicated more clearly that many Death Knight cooldowns are talent based as it is, between the text explanations and listing the various talent points for abilities.