understood, and i agree that this is the intended design of blood tanking. however, in my example, i was frost-spec'd, and i was still able to self-heal myself through the damage the adds were putting out pretty much indefinitely, relying only on my mitigation cooldowns, death strike, and blood tap to keep me up. i also had a ghoul sacrifice in my back pocket.That's also the design of blood, however. We're trading damage reduction abilities (Bone Shield, Unbreakable Armor, Dreadplate) in favor of hitpoints and methods to refill those hit points.
my point is thus: this was a situation where other tanks may not have been able to survive without heals, but because i am a DK, i was able to self-heal through the encounter. This situational advantage is an example of where a hardcore raid leader would want a DK in his raid instead of another tanking class, so i do feel that our self-heal mechanics are OP in this regard. particularly when a non-blood dk tank can still self-heal through a moderate level of damage in a 10-man raid setting. I'm not sure if i could say the same for the 25-man encounter, so i willingly admit that this may be an extremely niche example. but i do think it bears consideration when we are basing the necessity of the nerfs on what other tanks are capable of, and what we're capable of.



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I never noticed that, probably explains why I get so far over exp cap tanking.. wtb more hit.


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