That's only true if you take a simple concept of playing out a 2-hand Blood through a fight, then substitute the dual wield damage for 2-hand damage. This is *not* actually reflective of how dual wielding with a tailored spec and priority system would work.
Other than it looking cool, what's the great benefit of dual wielding? According to wowhead, there appears to be one pure one handed tank weapon http://www.wowhead.com/item=59347; so, say you're lucky enough to equip two of these, you gained some avoidance. But are they better then something like http://www.wowhead.com/item=59492?
If it's a cool graphic that one is after then dual wield is fine, but beyond that I see no benefit that would make me say "ooh, I have to find a way to do that."
Also, with the buff to Heat Strike and Death Strike in the new patch, it seems to make no sense to not use a two hander to get the full benefit of the increased damage. The Heart Strike buff seems pretty substantial; 175% weapon damage plus 15% pre disease, up from 120% weapon damage and 10% per disease.
Last edited by Theotherone; 02-08-2011 at 09:09 AM.
Id like to heartliy agree witht he above sentiments,its jsut silly to do a dual wield tank.
That being said i have a dual wield tank that works just fine and im rather fond of the exclusivity.
Not fidning any major problems with survivability or dps output (frequently top dps in team, i realise this might jsut mean its only gettign posted when im in a poor team tho ;p)
As for agg the only slight issues is if dps are trigger happy with adds and hammer them before i can get diseases spread and a couple of attacks out, but i imagine its much the same if using a 2hander, as we dont have a high dmg multiple target ranged attack to open with
I overall the talents/spec just don't support DW Tanking as optimal anymore.
Nightdemon, blood dks like hit and expertise more then we, warrior/pally do. Unless something has been changed in 4,0,6 , their death strike won't heal/absorb if it misses or been dodged/parried.
Therefor, thsoe stats are much more appealing to them.
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Simply put,until someone takes the time to actually do the math and testing,there's no point in point in saying it can or cannot be done!
'' what does CC mean?? :O "
No, at the moment we know it is a threat loss. That much has been worked out. What we think might be true is that there might be some net survivability - until we can get some more evidence of that, there isn't a whole lot supporting DW at all, other than the theory. We can say it should not be done, especially by players new to DK tanking, which is pretty much the gist of it.
Let's drop this thread for now.
You will kill your threat if you go dual wield. All of your blood abilities are basically based off main hand weapon damage. The only time DW is good is if you are frost dps.
I'm going to try to put this rest I hope.
IF we compare a 2.6 one had weapon with a 3.6 speed 2h lets say
You have 2 2.6 speed weapons meaning you make a melee swing every 1.3 second (approx.) with a 10% chance to proc blood parasites you will spawn a new on once every ~13 seconds as blood.
This is compared to 2h were you will see one once ever ~36 seconds.
Verdict: So you could potentially see a almost a 2x increase to healing from blood worms. Which isn't that bad.
285.0%--90% Improved Death Strike
(ignoring glyph) Assuming 20k AP, and Assuming I taught myself normalization correct
For one hand DS: 4270 to 4992 Damage
For two hand DS: 6509 to 7407 Damage
Result: 2hand DS hits for ~150% more.
But the issue at hand is Death Strike's healing isn't tied to its weapon damage. I could rerun the numbers for each attack, but I have a feeling the numbers would be close to the same for most attacks.
2x Mace of Acrid Death
1x Akirus the Worm-Breaker
Verdit: 2h give more stats by 117% stam, str, 1st secondary 2nd secondary.
TLDR: The only real buff is to blood worms. So don't. Why, see below.
Looking at my guilds logs. Blood worms heal for about a good 2.5 million on average (averaging the last month of raids 4 raids per week, 4 hours per raid). The buff to blood worms will bring them about inline with our prot paladins self healing. Who sits at around 5 million healed on an average night.
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technically there might be a threat loss, but i still havent changed from dw, and have no intention to do so myself.on very rare occasions, there are threat issues, thing slike a mostly HC raid geared warrior, specially when you pull th emob and he leaps in and stuns him out of range, or the DK on dps who uses DG and DC as part of their rototation,are a few examples and in fact tody i had a 4 second or so loss of agg, when a mage with mirror image and most of their procs runnign hit a 147k crit while i was kiting the boss away from aoes.is that really so bad?
having actually lived with DW tankign i can say its a very different ball game, and it may be less efficient according to the numbers, but i am still nto finding it problematical.Threat and defense are both sufficient to work unless in an extreme situtation(dungeon hc gear versus raid hc gear sort of thign)i mean it cant be bad when you can survive HC stonecore with a healer sporting a gear set and one 85 req hc dropostly of lvl80 req items.As another example, its really jsut a walk thru to solo minis bosses, like gub in the zul instances, if what i can do with an allegedly inferior set up , then i must wonder jsut how overpowered 2handed set up is, yet strangely it still doesnt tempt me
But Mirror images suppresses the mages threat.... srsly while it's up they gain minus 90 million threat.
And that's enough of this topic. Thread closed. This has been discussed and isn't worth rehashing anything.
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