No glyphs? Srsly? Surely there's someone in your guild that can help you out if money is an issue?
Anyway - this is mostly personal (only slightly informed) opinion, not based on any particular study of theorycraft. I haven't seen a lot of current and credible theorycraft, but I haven't really looked for it. Insert pinch of salt.
Mastery is good, but it's only great if you play well. Where shield tanks get a passive bonus and strive for a cap, you are just making your death strike self healing/shielding process more effective... so if you are good at playing rune tetris, timing your death strikes, turning over your runic power etc, then mastery works well. If you aren't so good at that (particularly in stressful / complex situations) then mastery won't be boosting your survival as much as raw avoidance or even stamina would. Avoidance also has the benefit of increasing your bone shield uptime - since the last patch and with T13 quality gear, very high uptimes on boneshield are possible in many fights.
Mastery is particularly good in this tier of raiding, as there are a bunch of 'tank killer' mechanics with DK mastery reduces, that block does not. (Grr!). A couple of well timed death strikes can make Impale at deathwing or focussed assault from hagara a lot less scary. And Yor'sahj heroic is a fight designed to make blood DKs look pimp.
I'd suggest you:
- Glyph and enchant. No excuses, even if you opt for the slightly cheaper enchants.
- Consider switching rune to swordshattering (some personal preference here)
- Focus more on technique and getting the most out of your abilities/cooldowns (including the minor ones like blood and rune tap) than worrying about stat balance


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