Hi I have a question regarding DK threat generation, I'm a warrior tank and my fellow tank in 10man and my reserve tank are both DK's. The issue I have on tank taunt fights, is I find I actually have to stop hitting the boss/target in order not to pull threat away from both DK's, and I mean if i don't stand 10 yards away and whistle then I pull threat back. Now they both tell my they are in mastery spec, so no where near hit/exp cap. I have got one of them to reforge hit/exp to see what that is like, but I guess the question I am asking should they be relying on hit/exp to generate threat or does it sound very much a rotation issue? Should I just have to stand back and wait for my turn to re-taunt?
Keep in mind that you have the vengeance and they probably don't. So as well as a good chance that they'll miss a few attacks, there is a fair chance that your attacks are causing non-trivial threat. Simple solution would be for you to pop into battle stance after the switch, allowing you to do a bit of dps without worrying about the threat.
Can't tell if it's a rotation issue from what you've told us, but you could discuss what abilities they are using after the switch. One thing that can catch you out is that death strike consumes runes even when it misses (hence why DKs often run sub-cap), so if they are taunting and then mashing a couple of death strikes then that could result in very little threat generated. Instead, you'd want them to be having a decent amount of runic power when they taunt and to be mixing in a few good rune strikes early on.
As swelt said it's probably just a vengeance issue, but that should only be an issue for a few seconds though. If you are pulling threat after a solid 10 seconds of backing off then perhaps he is letting his diseases drop and getting unlucky with misses/parries?
Put the first 4 bosses on normal/heroic into the encounter specific guide. I'll finish the rest tomorrow, and then format it so it doesn't look so bland. I've not been very active here lately, but i'm still around
Good idea - here's a couple of other things I've noticed:
- You can spec desecrated ground to break the stun after being thrown on Jin-rokh
- Gorefiends grasp or Remorseless Winter can be very useful during the sandstorm at the council
- Desecrated ground can avoid the stun from stomp at Tortos.
- If you do tank bats at Tortos, spec DG, glyph IBF and use those to immune the stun - this will counter one of the main risks. The other risk is when you are picking up a fresh set of bats - try to have a blood shield and/or a minor CD up. You might consider using glyph of outbreak, having a /target Vampiric Cave Bat macro, putting diseases on the a bat before they land so that you can pick them up more reliably with a blood boil. DKs are not optimal from a survival point of view, but you'll do some crazy damage thanks to the vengeance + dots on everything.
I should finish the encounter guide sometime today. School hit me hard, so I apologize for how long it's taking me to get it done. I appreciate the feedback swelt and ill edit the stuff I already have to include it when i finish the guide as well.