This site makes extensive use of JavaScript.
Please enable JavaScript in your browser.
Live
PTR
10.2.7
PTR
10.2.6
Beta
Guide to (Blood Mainly) Tanking 101 - The Basics
Post Reply
Return to board index
Post by
178943
This post was from a user who has deleted their account.
Post by
178943
This post was from a user who has deleted their account.
Post by
178943
This post was from a user who has deleted their account.
Post by
178943
This post was from a user who has deleted their account.
Post by
178943
This post was from a user who has deleted their account.
Post by
178943
This post was from a user who has deleted their account.
Post by
Eleazer
I was just about to tell you to make sure spread your points out over several blocks and not to limit it to one. I am interested in seeing how it turns out. I would recommend that you stick to Blood tanking or one form of tanking or you will run into having to answer about 30 million more questions than needed. Frost Tanking is a whole world of difference from Blood and Unholy is in another stratosphere. Good luck though.
Post by
178943
This post was from a user who has deleted their account.
Post by
251602
This post was from a user who has deleted their account.
Post by
frmorrison
Blood tanking has a rotation (unless you needed to use Vamp Blood).
Single Target Rotation - IT-PS-DS-HS-HS DS-HS-HS-HS-HS RPDUMP = RS/Deathcoil
Multi Target Rotation - DnD-IT-PS-Pest then TAB-Bloodboil/DS/Pest/BloodBoil RPDUMP = RS/Deathcoil
Post by
178943
This post was from a user who has deleted their account.
Post by
421511
This post was from a user who has deleted their account.
Post by
Eldmor
Mark of Blood gets much less useful the harder the target hits. With 50k hp each hit heals you for 2k whether it's 5k or 25k damage. Even though it's only one talent point I wouldn't bother with it.
Good start though :)
When it gets to that point, use Mark of Blood when raid damage is about to happen to slightly lighten the load on healers. A good example is to slap it on Koralon as he's about to Burning Breath. All of the charges are guaranteed to be used and less of it will be useless overhealing or contributing to it.
Post by
178943
This post was from a user who has deleted their account.
Post by
178943
This post was from a user who has deleted their account.
Post by
251602
This post was from a user who has deleted their account.
Post by
156946
This post was from a user who has deleted their account.
Post by
474779
This post was from a user who has deleted their account.
Post by
dervasavred
You think the 220 health is worth more than 8% movement+150 health? What?
If a fight has you moving more than 4 seconds in a minute _for any reason whatsoever_ than the 8% movement is a DPS increase because it's more time on target. The same can be said of tanking: it's more threat.
It's less time spent running to the Whelps or Onyxian Warder. Less time running to Icehowl or adds on Anub. It's more evasion of mobs or effects you aren't supposed to get touched by like Orbs on Twin Valkyr, Infernals on Jaraaxis, Hellfire on Faction Champs, etc.
Imagine, if you will, all the time that you save by enchanting runspeed over the course of a week of raiding. Let's say you, like my Guild, run at the very least 10/25 ToC, 10/25 Ony and 10/25 Uld hard modes (commonplace nowadays). 10/25 ToC take about an hour each roughly unless you're wiping. 10/25 Ony, maybe 20 minutes. Ulduar? How much friggin' running is there in Uld? Razorscale, Ignus, Algalon, Auriaya, Freya, Mimiron (crazy running on Firefighter), Thorim and Yogg. Plus all that trash. You're talking two to three hours or so. It's ridiculous.
Now take 8% off all of that time you spent running around during all of those fights to DPS an add or tank a new target or recover after a fear. It adds up.
Post by
178943
This post was from a user who has deleted their account.
Post Reply
You are not logged in. Please
log in
to post a reply or
register
if you don't already have an account.