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Death Knight 3.3 Tanking Guide
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Post by
Bonurmum
I use the same roatation Mitto was speaking about, GoDis to refresh diseases, I have used it for quite some time and can say its really great from experience.
But I find that GoDS is just too great a use of RP to pass up on most occasions.
As blood you have 2 choices, one technically mandatory, of where to spend that RP DC and RS.
DC is terrible for tanks and costs way too much RP to ever use unless at 60 RP or more, and mid rotation its very easy to hit 100RP w/o realizing it.
DS may only be used every other rotation its a much better cost of RP than DC could be, and helps me not to cap it so much.
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205531
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Post by
Kciroj
The hardcap for Defense is 570, anything beyond that will not do anything at all.
Nothing at all? I find this quite disturbing. I do not play a DK myself, but decided to check if this is true for my protadin, and found that the difference between 570 or 576 defense equals ~3% avoidance (parry, dodge, miss) and a small amount of block that DKs do not get, of course. So after 570 defense it obviously still does
something
. Did you confuse this with the point at which Icebound Fortitude damage reduction is capped? (As far as I know that's not capped either, though).
Post by
lucius
Yeah, there is no defensive hard cap. I'm not sure where that notion came from.
Increasing your defense rating will:
1. Increase your chance to be missed.
2. Increase your chance to parry.
3. Increase your chance to dodge.
4. Increase the amount of damage reduction afforded by Icebound Fortitude.
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361727
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495174
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Post by
Kciroj
Fixed error concerning Expertise Hardcap.
What about this Defense Hardcap of your's? Please fix that too, such a crude lie doesn't look pretty in the guide.
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495174
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