So, here I am going to start my own series of articles about the Death Strike Tank, how it functions, and it’s purpose in a raiding environment. And the first question that should be answered is...
“What is a Death Strike Tank?”
It is a Blood Build that focuses on the use of Death Strike, and other health related abilities, for the express purpose of survival. By focusing on using Death Strike and these abilities you provide your own self-healing which gives your healers a bit of breathing room where their jobs are concerned.
“You talk about “health related abilities”, but what are they?”
Now, you are getting ahead of me. First I should explain what abilities are core to the function of the Death Strike Tank.
- Death Strike
- Heart Strike
- Rune Strike
- Icy Touch
- Plague Strike
- Death and Decay
- Pestilence
- Vampiric Blood
- Icebound Fortitude
Sure thing.
Death Strike - A deadly attack that deals 60% weapon damage plus 178.2 and heals the Death Knight for a percent of damage done for each of his or her diseases on the target.
1 Unholy 1 Frost, 5 yd range, Instant
- This is the bread and butter of the Build. It is the single most effective ability for relieving the pressure from your healers. And although it’s only 60% weapon damage, when you use the Glyph of Death Strike at max Runic Power you can increase this to 90% weapon damage.
- The threat derived from Death Strike is: ((Base damage + Healing x 0.5) x Presence)
- The healing component is figured out based upon the number of diseases on the target, starting at 150% for 1, 200% for 2, 250% for 3, and so on.
- As noted in a previous article the Gift of Arthas Elixer counts as a disease for the purposes of Death Strike
Heart Strike – Instantly strikes the target and his nearest ally, causing 60% weapon damage plus 220.8 and an additional 110.4 bonus damage per disease.
1 Blood, Melee, Instant
- Additional Damage and Threat is what this ability is. There isn’t much more to it.
- Useful in multi-mob tanking due to its “cleave” mechanic
- Threat is dealt as per damage
- Gift of Arthas counts as a disease for the purposes of damage
20 Runic Power, 5 yd range, Next melee
- Great threat generator. Threat is generated as ((Damage Dealt x 150%) x Presence)
- Scales with avoidance. The more you Dodge or Parry the more it activates.
- Guaranteed hit (As long as your hit capped).
1 Frost, 20 yd range, Instant
- Main application is to apply a disease for Death Strike and Heart Strike
- Threat is as per damage dealt, multiplied by presence
1 Unholy, 5 yd range, Instant
- Main application is to apply a disease for Death Strike and Heart Strike
- Threat is as per damage dealt, multiplied by presence
1 Blood 1 Unholy 1 Frost, 30 yd range, Instant, 30 sec cooldown
- AoE threat generation reigns in supreme with this ability, coming in at ((Damage Dealt x 2) x Presence)
- Best AoE threat mechanic available to Death Knights and should be used as part of your opening cycle to establish threat for the fight
- Best when used on “Trash Mobs”
1 Blood, 5 yd range, Instant
- Primary application is to spread diseases amongst your targets in AoE situations
- Threat is deal as: (Damage x Presence)
1 Blood, Instant, 1 min cooldown
- This is the number 1 panic button for Death Knights. This ability allows for obscene amounts of health regeneration and healing, and when Glyphed it can last for up to 30 seconds of it’s 1 minute cooldown.
- Threat generated through the healing is applied directly to the healer of the damage, so if your healing buddy throws down a massive critical heal on your sorry pincushioned but, it has a chance to make your friend look tastier than you.
- Best application is when used in conjunction with other abilities as a “Oh Crap!” macro, since it doesn’t share GCD with other abilities.
20 Runic Power, Instant, 1 min cooldown
- Another key component in the “Panic Button” section of Death Knight tanking.
- This ability comes as a baseline ability available for all specs
- When coupled with a Glyphed Vampiric Blood you end up with 42/60 seconds of enhanced tanking.
- The additional damage reduction mechanics haven’t been figured out precisely yet, but it is speculated that as you approach or pass 540 defense the reduction is close to 35%
- Best application is when used in conjunction with other abilities as a “Oh Crap!” macro, since it doesn’t share GCD with other abilities.
“I think I need to rest my head a bit, that’s too much!”
Alright then, in that case... You go and rest your head and I’ll be back later with Part 2, where we will cover Talent Choices!
THIS IS AWESOME! I was told about this blog by a friend, Thaazak, AKA Josh. he said that this is a really good way to learn about this style of tanking, and he was right
ReplyDeleteKeep it up
Attila :)