Could someone please link their pally tanking rotation macro ? I've got a 73 pally but my /castsequence rotation is screwed up ..
Here's my armory spec : http://www.wowarmory.com/character-t...m+%C3%A2wesome
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Could someone please link their pally tanking rotation macro ? I've got a 73 pally but my /castsequence rotation is screwed up ..
Here's my armory spec : http://www.wowarmory.com/character-t...m+%C3%A2wesome
check out http://www.dual-boxing.com/forums/in...ht=#post188714Quote:
Originally Posted by 'gitcho',index.php?page=Thread&postID=197448#post1 97448
basic 9696 rotation
Based on everything, it seems like you're losing a lot of what DKs have to offer to get it to work well with your boxing style which is exactly my point when I say that paladins are the better choice simply because of how easy it is to work them in without losing much.Quote:
Originally Posted by Gomotron',index.php?page=Thread&postID=197387#post 197387]I always find it interesting to see how other people choose to spec. Personally, in my experience in tanking heroics, I try to maximize the number of "Oh Shit" talents when your tank gets bursted for 50% of their health.
As such, there are a few things that I do differently than in your spec:
1) Morbidity - I rarely have 3 runes up during a Boss encounter except at the start, so although DnD is a nice AE aggro spell, the only time I use it is at the start of a fight. WIth the improvements to Pestilence and Blood Boil, I personally am willing to sacrifice an extra DnD for other talents.
[b]Death and Decay is the highest [i]single target[/i] threat per rune ability.[/b]
2) Desecration - not sure why you are saying it is bad. Granted, on a lot of Raid level encounters, having a static area of effect means that it is not terribly useful on movement fights, but since most MB'ers shy away from movement based fights, I typically take this for the 5% damage increase.
[b]There are better places to put the points.[/b]
3) Magic Suppression is nice, but IMO Anti Magic Zone is nearly useless with the way that I play. 10 seconds is a ridiculously short time, even if it were combined with AMS for an additional 5 seconds of absorption. To me, it isn't worth the point.
[b]It's situational. Basically it's a pre-emptive 'oh-shit' button against magic attacks. It's not required, but for one point(if you're taking the prereq already) it's definitely worth it.[/b]
4) Plague Strike - while this is a nice talent, it uses the same runes as Death Strike. The reason this is significant is that I am willing to sacrifice a little DPS on the DK if I am able to self-heal enough to either require less healing during a fight or avoid needing healing altogether. This allows for uninterrupted DPS on the Shaman. On Heroic Trash, I can pop Bone Shield followed by an Icebound Fortitude and spam DS when the runes pop in between refreshing diseases and BB and rarely need healing until after the fight is over.
[b]You're DPS is lacking if you're keeping threat with death strike. While boxing it's not a problem but between the loss of damage of scourge strike and the extra dps your other characters could put out with the extra threat the mobs would die faster so you'd be taking less damage and need less healing as well. Also the healing on Death Strike just got nerfed too.[/b]
5) Ghoul pet - I always have one up and I do have the Master of Ghouls talent. This is one of my OS talents, in that I have the ghoul for DPS (which, when combined with Ghoul Frenzy is a nice DPS increase with the added bonus of self healing your pet) but if I were to get into trouble, I can always sacrifice the pet for 40% health. They are a bit of work in that you have to have macros set up, but what I usually set up is the following:
[b]If you have the spare points and just want dps this is where to put them.[/b]
6) Gargoyle - nerfed in 3.1 but still useful IMO. Basically, I like to have a RP dump for AE and for single target. For AE, obviously I do Unholy Blight. For a single target fight like a boss, I wait for max RP and then get the Garg out for a little more DPS.
[b]If you have enough RP for gargoyle you're doing something wrong(or still have 3.09 blessing of sanc). I'm guessing you aren't using rune strike enough.[/b]
7) Bladed Armor (Blood tree) - I pick this up to get a little synergy with Impurity. It also gives me enough points in Blood to get:
8) Rune Tap - 10% isn't a lot of health, but it may avoid a death or two over the long haul. Also, it's pretty useful in healing the Shaman if they are getting low health during a CH cast.
[b] You need to glyph for rune tap to affect the party. Not a bad place for a point, especially if you're running 4x dps.[/b]
Here is a link to my current spec: [url='http://talent.mmo-champion.com/?deathknight=0055001000000000000000000000005000000 0000000000000000000005200335003215003150013133051& glyph=000000000000&version=9806
Gitcho:
/startattack
/castrandom holy shield, exorcism, hammer of righteousness, judgment of wisdom, consecration
Replace judgement of wisdom with light if you prefer. Add shield of righteousness at 75. This is the most basic castrandom macro. Pull with avenger's shield, put down a consecration for threat, then mash.
Quote:
Originally Posted by 'Negativ1337',index.php?page=Thread&postID=196724# post196724
I think that you are correct in that Paladins are far easier to play when MB'ing. For me, anyway, playing 5 and doing heroics is never going to be quite as easy and efficient as playing 1 with a group of 4 others, assuming equal levels of gear and skill.Quote:
Originally Posted by 'Zaelar',index.php?page=Thread&postID=197480#post1 97480
Choosing 1 over the other I think is more going to be related to what you prefer play-style-wise, much like the decision to MB in the first place. If I was really that concerned about min/maxing, I'd have joined a high level guild and dropped the bots by this point.
Of course, at this point I am just trying to survive heroics, so for me it is an accomplishment just to clear a few heroics bosses. I suppose once I get the encounters down a bit, I can work on increasing DPS/efficiency. I have already improved significantly technique-wise doing Gundrak over and over (and over).
I think that in the end, your decision should be based more on what feels "right" to you. Of course, this is coming from a long-time Shadowknight in EQ...
depending on how your accounts are all set up, you should level a DK with your shaman, see how you like it, and when you hit 71, decide if you want to keep going that route, or if you want to switch to your Paly or druid. Also, one thing you could do is if you will be skipping a lot of gathering quests, DO them on the tank, and eventually the tank will be a whole level ahead of the shaman, then alternate with another tank. This way once you hit 80, you will have 2 tanks to choose from and you can decide for yourself which is better for heroics :) That, and you have another toon so you can do more raid CDs...
i play the more common paladin and 4x shaman. ive been thinking about leveling up a druid tank lately. the reason being, with dual spec, you could respec the druid to balance or resto for much better synergy in BG's/PvP. playing 4 ranged and one melee, your melee tends to spend a lot of time standing around doing nothing in PvP. the druid seems much more adaptable.
I just wanted to put my 2 cents into this thread and state that multibox tanking with a DK is in no way difficult, or even any more difficult than a paladin. I'm not sure why people are saying it is, chances are they haven't actually used a DK to tank any Heroics. Seriously, I have the same # of buttons on my DK tank as I had on my Paladin tank. I've cleared every Heroic with a DK tank (except Occulus cause I can't be bothered to set up macros, etc) and I can honestly say none of them would have been any "easier" with a paladin tank.
I was using a DK tank when they were considered "gimp" tanks at the beginning and had no issues - things only got better after they got major buffs. People mentioning that they don't have shields and this causes them to take more damage have no idea what they're talking about. DKs have quite a few mitigation abilities/talents that cause them to take a flat amount of damage less already (frost presence, blade barrier, etc) which basically makes up for no shield block. I find healing a DK tank to be quite easy.
As I said above, I basically had a single button macro to spam to tank on my DK, the only extra buttons I had were taunt and oh shit buttons (which the paladin needs also). If you choose to use DnD (which is a good idea for AoE aggro) on your DK, that adds 1 extra button that you (maybe) wouldn't need on your paladin.
Honestly, a Paladin or a DK will both be excellent MB tanks. But, for me it was a simple decision. DKs are infinitely cooler than Paladins (which are the most boring class in the entire game to solo play). If I was going to stop multiboxing (which I did) - which would I want to be a main? Certainly not a paladin which I tried to play during BC like 5 times and gave up before I could even gain 1 level because it was so excruciatingly boring, whereas now I am solo boxing my DK and its the most fun I've ever had playing WoW.
Just something to keep in mind :)
I will certainly keep your boredom in mind when picking a MT.Quote:
Originally Posted by 'Hachoo',index.php?page=Thread&postID=197882#post1 97882
There's nothing wrong with DK tanks at all. I was tempted to go that route because they actually seemed more survivable than paladin tanks at a lot of things, and paladin tanks were actually designed around the idea that they NEED to take damage so they could get mana back from heals. However, I didn't want to invest too heavily into a class that was still new enough to the game that major changes were more likely than any other class. That's just me being probably a little overly cautious on my choice. DK survivablility wasn't even a concern in my choice.
But I'm definitely liking every single change they made to the tankadin spec in the last patch; everything got just a tiny bit easier. Increased mana regen on a blue rage bar tank makes a big difference.