Quote Originally Posted by 'Spook',index.php?page=Thread&postID=149958#post14 9958
4. AOE - All the melee characters will take massive damage, making the healer's job much harder, making it more likely the healer is going to draw agro.
Ahh praise to plate and every DK having access to some avoidance, 4 Anti-magic Zones have been usefull so far too.

Give the the Glyph of Rune Tap a look, popping that on all 4 DK with the imp RT talent is a nice 50% full party heal. Also Glyph of Death and Decay with click broadcasting (or hardware) makes large pulls almost trivial.

So far my DK squad is in the low 60's. Tried pally and shaman as healer so far, chain heal is awesome and also requires less baby sitting then beacon of hope. Threat with 3 in blood presence and one in frost has been very easy to manage and I've yet to have a healer pull aggro. I think my biggest challenge so far has been getting used to melee boxing when i am in a PVP situation. I've resorted to kiting around with Chains of Ice and 4 perm ghouls going nuts on my would be attackers several times.

I wanted to get used to the mechanics so I've been mainly instancing clearing up too and including UB/SP with some questing in between. While being undead for wotf has been very helpful I wish I had tried out tauren alts for the "bigger" range on auto attacks.

So if you want a fun side project give em a try, Its certainly not as easy or strong as my shamans or warlocks but it has been alot of fun so far!

Edit: Death Griping with an alt will get a mob right into melee as well, and its only 3 sec that the mob is "taunted" before your main tank gets aggro back.