Jump to content
FORUMS
Sign in to follow this  
nicarlitos

Bloody threat

Recommended Posts

I'm a blood DK by trade and, of late, I'm having some issues with threat.

Often it is too high. This can pose issues on boss fights requiring a tank swap.

Our raid team's other tank is a prot warrior. I'm happy with the way he is playing, so I don't think it's necessarily his fault or down to his play style

For example, last night we killed the empress in HoF. It got a bit hairy in phase 3 because toward the end I pulled agro off the warrior and got mind controlled by her. I didn't taunt her, was just doing my normal rotation.

For context, I'm currently running around 10 ilvls higher than the warrior at the mo.

I've had this issue before, what I usually do is, after he taunts, blow all my RP and switch into frost presence for 5-10 seconds to drop a large amount of threat. I find this a pain to do, but I can live with it. On a fight like empress I didn't want to do this due to the intense raid dmg going on.

Is this just tough luck for a blood DK? Will it always be tough when paired with a 1h tank class?

I don't seem to have a prob when tanking with our bear.

I do have 2 hunters available for misdirecting, but I think this should be something we can sort between ourselves

Any thoughts appreciated.

Cheers,

Nic

Share this post


Link to post
Share on other sites

The ilvl difference can be quite the challenge at some times. You might want to make sure your co-tank is hit/expertise capped - if a prot warrior missed shield slam and/or revenge at the tank swap it can be very hard to maintain agro.

Maybe you'll have to stop attacking for a bit, or change into frost as you do now. It's slightly annoying, but way better for the raid than if you accidentally get agro :)

Share this post


Link to post
Share on other sites

Tank vs. Tank threat has been an issue for me both ways this entire expansion. I usually tank with a prot pally that will pull bosses back off me within 10 seconds after a taunt unless he stops dps. On the flip side, any other tank I've ever tanked with I usually pull threat off them if I do anything after a tank swap.

It's really a pain to have to stop since tank dps is actually high enough to make a difference in most fights.

Edited by Storm

Share this post


Link to post
Share on other sites

Sadly, I am having a problem with the exact opposite, me as Blood DK and our MT as a big bear. Only way i can seem to keep threat off him is by saving up my runic power for Dancing Rune weapon then popping right before i taunt. As you stated, i'm about 5-10 IL under him so he's doing a substantial amount more damage than me, ESPECIALLY AOE. In order to keep threat he's having to stop damage completely which is terrible in fights like Iron Qon when the more damage going out the better. I'm saving Runic Power for when DRW isn't up and spamming RS with it but still it's starting to piss me off and is extremely frustrating when i need to be concentrating on more important things. Nicar, how did you guys fix this problem? Help would be greatly appreciated.

Atheist/Pwner (Not really atheist just a name haha)

Share this post


Link to post
Share on other sites

Blood DK damage is a bit low this tier, and since our damage is directly related to threat, threat is low as well. Other tanks can simply get more dps out of the same levels of vengeance, so they are going to have to back off that much more for tank swaps unless the DK tanks goes into a DPS oriented build with haste and crit, which has a significant survival tradoff. Glyph DRW if you need to, and be vocal to your co-tanks. "Hey i'm rune starved. give me a few globals to get threat" is a perfectly legitimate request on a tank swap. Them losing damage is definitely not ideal, but in the end slightly less dps at the end of the fight from 1 tank is much preferred to that tank being dead from not being able to drop stacks because he wouldnt let you get aggro. Get hit/exp capped and use glyphed DRW, and if you are doing your rotation correctly and still having issues, then it's probably the other tank's problem.

Share this post


Link to post
Share on other sites

What we really need is about a 20% nerf to our aoe dps, and a 10% buff to our single target dps.

Share this post


Link to post
Share on other sites

The biggest issue is actually the vengence mechanism. Some classes (paladin, dudu, dk) get more damage taken since they counter it with self heals which leads to higher vengence and threat. Its easier for them to hold aggro after swap since they get a high dps boost faster than others like prot warrior (barrier is absord that doesnt generate threat while self heals do and also stop incoming dmg which lowers vengence gain).

I never had problem with holding aggro after taunt (prot warrior). Just stack up some resources and after tank swap be more offensive at the start at the cost of defense.

Also a lot of tanks are getting dps trinkets since the dimishing returns on dodge/parry are rough and for example Zandalari Spark (haste trinket with str proc) can be reforged to haste/master with strength proc also giving boost to parry. The difference in defense in low and the bonus to dps is HIGH.

Share this post


Link to post
Share on other sites

Sadly, I am having a problem with the exact opposite, me as Blood DK and our MT as a big bear. Only way i can seem to keep threat off him is by saving up my runic power for Dancing Rune weapon then popping right before i taunt. As you stated, i'm about 5-10 IL under him so he's doing a substantial amount more damage than me, ESPECIALLY AOE. In order to keep threat he's having to stop damage completely which is terrible in fights like Iron Qon when the more damage going out the better. I'm saving Runic Power for when DRW isn't up and spamming RS with it but still it's starting to piss me off and is extremely frustrating when i need to be concentrating on more important things. Nicar, how did you guys fix this problem? Help would be greatly appreciated.

Atheist/Pwner (Not really atheist just a name haha)

There are a number of things that can help with tank swaps:

1) Go into DPS stance. This will immediately drop your Vengeance stacks and reduce your threat output.

2) Have a Druid cast Soothe; this will dispel Vengeance as it is an Enrage effect.

3) Have a Paladin cast Hand of Salvation. This will reduce your threat while allowing you to keep your Vengeance up and continue to do good damage.

There are always going to be some cases where threat is a problem, though. The other day, I was running LFR with a slightly less geared Paladin tank on Tortos. I dragged the bats to the boss, started to cleave them down, and before I know it, I'm tanking the turtle in addition to the bats. I literally had to run halfway across the cave to get him to attack the Paladin again, and as soon as I ran close, he was mine again.

Edited by Tarazet

Share this post


Link to post
Share on other sites

Hmm, I do believe you that your protection warrior pal isn't doing anything wrong. I main tank as a warrior and I sometimes have this problem. I think all I have to say will just be tedious at this point, but in a nut shell :

- The warrior needs to shield slam and deal damage immediately after the taunt. Depending on what kind of stacks you have, he can also use vigilance on you if need be.

- The tank swapping with another needs to keep in mind that his damage, regardless of class/spec, will be much higher from vengeance. In my opinion it is tanking etiquette to stop damage for ~2-4 seconds to allow your threat to drop, making the lives of the other tank, the healers, and all parties involved much easier. And let's face it, in the grand scheme of things, that absent damage for a couple seconds from a tank will hardly matter compared to the total damage done.

Just like me, you may be thinking, "Well, it seems like every other time I don't have to stop dps after a swap...". But we just gotta suck it up and deal with it. Check out your omen meters / get a feel for the degree of your partner's threat generation during the mobs before the boss. If you pay attention to that, you can usually tell when you're going to have to back off the boss or not when the fight starts.

Good luck

Share this post


Link to post
Share on other sites

Prot warriors are fairly disadvantaged right now. We have one really high threat ability on a 6s CD. Shield Slam absolutely crushes, especially with Heavy Repercussions, but in the time between SSs, threat is an issue. For your tank swaps, your warrior should be using SS right after the taunt and have the Heavy Repecussions glyph when the fight allows for it. Additionally, if he's not dying to Empress adds, he should be taking Bloodbath and Dragon Roar to help with transitions. All of that will help him quite a bit, but you'll also have to keep in mind that everything we have other than SS hits like a wet noodle. Unfortunately, you'll both just have to do your best to cope.

Share this post


Link to post
Share on other sites

I wont repeat what everyone else has said but will tell you what i experienced in out group when we were running 2 DK tanks. I used to stop attacking and back off for a few seconds when this happened. He later changed to control spec as well (hit / exp capped) and it happened less. Now he is in the other group and I'm with a prot warrior and we don't have the issue at all.

If you are in the situation where you need that extra DPS so you can't stop attacking, try using the glyph of shifting presences as that let's you keep 70% of your runic power when swapping.

Share this post


Link to post
Share on other sites

Sadly, I am having a problem with the exact opposite, me as Blood DK and our MT as a big bear. Only way i can seem to keep threat off him is by saving up my runic power for Dancing Rune weapon then popping right before i taunt. As you stated, i'm about 5-10 IL under him so he's doing a substantial amount more damage than me, ESPECIALLY AOE. In order to keep threat he's having to stop damage completely which is terrible in fights like Iron Qon when the more damage going out the better. I'm saving Runic Power for when DRW isn't up and spamming RS with it but still it's starting to piss me off and is extremely frustrating when i need to be concentrating on more important things. Nicar, how did you guys fix this problem? Help would be greatly appreciated.

Atheist/Pwner (Not really atheist just a name haha)

Basically, I'm totally paranoid about threat now.

I'm always watching the Omen threat meter. If I see the other tank getting close I throw out a taunt just in case or dump a load of RP through rune strike. Having 2 taunts available is useful. Throwing down a Death and Decay can help too, provided the boss is stationary.

As has been said in the other replies, its also a matter of communication. Tell the bear to hold back...maybe even a quick kitty switch would help to reset things.

I've not decided yet if switching to unholy or frost presence gives the best DPS when trying to drop threat....but I also hate loosing DPS on progression fights.

IMO, this issue affects all tank classes in some way or another...maybe its time for blizz to change the way taunts work?

For example....the DK main taunt.

Dark Command

8 sec cooldown

Commands the target to attack you, but has no effect if the target is already attacking you.

How about this: if you cast it when the target is already attacking you it gives you a boost in threat relative to the next most threatening ally?

I would love to be able to pop this to give myself, say, an extra 10% when compared to the other tank. Would be a great buffer.

I'm not sure how well this change would sit for other tank classes....particularly as some only have 1 taunt available (I think).

Thanks all for the replies too....good to know I'm not alone in this!

Cheers,

Nick

Edited by nicarlitos

Share this post


Link to post
Share on other sites

Basically, I'm totally paranoid about threat now.

IMO, this issue affects all tank classes in some way or another...maybe its time for blizz to change the way taunts work?

For example....the DK main taunt.

Dark Command

8 sec cooldown

Commands the target to attack you, but has no effect if the target is already attacking you.

How about this: if you cast it when the target is already attacking you it gives you a boost in threat relative to the next most threatening ally?

I would love to be able to pop this to give myself, say, an extra 10% when compared to the other tank. Would be a great buffer.

I'm not sure how well this change would sit for other tank classes....particularly as some only have 1 taunt available (I think).

Thanks all for the replies too....good to know I'm not alone in this!

Cheers,

Nick

I agree with that idea, good call. I'm not sure if Blizzard would go for it... I can't reference it to you but I remember once a Blizzard employee released an article about threat.

I recollect him saying that Blizzard aims to make threat reasonable, but challenging at the same time. His example was something along the lines of, "... it makes the game fun and interesting. Remember the days when mages would pull threat and would have to ice block and blink to survive? Threat would be much less fun if tanks had it too easy. We want to find that balance between fun and challenge."

In a dungeon environment, I guess I could see the reasoning. But in raids?... It's not like a dps would pull the boss off the tank in the first place assuming they don't just burst at the beginning of the pull, which still would be unlikely.

Anyway, I totally agree with you. I am curious about what Blizzard would think about it these days.

Share this post


Link to post
Share on other sites

The problem right now is that out threating a dps isn't even remotely an issue. I haven't seen a dps pull threat after the first 15 seconds since at least Burning Crusade.

I would have a lot more fun if I had to fight mages and warlocks for dps again like the old days, but I don't like having to stop dps for 10 seconds on tank swaps in order to not pull the boss back. and I also don't like switching my presence because I like to build up a max blood shield before taking the boss back.

How about reducing theat by about 20% for every tank across the board, but make taunt generate 50% bonus threat for 8 seconds, either by debuffing the target, or by giving the tank a buff. I kind of like the idea of debuffing the target though, it would be an extra benefit for tanks that have an aoe taunt. This would also add some small benefit to taunting a target even after it becomes immune.

It also makes sense to give tanks a more active way of controlling their threat. most classes have a way of actively reducing their threat (ice block, feint, feign death, etc.) why not give tanks a more active way to increase their threat.

Edited by Storm
  • Like 2

Share this post


Link to post
Share on other sites

I've not had too much experience with tanking in this expac unfortunately, but I seem to remember being able to click off the vengence buff, is that not the case anymore?

I never even thought of that. You deserve a cookie for that post.

Share this post


Link to post
Share on other sites

I do remember that I had to stop using addons to track my buffs/de-buffs, because you couldn't click off buffs while using an addon. I did a macro similar to the cancel aura for HoP from my pally OT, just for vengeance. Put it on an out of the way button, but easy enough to hit when you mean to hit it. (I had mine on a way too easy to hit button and I dropped threat like a rock when i wasn't supposed to. Ended poorly.)

Oh, and cookie preference is Peanutbutter, but chocolate chip will do in a pinch.

Edited by Nightimevisions
  • Like 1

Share this post


Link to post
Share on other sites

I'll tweet Greg tomorrow. You never know....

I think you may have gotten through to him. the latest PTR notes on MMO-champion says that taunts are going to cause you to generate 200% bonus threat for 3 seconds.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Velovictus
      Heyas all! Here's a short music video paying homage to all the Blood Death Knights out there, much love!
       
       
    • By Memerion
      Where are the vendors that sell bladed steelboots? I've been looking for them everywhere to complete this set but am unable to locate them and just end up running around in circles. 

      sos someone help me please. 
    • By Dina96
      The way to enhance Frost Death Knight leveling and then update it in the very start and up into the greatest levels in brief phrases? Opt for the very best gift on every level you obtain so as to find out and use best. Look at these Frost Death Knight abilities and highlight the ones that you have to have on your desk whilst trimming the enthusiast.
      Level 56 - Cold Heart. Level 57 - Horn of Winter, Runic Attenuation. Level 58 - pick one of 3 because they have exactly the identical part in leveling: Passing's Reach, Asphyxiate, Blinding Sleet. Level 60 - Frozen Pulse, Froscythe. Level 75 - Wraith Walk. Level 90 - Frostwyrm's Fury, Gathering Storm. Level 100 - Breath of Sindragosa. You are welcome to add some corrections!
    • By Nireas
      I usually sim my characters to get the best possible results. I enjoy the process quite a lot and since I reached 120, I wanted to find out the best build of the spec. (Note, I didn't want to find out what to play, but rather how my own build fares in comarison.) I rarely mind a 1-2% difference. If it goes above 2%, I really mind a change. What this thread is about is mainly to bring something in the attention of those who help making the class guides, especially the talent choices. To my surprise, I was awed to find out that certain talents outperform previous "Standard" choices in the endgame, probably due to the stat squish.

      The Frost go-to build (top dps) would probably be along the lines of <Icy Talons / Cold Heart - Runic Attenuation - Frozen Pulse - Gathering Storm - Breath of Sindragosa>. What I found out primarily was that after the removal of legendaries, Cold Heart severely underperforms at most given situations resulting in a major dps drop due to the low mastery. Gathering Storm also suffers from the same problem and most of the times, Frostwyrm's Fury is better overall. The biggest surprise of them all, however, was that Inexorable Assault overperforms quite a lot, and is the first reason why I made the topic. I then started simming with the above in mind and I came across a build that some would not consider on par with top dog builds around the meta, which is the use of Horn of Winter which overperforms both its other two options when using the Breath build. Talent Sim can be seen here. Another intresting thing, which I loved, was that the 2nd best build uses Obliteration as a lvl 100 talent and no other build surpassed it (Other than the first one, obviously). So, I encourage frost players out there to give their other, less common talents a try. To the class guide author(s), I believe that the two "underdog" talents will earn their spot in the class guides.

      Thank you for your time reading this.


       
    • By Casdon
      [US] Stormreaver — Skunkworks
      Tuesdays & Thursdays: 7:00 P.M. to 11:00 P.M. (pst) || 9-1 (cst) || 10-2 (est)
       
      Progression
      10/11M Antorus
      9/9M ToS
      10/10M Nighthold
      3/3M Trial of Valor
      7/7M Emerald Nightmare
       
      Website
      skunkworksguild.com
       
      About Us
      Skunkworks is a guild for players who can not or do not want to commit to the time-intensive raid schedules of traditional "hardcore" guilds.
      However, we still maintain a high caliber player environment and make an efficient use of our raiding time.
      We raid Tuesdays and Thursdays from 7:00 - 11:00 PST, just 8 hours a week and never more.
       
      We are very protective of our guild environment and selective in recruitment. We are looking for solid players mechanically as well as intellectually.
      We all get paid to deal with idiots, why should we pay to spend our leisure time with them as well?
       
      Skunkworks has been around for multiple expansions and has historically always been at the top of the 2-night raiding guild scene.
       
      Past Raiding Achievements
       
      #US 199 Mythic KJ #US 186 Mythic Archimonde #131 US Heroic Garrosh #68 US Heroic Ra-den #77 US Heroic Lei Shen #86 US Heroic Sha of Fear #106 US Heroic Madness of Deathwing #99 US Heroic Ragnaros #147 US Sinestra #91 US Heroic The Twilight Destroyer (Halion) #71 US Heroic Fall of the Lich King #247 US Tribute to Insanity #160 US Alone in the Darkness Current Guild Needs
      Amazing Range DPS ---Exceptional Candidates always considered regardless of recruiting needs.
       
      How to Apply
      Apply with Google Forms
      https://docs.google.com/forms/d/e/1FAIpQLSeL-LW1-7rRK28Z3Nswg4xD3-jjQWrIsCh77rYOdxKwY0oPPQ/viewform.
      All applications are kept private.
      Please include at least the following.
          Prominent links to relevant armory pages ]A guild history with reasons for departure
          The reason(s) you have chosen to apply to this guild
          Warcraft Logs
          UI screenshots or fraps/Stream footage
       
      Contact Information
      Shadaka (GM)
      Real ID:Shadak#1881
       
      Aerivore (Recruitment Officers)
      Real ID:  Aerivore#1581
       
      Sovm
      Real ID: Sov#1192
×
×
  • Create New...