Quote:
showtooltip#
/cast Heart Strike
/cast Rune Strike
and
/showtooltip#
/cast Death Strike
/cast Rune Strike
You want to make that /cast !Rune Strike. Or else, every time you hit an ability, you will toggle it on and off. That will DRASTICALLY decrease your number of RSs.
And, about MoB, it's actually not a great talent at all.
A. No boss will ever hit you 20 times in 20 seconds, even if you take EVERY hit. Generally, bosses have about a 2 second attack speed (may actually be 3). That means, if you take EVERY hit, it'll be a 36% heal over 20 seconds--you won't be able to get 10 hits in due to system delays.
B. As a DK, you have high avoidance. Unbuffed, I'm sitting at [edit]about[/edit] 50%. So, I'd expect (again, unbuffed) to take half those hits, which is an expected return of 16%.
C. As a blood tank, you are going to receive a lot of over-healing from VB and DS. Honestly, all this talent does is increase the overheal. It won't really do much to lessen a healer's load. Why? Because 4% is a joke. For a 40K health DK, that's a 1.6K heal. The last boss of Heroic Pit of Saron hits me (with Mitigation abilities active) for 7-9K on a normal hit, and up to 16K on a harder hit (don't remember the attack). That 1.4K can't save my life, as damage is applied first. And those attacks hit HARD, so it is heal or die for the healer anyway.
D. The higher your avoidance gets, be it from gear, procs, or trinkets, the less effective this talent is.
E. Due to the over-healing and expected return of only 16-20% or so, I'd expect a well-timed Rune Tap to perform much better.
MoB is an... okay... talent for the instances where bosses don't hit hard. And it's good for PvP against DWers. But it's pretty mediocre as far as tanking talents go. It isn't worth a point. Neither is RT for that matter, but some like to have it for a safety-blanket.
[EDIT]
Actually, I'd say RT is far better. Why? Because MoB will never save your life. When you see your health dip down to 5K, you can use RS for a 4K heal (5.4 with VB up). That might be enough (with WotN of CD, especially) to save your life. MoB will almost never do that. You'd have to use it before you get low, and hope that the heal is high enough to stop the next attack if your healer is still midcast. I still wouldn't take either though.
Quote:
the chance for more DS damage (and thus, more healing) is good, take your pick.
Death Strike's damage is irrelevant as far as healing is concerned. It's a flat 15% of max heath, with two diseases, for Blood per hit. The glyph is taken for threat, and that's all.
Quote:
As you level up, you should put your next talents points in Blood Gorged, Will of the Necropolis, and Subversion, in that order.
I wouldn't take Subversion. 9% crit on DS/HS is nice, but there are many superior options. For one, you want to improve your Icy Touch. That 6% reduction to boss swing/casting speed is actually pretty huge on longer fights (and it makes MoB less attractive). And it's massive in AoE situations. If a fight lasts 1 minute, you will have been swung at 2 times less. If you have 2 mobs, that's 4 times. 3 mobs is 6 times. The average estimate for a boss fight is 5 minutes, which seems to be fairly true in the new instances (actually longer for a group that isn't raid geared). So, that's 10 less swings. Which is an overall reduction of 70K+ damage. Not huge, no, but it's passive, which is great, and it is more reliable than avoidance, because they WILL swing less.
And losing Scent of Blood is a huge DpS drop, which will still be an issue with Blood when playing with geared players. It isn't really all that far ahead in the single-target department at all now. Not taking this will probably cause you to fall behind Unholy/Frost specs that do in terms of TpS.
Edited, Dec 14th 2009 1:58am by idiggory Edited, Dec 14th 2009 2:03am by idiggory