Thursday 28 April 2011

Death Knight 4.1 tanking specs

4.1 is here and it is time to talk about tanking specs. Given not many of the Death Knight talents changed, they are basically the same as for 4.0.6, discussed in this post here. One thing of note that I read on pwnwear.com is that because interrupts are now unmissable, expect to see encounters relying on interrupts a lot more in the future. Which means for 5 mans, the spec with Endless Winter is likely to be very useful, and I shall definitely be using that one.

One other thing is don't forget you have a combat res now! Raise Ally was redesigned to be a combat res, costing 50 RP. If someone goes down and you have the time, pop it on them. It is an instant, so could even be cast while tanking. Unfortunately, there is currently no way to glyph it to return the player with 100% health, unlike the Druid combat res which has precisely such a glyph. Even Warlocks, who also get a combat res in 4.1, get a glyph which increases the ressed player's health to 70%. By comparison, ours only gives the player 20% health, which is poor. Please to be giving a glyph kthxbai!

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