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Teldae

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About Teldae

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  1. I can confirm a few of the claims and queries and would appreciate the guide being updated. Tank switching is best done around 3-4 stacks. If you taunt too frequently the boss gains taunt immunity, and stacks reset during the whirl anyway, so if a whirl is soon, leave the tank on boss. Even 6 stacks is still routine to heal through. Damage from Annihilate (the unavoidable component) in alternate realm is SHADOW damage, not physical. Had a 1.1m blood shield and still took damage, so I went to go look in combat log. Please correct the guide where it says it's Physical. Empowered MC players ca
  2. Fallen Protectors: If tanking Rook, using Desecrated Ground will free you to move during Vengeful Strikes, just keep in mind you need to run out of range of his cone attack, because if you run sideways he'll turn to keep facing you. Alternatively, just Death Strike right before he starts, and your shield will absorb most or all of the Vengeful Strike damage. If tanking He, pop Dancing Rune Weapon when he gets Instant Poison and the next boss to be pushed into Desperate Measures is still far from the %hp threshold. (He's poison buffs get cleared when any boss enters DM phase) The extra par
  3. My blood DK I've opted to reforge for mastery and gem for stamina. The result is 1.1mil health and 165% Mastery with raid buffs and my current gear (549 equipped). There are a few crucial abilities that rely on %maxhp, including the minimum healing for Death Strike, then Anti-Magic Shell and Rune Tap. Locks' healthstones also restore %maxhp. I've found that the dodge and parry from my tanking gear still gives enough avoidance during add fights that I have a constant stream of RP generation, and the health and mastery enables me to tank raid bosses with ease even after a healer dies. On our las
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