However, in this version, DKT is the worst of the four T's, and it will not be used in the next version. I suggest you play output now.
If you want to play now, I recommend you to read this post:
Some basic common sense
—————————————————————————————————————————————————————————————————————————————————————
Defensive skill
The defensive skills referred to here are the data of defensive skills displayed under the column of defense on the character panel, not the defensive skills on the equipment alone.
In WLK, a tank needs 540 defensive skills to avoid being fatally hit by a monster of level 83 (the leader of WLK).
For DK tanks, at any time, the benefits of the same level of defense skills (the numbers on the equipment) are greater than the simple dodge or parry.
In other words, after the defense skill reaches 540, it is still more trustworthy than simply dodging or parrying.
But also, a DK Tan without 540 defense skills is likely to become a mine.
Hit a target/mark
In the face of level 83 (that is, the skeleton monster of WLK), we need more than 8% physical hits and 17% spell hits to prevent mistakes.
For a hit, he is not like a defensive skill. Once the click rate exceeds the threshold, there will be no immediate gain. However, this does not mean that there is no doubt about the hit. On the contrary, the emergence of a resistance may cause tragedy, but there is no strict minimum for a hit.
So my advice to most novice DK is to stack the hits above 200 points. Changing the gem and enchantment properties allows you to do this. If the number of hits is still below 180, you can consider using inscriptions to avoid ridicule resistance.
precise
The precision here refers to the accurate data displayed on the character panel, not just the precision level of the equipment.
In WLK, tanks need 26 points of accuracy to avoid physical attacks and being dodged by monsters of level 83 (the leader of WLK).
In WLK, tanks need 56 points of accuracy to avoid physical attacks and being parried by monsters of level 83 (the leader level of WLK).
If the monster parries or dodges your attack, you will waste 1.5 seconds of GCD time. Often dodge or parry will greatly reduce your harm and hatred.
If the monster parries your attack, then, usually, you will be punished by parrying.
In order to weigh the hit and other attributes, tanks are not easy, and it is not recommended to achieve an accuracy of more than 56 points.
In order to prevent your attack from being evaded and parried continuously, the tank should strive to make its accuracy higher than 20 points (this value is only recommended, and the specific number is determined by the individual).
Gifts, inscriptions and related aspects
—————————————————————————————————————————————————————————————————————————————————————
Genius
3.22 blood DK has little choice. Considering the final RAID copy TOGC and its own situation, most DKs are based on the following talents.
There are still three talents provided, please decide according to your own situation.
[/TF/# j 0 emqi ICB 0 bssx 0 xz 0 GH:imp]
The following figure is the skeleton provided, with yellow stars indicating that the talent has no income or low income, and green indicating the recommended talent.
1, Bloodworm: This is not the talent of the tank at this point.
2, strengthen the blood halo: this is not the talent of DK at this point.
3. Rune blade dance: This is not a common talent for tanks.
4, strengthen the cold touch: ignore the first half of the sentence, almost irrelevant. The second half seems to be a good choice. The enhanced cold touch will have a 20% deceleration effect. All tanks can have it and conflict with each other, but almost no warrior, paladin or bear can produce this effect.
On September 14, I officially updated the details of my talent (in fact, there are also top posts, and I really don't want to cultivate a group of outreach parties, but it will be a bit difficult to turn over those posts, especially the novice DK, I just pick up many questions)
* 1, the breath of blood, 2 layers of gifted blood. Rune Strike will not trigger the effect of this talent. When the problem of strength is obvious, 1 point is enough to solve the problem.
*2, spell deflection: blood 4 layer talent, I just provide a template, this talent is really useless for pure physical attack BOSS. If you have a special talent to manage Tanchun Physics Department or a similar boss, you can give up this talent.
*3, frenzy: 7 levels of blood talent, believe me, when you raid in the future, 100% will give yourself this skill and then open it.
*4: evil explosion: evil 3-layer talent, the damage is similar to death entanglement, the difference is that you need a corpse, and it is AOE. If you want to be a professional DK tank, please give up this talent. There are almost no occasions where you will rely on this skill to raise hatred. If you feel that aoe hatred is insufficient in the early stage, you can consider the sudden decline of the end.
*5: evil command: evil second-tier talent, which is not a talent that PVE should consider.
inscription
Great inscription:
The talent simulator provided above has provided an original big inscription scheme, which individuals can adjust according to their own situation.
Vampire Blood: Can you find the second inscription of the tank?
Disease: A Convenient Inscription
Withering: when the equipment is not good in the early stage, it can be used to make up for the shortage of group pulling.
Spiritual Strike, Rune Strike: These are all inscriptions that can improve the hatred of a single person, which can be considered.
Dark command: this can prevent tragedy when your hit is very problematic.
Rune diversion: the effect is only for the team, not for the team. Improving your therapeutic effect is only 10% of the original value, that is, at most 2% of the total health. You can consider it when downloading small copywriting or 10 people.
Small words:
Please feel free to use
Other q&; A
1, is the bloodletting trough weak? Is there any way to make up for it in talent?
In a sense, yes, unfortunately, this is a common problem of blood trough. It can only be made up by inscriptions and other methods, but even in a sense, any tank can be pulled by groups.
I see that you often discuss the double halo. Is that shrimp?
Oh, that's a long story. This is an illusory prophecy, but it doesn't exist now.
Jewelry, charm and professionalism
—————————————————————————————————————————————————————————————————————————————————————
jewels
Colorful: [plain invasion diamond]
Red can be used: accurate and cunning.
Yellow can be used: defense, strike.
Priority is given to endurance.
Note: * Do not use parrying gems under any circumstances. No matter how your talent, equipment, inscriptions are matched, the halo effect of the copy, the skills of BOSS and parrying gems will bring less benefits than dodging. This sentence is based on the test of theory and practice
charming
Not much to say, battery life is the top priority.
When the hit and accuracy are insufficient, it can also be supplemented by enchantment.
Head: the head enchantment worshipped by the silver crusaders.
Shoulder: The Shoulder Enchantment worshipped by Chodil's son or PVP Shoulder Enchantment is honored in Stormwind/Ogma Exchange 10000.
Cloak: 220 armor
Clothes: 275 Life
Wrist guard: 40 endurance
Gloves: parry+hatred or endurance armor plate
Pants: endurance+agile armor
Shoes: 22 endurance
Weapon: Stone Skin Gargoyle Rune
primary
The following lists the contributions of various occupations to tanks.
Jewelry: 2 1 X3=63
Enchant: 30 resistance X2=60
Forging: 30 resistance X2=60
Mining: 60 resistance
Leather: 62 resistant
Other majors have no endurance bonus.
Manipulation and others
—————————————————————————————————————————————————————————————————————————————————————
"A BOSS battle, the old and new DK can be seen at a glance."
1, mental shock, rune shunt and many treatments
DK's main self-treatment comes from mental shock and rune diversion. A DK Tan should be more accustomed to using the shortest rune diversion of CD and use other more powerful skills in a planned way when saving the scene.
2. Double diseases
At any time, a blood DK should not be broken. You don't need to think about loops and DPS. This is not the duty of a tank, but double illness means the therapeutic effect of mental shock. It should be DK's duty to keep fit.
3, blood boiling
This seems to be a powerful skill, but it is actually powerless. Under no circumstances should hatred be pinned on boiling blood. Group hatred focuses more on the benefits brought by disease and withering.
Unless the target is mocking the target, or you can guarantee that the target you want to build hatred with blood boiling will be killed within 6 seconds, under no circumstances should you use blood boiling instead of infection when the target is disease-free.
All of the above have measured data as theoretical basis.
Try to change your dependence on blood boiling, use infection more and trust your teammates. The hatred of disease-free blood boiling is only 50% of that of disease-free blood boiling, and the hatred amount of disease-free blood boiling after 6 seconds at most is definitely greater than that of disease-free blood boiling (only 3 seconds without BUFF). Therefore, blood boiling is only used as a substitute skill for ridicule at some moments, not a hatred skill. In other words, in some cases where you don't need to build hatred, you only need to trigger monsters, and you can use blood boiling. DK, it's really a serious injury without group ridicule.
4. bloody strike
At present, there is only one BOSS battle that can be used, and the national costume seems to be unable to play. Throw it away.
5. Open skills? I work hard, why do I need to open skills?
Because you are DK, stingy DK is a stingy thief in PVP, which is a very strange mentality.
6. Do two-handed weapons have defensive properties? Can I hold a defensive weapon in both hands?
No, it's Gargoyle magic. Don't you think that's enough?
A normal blood DK will not put his head in his hands, whether you are a tank or a DPS.