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When you've purchased Wrath of the Lich King, you've created your Death Knight, and you've finally completed the trek to level eighty. Now what? Well, lying before you, you have a choice : DPS or tank?I found a article about DK tanking talents.I think it is very useful for players.
Tanking as a Death Knight is unlike playing any other tank class in the game, so even if you have tanked before, it can be somewhat disorienting. Death Knight tanking can be even more odd to a first-timer, who is expecting a different sort of experience, something in line with a Warrior.
The first thing you must do to tank, even before worrying about your gear, is select the right talents. Contrary to popular belief, there is no "tank tree" for Death Knights. Death Knights, given the right combination of equipment, can tank from any tree. Rather than giving you a simple template to replicate in game, I've chosen instead to outline some of the more effective tanking talents by style. There are so many Death Knight builds out there that even amongst the established builds, there is no "tank build". More than any other class, Death Knights encourage ingenuity and individuality when spending your talent points. Once you've read over the guide, then you can go about the business of selecting the talents best-suited for you.
THE MUST HAVES
There are three tanking talents, all of which are entry-level talents, that form the foundation of Death Knight tanking – Blade Barrier, Toughness, and Anticipation. Every tank build that you create should feature all three of these talents. Blade Barrier and Anticipation in particular are extremely potent and boost the primary function of Death Knight tanking : avoidance.
SELF HEALING – BLOOD TANKING
Blood tanks gain access to self-healing in the form of five different talents : Rune Tap, Improved Rune Tap, Mark of Blood, Vampiric Blood, and Bloodworms. Blood's self healing makes it strong for single target encounters.
Each of the three trees has a "utility" cooldown for tanking; Vampiric Blood is that cooldown for the Blood tree. With it, the potency of ALL heals, not just your own, are improved for twenty seconds.
Rune Tap should really only be considered in conjunction with Improved Rune Tap and is best used early and often; don't "save" your Rune Tap.
Mark of Blood is good for all bosses, but especially good for fast hitting bosses.
Unfortunately, you can't really control when the Bloodworms appear, but they heal for a sizeable amount, especially if you happen to have Vampiric Blood up at the time. Some tanks may wait for Bloodworms to appear before hitting their Vampiric Blood, but often the encounter itself will dictate when you need to be using your cooldowns. As a side note, Blood Aura probably doesn't heal enough to justify you spending talent points in it. Your mileage may vary, especially after patch 3.0.8.
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