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Enchant Weapon Palatank
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Post by
28576
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65116
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101561
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65116
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Post by
frmorrison
Not when a hit takes you below 35% and doesn't kill you, I'd rather save my AD proc as long as possible.
This is important. AD is the 2nd cooldown, so it better to not use it. Using Blood draining may prevent you from putting AD on cooldown (that heal when you drop low is exactly what you need, and it requires nothing from the user).
Post by
Gonjuwana
But in all honesty, how useful is a 2k heal when you're at 30%? In a raid setting you will probably have three 10k+ heals already being cast by the time you start sweating. The 2k heal gets eaten by the 24K crit holy light that hits a quarter of a second later. As a pvp or soloing enchant it definitely scores the points. But I would think that passive avoidance, no matter how slight, is still better than a perhaps-useful, always trivial heal.
Post by
Korosha
But in all honesty, how useful is a 2k heal when you're at 30%? In a raid setting you will probably have three 10k+ heals already being cast by the time you start sweating. The 2k heal gets eaten by the 24K crit holy light that hits a quarter of a second later.
This is an interesting topic. I cant count the number of times I've heard one of our tanks or myself saying we wiped cause of a killing blow that was 24 overkill. Even if it was higher and 1999 overkill, that one proc could have saved you and given the healers a chance to catch up. While it is completely random whether it will work in a given situtation I'd rather have that chance than some of the other alternatives provided.
Also, you're assuming that the casters were precasting that holy light, which isnt always the case,but what happens in the situation where you get two large hits back to back before the healers can react. Maybe that 2k could save you, maybe not. All of our tanks use it and I've seen some pretty close calls that would have likely resulted in the tank dying if not for the enchant.
Just my observations.
Post by
369432
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65116
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Post by
ArgentSun
I personally prefer Blood Draining. It was a horrible enchant in 3.1, but I find it decent now. Fully raid buffed, I sit at ~45k health, give or take 2k. 35% of that is some solid 12k. With Ardent Defender, I will need to eat a hit for over 18k in order to die (or proc AD). With the enchant, I will need 20-21, and it's value increases if my health is lower than those 35%/12k (e.g. if I am at 6k left, it would take a 9k hit to down me. But if my 2-3k heal proc as soon as I get down to 6k, it'll take ~13k hit to kill me).
Do you bring health potions to raid? Because if you do, you can't say anything against Blood Draining. It's a free potion that you can use practically every 20-30 seconds, and one that's activated only when you need it. In critical situations, when those 2-k might mean the difference between life and wipe.
That's all I'll say about Blood Draining. It's not another shield wall, it's not extra 10k heal, nor is it Lay on Hands. But it helps.
Post by
PureGold
Its main benefit I can see is like AD, you don't have to click it so it takes human error out of the equation.
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