Druid (Skills / Talents / Glyphs)
Nourish (Source)
I have to admit that after my reference to Nourish yesterday I was contacted by several very good raiding druids who told me I was out of my mind and that's it's a really good spell. When I asked them why so many druids don't like it, their response was that it's Flash Heal, and they want it to be something else.
So there you go. When I have healed as Resto, I didn't use Nourish much, but I should give it another look.
This is antecdotal data, and it's just as easy for anyone to say that they talked to a druid who said they can heal everything with Rejuv so Rejuv is OP. That is why we tend to be persuaded more by numbers (and even more by in-game numbers), but I do place a lot of value on the opinions of skilled players too.
Druids and Stats (Source)
On the topic of number of stats, as I said, you can play that card both ways. If you only need say spellpower, then it's relatively easy to just stack spellpower (warlocks were in this situation in much of BC). If you need lots of stats, it can sometimes be hard to fit the jigsaw puzzle to get them all (Prot warriors were in this situation in much of BC). As I said, there are advantages and disadvantages to both. We disagree that classes or specs who need fewer stats are at a competitive disadvantage or we would stop designing classes that way.
Mage (Skills / Talents / Glyphs)
Arcane Blast (Source)
We're working on Arcane Blast, but we need to test it some more before we have any announcements.
Two-handed Tanking Weapons (Source)
I would not expect full itemization for two-handed tanking weapons. We wanted DKs to tank with dps two-handers (and have their mitigation benefit somewhat from the dps stats). We might add a craftable weapon or something down the road, but only if that felt like an option for the DK, not a mandatory piece of gear. You can also dual-wield tanking weapons if you want, but again, it isn't the intent that is the only way to play. (Please don't turn the rest of this thread into a discussion of whether or not DKs should be able to dual-wield.)
Rune Strike (Source)
Rune Strike is a tanking ability. It was designed to let DKs make up for the fact that their threat suffers so much from hits that fail to land. It does suffer from a confusing tooltip (which we have since fixed) but it is the DK who must avoid the attack to get Rune Strike to light up.
Death Knight is the "Active Abilities" Tank (Source)
We still like DKs as the "active abilities" tank. We just think it might be a little too extreme right now. Icebound Fortitude was intended to be something you use when a big, predictable damage spike is coming, but DK tanks seem to want to keep them up 100% of the time for fear that they will die without them.
The Darkmoon Faire Decks of Northrend
We've put together a new page in the Guides section that has details on all of the Darkmoon Faire decks you can obtain in Northrend. As of now, the only way to access these cards is either creating them yourself with Darkmoon Card of the North -- a recipe you can train with an Inscription skill of 375 -- or from other scribes. Expect to pay a premium for these cards due to how expensive they are to make material-wise (especially right now).









