Akeber wrote:You can't look at incoming damage in a vaccum. Druid hots, renew, leader of the pack, JoL, healing stream, earth shield, sacred shield, PW:S. divine aegis, etc. etc. all either affect the size of the average hit, or provide some amount of health back between the boss's attacks. Also, ulduar bosses rarely hit for the same amount twice, their melee attacks seem to have a wide range on upper and lower end damage. Heck, even the difference between LoO being up or down will shave 500dmg off a hit, if it happens to land within five seconds of your last judgement.
Blood draining is a very good enchant now. In my opinion, it is a great choice for a progression tank. The changes in 3.2 may change that, but I will wait until we are closer to seeing 3.2 live to make that choice.
Interestingly, seeing as how this is about the new AD, I think I should point out that 3.2 has also made LoO new in a way and is now up 100% of the time thanks to the doubling of its duration. The same is true of the Tier 8 4 piece set bonus.
To me, it seems like Blood Draining basically just has a chance of lowering the amount of damage you take on an attack that would have triggered AD by 2k. Of course, NO amount of reactive healing will help you survive an attack that will kill you.