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Krisnatharok
0311 Scout
Premium
join:2009-02-11
Sterling, VA

3.2 DK Discussion

Death Knights

* Due to significant talent changes, all death knight talents will be reset for players.
* Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease.
* Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving.
* Frost Presence: 10% bonus health reduced to 6% bonus stamina.
* Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%.
* Icebound Fortitude: Cooldown increased to 2 minutes.
* Talents
o Blood
+ Dancing Rune Weapon: This ability now has a fixed duration of 12 seconds (which can still be modified by its glyph) and a fixed cost of 60 runic power.
+ Veteran of the Third War: Stamina bonus reduced to 1/2/3%.
o Frost
+ Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 5/10/15%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.
+ Lichborne: Duration reduced to 10 seconds, and cooldown reduced to 2 minutes.
+ Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike.
+ Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes.
o Unholy
+ Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the death knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent.
+ Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the death knight deals by 1/2/3/4/5% for 12 seconds.
+ Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%.
+ Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power.
+ Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.
DK tanks got hit really hard on multiple fronts. Less health from Frost presence, half the stamina boost from VoTW, less armor from Toughness (oh look, an armor nerf, again) and increased CDs (again), this time on IBF.

On the dps side, it seems like every ability (except one) has had its damage reduced slightly. Blood Strike got boosted, however, which benefits Frost and Unholy builds the most, theoretically. It also picked up an interesting new talent in Unholy, Desolation.

I think this, plus the new Unholy Blight (no more ridiculous AoE damage on trash, DKs), turns the DK into more of a mage, keeping the Desolation and Unholy Blight buffs up and cranking out as many Death Coils as possible. RP generation will now be king. Any unholy build will have to incorporate the first-tier blood talent for RP generation.

DRW is still lame as ever, and any blood build could probably afford to skip it. The Gargoyle nerf is understandable, but I'm not sure where it would fit in a boss fight, now. Could an Unholy DK now skip the last talent in his tree and put it somewhere else? RP generation is going to be so important for the UB buff.

The last interesting talent is Threat of Thassarian, giving some love to those who are dying to dualwield. Every DS, Oblit, PS, BS, and FS deal 1/2 damage of your offhand. Sounds like you need to go out there and find the biggest, baddest, slowest one-hander you can. Will that be enough to make DW viable again?
--
"One can lead a child to knowledge, but one cannot make him think."

Source: Lt. Col. Jean V. Dubois (Ret.), Starship Troopers

Pariah666

join:2009-04-27
Lewistown, PA

When I first read these patch notes a few days ago I was furious. Now though, the more I read them the more accepting I become.

I am anxious to try out dual wielding as I have not done so yet. My tank build is pretty much as complete as I am going to get it right now so its time to start working on a DPS build which I plan on using DW for. I think it will work out pretty well with the new talent and I can't wait to try it out.


Krisnatharok
0311 Scout
Premium
join:2009-02-11
Sterling, VA


2 edits
Yeah, the UB change is a straight dps nerf to trash, although trash dps is meaningless in a raid environment (ask any affliction warlock). I'm sure D&D + 2x BB will be enough to kill the trash in conjunction with any nukish AE happy class (mages, rogues, etc.)

I want to see if maybe boss dps goes up with the new Unholy blight. Perhaps the new build will be 2/10/59?

And I second your thoughts on DW. I've never tried it, but I have a decent 1Her drop from Naxx, so I might pick up a second from Argent Tournament and see how it fares.

EDIT: Could someone not behind a firewall post the content to this URL? Google cache is blocked and the most I get is "Live Changes - DK Q&A - PTR Changes - Your daily World of Warcraft ... In terms of 3.2, we want to chill out the death knight AE damage and ...".

»www.wowjuju.com/blue-news/live-c···changes/

--
"One can lead a child to knowledge, but one cannot make him think."

Source: Lt. Col. Jean V. Dubois (Ret.), Starship Troopers

Pariah666

join:2009-04-27
Lewistown, PA

Yeah...trash is meaningless however it is always nice to pop it on a boss just to add to your threat...especially in my case because I need all the constant threat I can get because of my lag. Hitting a button and waiting 5+ seconds for something to happen is not so good when you're tanking That's the main reason I don't really try to tank anything of substance right now....as soon as I get home though it's on!


Krisnatharok
0311 Scout
Premium
join:2009-02-11
Sterling, VA

Well, tanking notwithstanding... I don't even tank unholy any more--blood currently rules single-target tanking because of the added threat from self-healing and the HP pool against raid bosses.

I'm wondering how Unholy dps will fare on bosses in 3.2. I'm going to have to hop on the PTR if I get any free time this weekend.

Pariah666

join:2009-04-27
Lewistown, PA

True,true. I have yet to try a blood build. I have always went Unholy 97% of the time or Frost for the rest. One of these days I may get bored and try out a Blood build just for shits and giggles.

As far as the Unholy DPS...I don't think you will notice a "huge" change at all. Of course the biggest nerf being the UB will have the largest effect in my opinion. I guess it will all depend on how it scales out with the Death Coil. Also I think the new Threat of Thassarian talent will really up your DPS if you choose to DW. I'm just curious as to where it will fall into the Frost tree.

Let us know how it works out


footballdude
Premium
join:2002-08-13
Imperial, MO

reply to Krisnatharok
Saw a discussion with Ghostcrawler on the Blizzard forums about DK future plans. It was his opinion that frost DKs were going to be pretty much forced to DW.

Not sure I understand the nerf to frost strike, though. Obliterate does more damage, so the only thing making frost strike special was that it couldn't be mitigated. Now it can, so it's just another rp dump. Way too far down the talent tree to be nothing special.
--
It's a trick. Get an axe. - Ash

JohnnyBoy

join:2009-03-04

I've spent quite a bit of time on PTR testing various class changes. For the purpose of DK testing I used my alt in a mix of 25 naxx/10 ulduar gear since the premades don't come with 1h weapons. No cooldowns were used; this is flat out melee testing with a set group of people.

Conclusions: I have crap 1h weaps but they're all I had available. 2h Frost got hit hard - to the tune of almost 800dps compared to live at this gear level. DW looks like a promising replacement but I'm not a huge fan of Unholy presence. Hopefully something better shakes out for Frost as it's my prefered tree. 2h Blood with the new Unholy Blight is pulling very solid numbers. I didn't get to do any PTR raids with Unholy yet.

The following builds were tested:

DW Frost Spec 15/51/5 - FC/Razorice runes, 2.6/1.6spd 143dps 1h weaps, Sigil of Awareness
Glyphs: HB, FS, OB
Presence: Blood
Rotation: HB, OB, BS, BS, RP dump -> OB, OB, OB, RP dump
Notes: ~3600dps average on 10 man boss / ~2800dps on hero dummy

DW Frost Spec 15/51/5 - FC/Razorice runes, 2.6/1.6spd 143dps 1h weaps, Sigil of Awareness
Glyphs: IT, FS, OB
Presence: Unholy
Rotation: IT, PS, OB, BS, BS, RP dump -> IT, PS, OB, OB, RP dump (HB on Rimes)
Notes: ~4200dps average on 10 man boss / ~3300dps on hero dummy

2h Frost Spec 17/51/3 - Cinderglacier rune, Betrayer, Sigil of Awareness
Glyphs: HB, FS, OB
Presence: Blood
Rotation: HB, OB, BS, BS, RP dump -> OB, OB, OB, RP dump
Notes: ~3600dps average on 10 man boss / ~3000dps on hero dummy

Blood spec 50/0/21 - FC rune, Betrayer, Sigil of Awareness
Glyphs: DS, Unholy Blight, DC
Presence: Blood
Rotation: IT, PS, HS, HS, DS, RP dump -> DS, HSx4, RP dump
Notes: ~4800dps average on 10 man boss / ~3100dps on hero dummy

Unholy spec 0/10/61 - FC rune, Betrayer, Sigil of Awareness
Glyphs: DC, SS, Ghoul
Presence: Blood
Rotation: IT, PS, SS, BS, BS, RP dump opening to: SS, SS, SS, RP dump -> SS, SS, BS, BS, RP dump
Notes: ~3000dps on hero dummy


bTU

join:2009-04-22
Aurora, CO

reply to Krisnatharok
Sad that our tanking keeps getting nerfed to "balance" PvP. The nerf to toughness was supposed to bring that talent online with other classes, too bad the classes they are bringing it online with have shields with a few thousand armor and they get block as extra mitigation from it.

I switched to blood tank about a month ago and have been loving it. Better DPS, single target threat is through the roof and still have decent aoe tanking. With improved blood presence, improved DS with the glyph of DS makes it do abut 1% less dmg as oblit and it doesn't consume diseases the oblit would as blood spec.

I might switch to blood DPS, maybe see how a DW blood/frost build would do. With all the Uld gear I have about 25% ArPen as unholy, but it would help more as blood or even a frost dps build.


kingdome74
Emotionally Unavailable
Premium
join:2002-03-27
Syracuse, NY
reply to Krisnatharok
They have a release date on this patch?


Ryokincaid
Dread Pirate Roberts
Premium,ExMod 2001-04
join:2000-08-28
Bellflower, CA

reply to Krisnatharok
said by Krisnatharok See Profile :

EDIT: Could someone not behind a firewall post the content to this URL? Google cache is blocked and the most I get is "Live Changes - DK Q&A - PTR Changes - Your daily World of Warcraft ... In terms of 3.2, we want to chill out the death knight AE damage and ...".

»www.wowjuju.com/blue-news/live-c···changes/

Death Knights Q&A
Source
Death Knight Q&A with the Voice of the Class Design Team, Ghostcrawler

Community Team: We’d like to start things off by asking a question that players often ask in regard to the very purpose of each class. Death knights are the newest class in the game, the first Hero class, and the only class to be added since the original launch.

Q: Where do death knights fit into the larger scope of things currently and where do you see them going from this point forward?

Ghostcrawler: Death knights are the only current Hero class, which means they are supposed to be the best class in the game.

No, no, I mean that death knights are an anti-magic tank, which means you bring them out for fights like Hydross and curb them for Patchwerk.

I jest again, but my point is that we introduced a new class to a game that didn’t really have a niche that needed to be filled. The closest to a gap that existed was that we wanted to have more tanks available, especially for pick-up groups. But adding the dual-spec feature as well as improving some of the limitations of the existing classes has helped to fill that hole as well. Yet we did want to introduce a new class. World of Warcraft has been going on for several years now, and we thought it was time to shake things up a bit. We succeeded. Perhaps too well.

Players are obviously enjoying death knights for tanking, dps, or PvP and we’d like to think there is more going on there than just power. Some players really enjoy the rune and runic power mechanic, and I think it’s fair to say that the class requires a good amount of skill to play really well. Between Death Runes and all the various cooldowns, there are a lot of opportunities to play less optimally and push the wrong button. We’ve asked ourselves several times if the death knight is overly complicated -- perhaps you could accomplish 90% of the design with a 3 rune system instead of a 6 rune system -- but we aren’t changing it to that large a degree soon.

In terms of 3.2, we want to chill out the death knight AE damage and defensive cooldowns a little. It’s fine for a melee class to have strong area-effect, but they shouldn’t be so much better than warriors, rogues, and Enhancement shamans. One culprit here is Unholy Blight, which we are considering changing to be more single-target in nature. We are also likely to split Desecration into two abilities: a PvP-oriented snare and a PvE-oriented self damage buff. We are considering shifting some of the damage from Scourge Strike and Frost Strike into Blood Strike, which still hits for fairly paltry amounts for Frost and Unholy. We’ll talk about some additional changes below.

Q: What is it that makes them unique compared to all other classes?
Ghostcrawler: Their resource system is very unique. It is impossible for death knights to ever run out of resources. Any kind of benefit that makes rune-based abilities cheaper or finish their cooldowns faster are generally useless to a death knight. In fact, the whole rotation risked being very regular and even boring until we came up with a strong role for the Death Runes.

The death knight can do excellent melee damage, but also better ranged damage than most melee classes, and all three specs deal a large amount of non-physical damage.

Death knights also have a lot of abilities with medium-length cooldowns. This means they can be used multiple times per fight, but aren’t always there exactly when needed. A lot of the skill involved in playing a death knight, whether for PvP, tanking, or doing raid dps, involves using these at the right time.

Death knights also hybridize into a lot of different directions. What I mean is that they have surprisingly high area damage for a predominantly melee class. They have a pet. They have interrupts, (reverse) gap-closers, and strong snares. They are very well-rounded, which has been the cause of many of the balance problems we’ve had with them in PvP.

Death knights don’t have a dedicated tanking tree. Blood, Frost or Unholy death knight tanks are all viable, and each one can be slightly more useful depending on the boss encounter.

And then there is the obvious: they start at high level, showered in blue gear and even a mount. They have some of the best quests in the entire game in their start zone, and their identity is stitched heavily into the story of Northrend and the Lich King specifically.

Community Team: One question in particular that relates to one of the earliest designs of the Death Knight class and has been burning on the minds and tongues of every death knight for quite awhile now.

Q: How do we feel about the current viability of dual-wielding? Are there plans to improve it or have it fit a specific role for the class?
Ghostcrawler: This is a controversial topic because we realize some players just aren’t interested in dual-wielding (or seeing any death knights even do it), while others love the faster strikes that come with it. Our design has always been that dual-wielding should be an option, but that also means that it can’t take over, as it often does for classes in which we provide the option.

Part of our goal with the death knight was not to have a tanking or PvP tree, and we feel we’ve been pretty successful with that. However, adding dual-wield to that matrix just gives us an impossible task, because then you need to have the Blood dual-wield tank spec and the Frost two-hander PvP spec and so on.

What we are going to do with dual-wield in 3.2 is just provide the Frost tree with the talents necessary to prop-up dual wielding, including a new talent that lets Frost Strike, Death Strike, Obliterate etc. hit with both weapons. This will likely mean that Blood and Unholy dual-wield specs just won’t work anymore. It also carries the risk that all Frost death knights feel like they have to go dual-wield. This latter part isn’t necessarily a goal, but could be the outcome. We think in this case our only option is to remove some player choice in order to provide a real choice in other areas.

Community Team: The Blood tree has been quite popular lately, but the players have been actively discussing the 51-point talent, Dancing Rune Weapon, lately. Even with the glyph for it, Dancing Rune Weapon only lasts through about one rotation of abilities while the Unholy 51-point talent, Summon Gargoyle, lasts much longer.

Q: Do we have plans for any changes or improvements to Dancing Rune Weapon?
Ghostcrawler: We tried to make Dancing Rune Weapon and Gargoyle unique, but I think it has ended up causing more problems than anything. I think it’s likely you’ll just see both abilities as flat runic power costs that summon a creature for a flat period of time. This will let us balance the numbers appropriately.

Community Team: Due to their effectiveness while tanking, death knights saw a rapid popularity growth as tanks which caused the reduction of the armor bonus of Frost Presence in patch 3.1.3. Some players are afraid this will push them out of being an option as a main tank as they felt they were when originally implemented.

Q: What are our current thoughts on the status of death knight tanks and do we have plans for further changes?
Ghostcrawler: Almost all of the top raiding guilds considered the death knight to be overpowered as a tank and the only real option for many of the Ulduar hard modes. While the community isn’t always right about everything, they are right a lot, and in this case we think the evidence is overwhelming. We wanted to make the cooldowns the unique part of death knight tanking, and we haven’t given up on that design, but it has also turned out that having lots of powerful cooldowns is just an extremely potent way to tank. Many of the Naxx and Ulduar bosses were dangerous from predictable blasts of damage on cooldowns longer than the death knight ones. Plus the cooldowns could be used to survive just a bit longer. When the other tanks could survive two hits, the death knight could survive three. It’s entirely possible you’ll see Icebound Fortitude on a two-minute timer in the 3.2 patch. I want to reiterate though that our vision hasn’t changed -- we still want death knights to be able to tank every encounter. Rather than posting in the forums that you are now doomed and will have to reroll, help us get the death knights in a place where they are an attractive option but not the clear best option on most fights.

Community Team: There have been some complaints among the death knight community about stats on armor pieces, especially set pieces, not benefiting the talent spec that they want to play as much as another talent spec.

Q: Are we satisfied with stats such as Armor Penetration, Haste, and Hit having very different values depending on which talent spec a death knight is using?
Ghostcrawler: No. We don’t want to create multiple types of death knight armor, other than tanking and damage dealing. We already support like 19 different types of tier pieces because for example all of the mail users want slightly different stats. It is a problem that, say, Blood wants armor penetration and Unholy does not. But our answer to that problem is going to be to make all specs regard the stats more similarly, not to provide lots of different armor choices. It’s already hard enough to get a boss to drop what you want.

Community Team: With the recent implementation of the dual-spec feature, players have greatly enjoyed the flexibility of having two specs to switch between depending on what they are currently playing. But this feature has also lead to number of extra requests from players to make things easier for them when transitioning.

Q: Would it be possible to save runeforge enchants to primary and secondary talent specializations or add rune forges to more convenience places than Acherus?
Ghostcrawler: Considering the huge benefits that the runeforge enchants already offer the death knight, it’s hard to argue that they need to be even more convenient. A paladin who swaps from a Retribution build to a Protection build can’t even use the same weapon, let alone have an enchant change out as well. We don’t save gems and enchants as part of the dual-spec feature. The expectation generally is that you have multiple sets of gear.

Community Team: Anticipation is considered a more attractive talent than Frigid Dreadplate because dodge can trigger Rune Strike. Players feel this is a little confusing because Frigid Dreadplate is way more down in the talent tree.

Q: Are there plans to change or improve the Frigid Deadplate talent?
Ghostcrawler: We don’t necessarily consider the deepest talents in a tree to be the best ones. Generally when we push talents deep, it’s because they are of limited interest to other specs or else so powerful that we want to keep them away from other specs. Frigid Dreadplate is a great tanking talent since it adds avoidance. I can’t imagine a death knight tank actually skipping out on Anticipation, so it doesn’t bother us that the Anticipation talent is considered better. That said, we think avoidance is likely too high on all tanking classes, so we aren’t likely to buff Frigid Dreadplate.

Community Team: Death Knights think that only a few players choose Will of the Necropolis because of the proc condition, internal cooldown, and so forth.

Q: Is there any plan to improve Will of the Necropolis?
Ghostcrawler: There was a brief window where this talent was totally overpowered because it just added so much opportunity for a death knight getting beat on to survive. It’s possible we over-nerfed it, but you have to be careful with talents like this. As soon as it slides from “only a few choose to take it” to “most choose to take it” then there’s another talent that is being skipped over.

Community Team: This brings us into some PvP-focused topics. One particular spell that was brought up a lot is Mind Freeze and the ‘delays’ in it taking effect on the target which often causes the interrupt to appear on a combat log but not actually stop the spell.

Q: Is this a bug or something in particular we are investigating?
Ghostcrawler: It is an ongoing research item. We have never been able to duplicate the situation that the players describe, that sometimes it has a delay that other interrupts do not. It is set up similarly to other abilities. However in a game as complex as World of Warcraft, we have learned not to dismiss the possible weird situations that a particular ability can get into. You have to take the combat log with a slight grain of salt -- this is a client-server game, and sometimes the two can disagree on when an event occurred. The server thinks the spell went off, while the client thinks you got the interrupt off in time. The server usually wins.

Community Team: A good number of non-death knight players are concerned regarding the healing capability of death knights, especially in the PvP setting, where they can often survive for extended periods of time with no healer and still do lots of damage.

Q: Do we have plans to change any of the death knight’s self-healing abilities?
Ghostcrawler: The healing is one of the core mechanics of the class, and one of the things that helps them feel distinct from warriors. It’s the reason there is a Blood tree and Blood Runes. We have no immediate plans to change anything here. If death knights continue to be good at PvP even after some of the defensive nerfs, we’d likely look at say Chains of Ice, the interrupts or the amount of non-physical damage they can do.

Community Team: To finish off this Q&A, let’s blast through the last set of questions:

Q: Would you consider adding a Mortal Strike-like ability to death knights in the future?
Ghostcrawler: There are two answers to this question. The first is do we think the death knight needs any additional tool for PvP? The answer to that is definitely not. Death knights have been really well represented, if not overpowered, in PvP. The second part of the question is more philosophical though, which is whether or not Mortal Strike is mandatory in PvP. You can currently argue it isn’t because there are teams that feature Retribution paladins or Unholy death knights (or both) that do just fine. However, it is an issue that rises up every few months or so: whether every damage class needs some option of bringing the “mortal” debuff, or at what point we just make it a passive aura upon stepping into PvP.

Q: Will Chains of Ice ever be subject to diminishing returns?
Ghostcrawler: If we need it. It’s not in the plan. Snares don’t currently have diminishing returns, and Chains is limited based on the availability of Frost Runes. It is a possible concern that between Chains of Ice, Death Grip, and the ghoul stun that a death knight can lock someone down for a long time.

Q: Will ghouls ever get their voices back?
Ghostcrawler: We have a long-term plan to add the ghoul voices back. We pulled them because they were using the vendor voices, which sounded weird when your ghoul would ask you to buy or trade. We just need to get some audio made without the vendor text. It’s in the plan, but not super high priority.


footballdude
Premium
join:2002-08-13
Imperial, MO

What we are going to do with dual-wield in 3.2 is just provide the Frost tree with the talents necessary to prop-up dual wielding, including a new talent that lets Frost Strike, Death Strike, Obliterate etc. hit with both weapons. This will likely mean that Blood and Unholy dual-wield specs just won’t work anymore. It also carries the risk that all Frost death knights feel like they have to go dual-wield. This latter part isn’t necessarily a goal, but could be the outcome. We think in this case our only option is to remove some player choice in order to provide a real choice in other areas.

Exactly what I was talking about. If you like frost, embrace the one handers.
--
It's a trick. Get an axe. - Ash

Quickdamage

join:2009-06-27
Maynard, MA
reply to Krisnatharok
I was such a fan of Dual Wield before they killed it, granted I was using the completely broken 0/31/40 spec and pulling 4k dps in half blues and half epics. I hope this is the final major fix the keeps dual wield viable.


Krisnatharok
0311 Scout
Premium
join:2009-02-11
Sterling, VA

reply to Krisnatharok
I just pugged 10man Sarth on the PTR and was the top dps in the raid (against fury warriors, ele shamans, mage, ret pally, and hunter).

I used the old 0/10/61 spec.

Unholy Blight is now a passive ability with ONE stack. You can apply death coils as often as you want for instant damage, it just resets the UB timer again.

Happiness. :-D
--
"One can lead a child to knowledge, but one cannot make him think."

Source: Lt. Col. Jean V. Dubois (Ret.), Starship Troopers

Quickdamage

join:2009-06-27
Maynard, MA
How much was it ticking for?

JohnnyBoy

join:2009-03-04
As Blood the ticks were for about 1k average during 10m raid. I'd assume similar or higher numbers for 0/10/61.

What sort of DPS were you pulling against bosses? Also, at what gear level was this done?


Krisnatharok
0311 Scout
Premium
join:2009-02-11
Sterling, VA


1 edit
reply to Quickdamage
Sadly I have no clue. I popped on the PTR this morning after work because of maintenance without realizing that Omen and Recount weren't installed.

Someone posted a link afterwards and I was pulling 5200dps avg on Sarth (reset after the drakes and trash). Assuming it was a movement-heavy fight what with the waves or not, I was pleased.

Unholy Blight is automatically applied to the target when it is hit by a Death Coil, and it takes an additional 30% damage of the Death Coil over 10 seconds. So if it crits, leave it alone and save your RP, because your ticks will be much higher.

This was done in the T8 gear Blizz gives premade characters.

I really wanted to test the DW Thassarian build, but Blizzard still hates DW DKs... I had no one-handers in my inventory!

EDIT: Also, the Unholy Blight glyph is screwed up, so I didn't use it. I'm still waiting to see what Blizz will do with it now that UB has been redesigned.

--
"One can lead a child to knowledge, but one cannot make him think."

Source: Lt. Col. Jean V. Dubois (Ret.), Starship Troopers

Venomlaced

join:2009-08-04


1 edit
reply to Krisnatharok
This is just my opinion but

Class adjustments aka nerfing just does not work. The developers can continue to try to equalize players until everyone logs out for the last time and cancels their subscriptions and they will still be no closer to that all important PvP balance.

Why? Because as hard as they are working to equalize our classes the most elite players with the best heads on their shoulders are looking for an edge. Its the edge that keeps PvPers playing and finding it is more than 50% of the thrill of PvPing.

Each of our classes has benefits all of us have been pwned by someone at some point, who hasn't prayed to the nerf gods that they remove the perma para rouge attacks that keep you standing there helpless why they rip you to threads?

What I believe is that as players it should be our job to overcome these obstacles not the developers because eventually they will figure out the only true 100% sure way to balance us is to take away all of our ranged attacks, our critical attacks, our armor benefits, to remove penetration and haste, to give everyone the same amount of health to remove all the race benefits and any other element that makes base damage more than one or allows us to take any damage less than 1. Who wants to play that game.... ever?

slashr

join:2009-01-21
Alexandria, VA
I don't know. Seem like a few classes are almost right on where they want them. I haven't seen much changes to prot pallies, rogues or locks.

MrAwesome

join:2009-08-08
Moncton, NB

reply to Pariah666
said by Pariah666 See Profile :

I have yet to try a blood build. I have always went Unholy 97% of the time or Frost for the rest. One of these days I may get bored and try out a Blood build just for shits and giggles.
I've used Unholy for a long time as DPS in raids and heroics. One really bored day, i decided to test out blood DPS. Knowing my trash DPS will fall a little i attempted a Heroic, and noticed that my overall DPS went from 2.8k dps to 3.6k dps. And that was Overall, so i was doing significant more dps on average. What made me decide to go Blood was after i won the roll on the Ironsoul 2handed mace and i had a massive amount of armor penetration gear, which is a stat best suited for Blood (since it's mostly physical dmg).

As for PvP, i'm still using 2hander in frost, and i still seem to do fine. Even though frost srtike can now be dodged, blocked or parried i still get a lot of 6k crits and over 8k crits with Obliterate.
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