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Old 07/23/08, 3:14 AM   #5779 (permalink)
Korlis
Glass Joe
 
Blood Elf Priest
 
Malfurion
Originally Posted by Darkrenown View Post
I'd point out that Aff warlocks pretty much never need to stop and drink; Dark Pact/Lifetap + Lifedrain/Siphon Life/Deathcoil.

Frost's burst is dependant on Hungering Cold, the 51point Frost talent which is on a 1min cooldown. If you spec for it you miss out a lot of the regen talents in blood untill high levels, and outside of Hungering Cold Frost apparently isn't much good for grinding.

The Unholy video you linked to takes heavy advantage of the small slimes in the area to proc vendetta (heal on kill) and butchery (Runic power on kill). The RP from killing the small slimes is used to spam corpse explosion. You wouldn't be able to grind quite so well on normal mobs.
Yes in theory the affliction Lock "pretty much never" needs to stop. But thats because there is no way to simulate a period of grinding for an amount of time that it would take to reach the point where you must drink. What i'm getting at is, while our concept of downtime revolves around mana, their(dk) downtime revolves around the rate of doing damage + the time for runes to become available. In a simulation, I'm sure it would take a number of days and millions of mobs to run an affliction lock oom, but that can't be tested without a botting system or a player/group of players who are willing to sit at a computer for 14 hour shifts of grinding one mob in one place for x number of days while strictly following a set spell rotation. While the deathknight's simulation could be easily simulated in a spreadsheet.

Its the same for any non-mana using class, and doubly true for the death knight, because of their ability and access to self-healing through their runicpower and various flavors of runes. The simulation would only need an average test speed for the killing of a specific mob, and the mean over-all usage of runicpower + time to generate runes + rate of runicpower generation. the All melee classes have a set amount of power that they can generate at any one time, and that amount static through either a continuous rate of generation (energy), or through attack-based generation (warriors), and in the case of the death-knight: both continuous and attack-based (runic power and expendable runes).

While the unholy video did take advantage of easily killed "pet mobs." I am fairly confidant that the concept it was employing is still viable with 2-3 fewer equal lvl/powered mobs.
 
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