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Old 10/27/10, 7:35 PM   #196
Jeremy
reckless mortal
 
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dead
Blood Elf Death Knight
 
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Originally Posted by runeblood View Post
I was tanking H-ICC25 last night and noticed a few things that became problematic:

1) Because of the IT nurf we really have lost that snap aggro ability that other classes enjoy. I thought that the entire purpose of the IT buff was to help alleviate the snap aggro problem. DRW works well but takes a few seconds to get enough RP to use it. When you have dps pounding on the pull that doesn't help much. Anyone else seeing this and if so what are you doing from keeping the Bear from grabbing initial aggro?
Though still not as "snappy" as one might like, in Cata (and I assume the next live build or so), rune strike won't require a dodge/parry, and can be used with the required RP at will.

Last edited by Jeremy : 10/28/10 at 1:02 PM.

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Old 10/28/10, 8:34 AM   #197
Drakkan
Banned
 
Gnome Death Knight
 
Dunemaul
Originally Posted by runeblood View Post
5) There were times when I was both rune locked and RP starved. Does more haste recharge your runes faster and if so how much is needed to really tell a difference? Of course I could be using my resources wrong but I have never had that problem before.

Thanks for your feedback -
We are supposed to get 20% rune regeneration in blood presence in the next fix as well as the rune strike fix. This should be a huge increase for us and then you won't have to worry as much about being "locked out" of runes. I asked above when it was going to be hot fixed... I thought it was supposed to be done by now.

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Old 10/28/10, 10:48 AM   #198
Mindaika
Piston Honda
 
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Tauren Death Knight
 
Frostwolf
Originally Posted by Drakkan View Post
We are supposed to get 20% rune regeneration in blood presence in the next fix as well as the rune strike fix. This should be a huge increase for us and then you won't have to worry as much about being "locked out" of runes. I asked above when it was going to be hot fixed... I thought it was supposed to be done by now.
Neither of these changes are hotfixes; they won't be active until 4.0.3.

Tastes like Awesome, because it's made of Awesome(TM)

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Old 10/28/10, 2:15 PM   #199
Zure
Don Flamenco
 
Undead Mage
 
Nathrezim
I've been thinking about how our tanking rotation has changed in 4.0, and will change in 4.03, for encounters or segments of encounters where our goal is to maximize mitigation/healing. I've come up with the following for 4.03, which is more a priority system than a rotation. The goal is simply to maximize DeathStrikes while keeping BladeBarrier active:

If BloodRune2 is <= 1.5 sec from capping, OR if Blood Rune2 is <=3 sec from capping and UF will be available in <=1.5 sec, cast BloodBoil/HeartStrike/BloodTap depending on need;
Else if UF are available, cast DeathStrike;
Else, castRuneStrike

This would force all Runic Empowerment procs to UF, allowing more DeathStrikes. Runes will recharge one per 10/1.2=8.33 seconds at zero haste in 4.03. Assuming for the moment that RunicPower is not limited, this system allows for 2.9 RuneStrikes per 8.33 seconds, which will give 1.3 U or F runes per cycle, or 0.65 extra DeathStrikes per 8.33 seconds, 1.65 total per 8.33 sec. As you can see 2.9 RS + 1.65 DeathStrikes + 1 BloodRune ability takes 8.33 seconds. Runic Empowerment has a proc/randomized component, but our initial priority system has significant play in when abilities are executed such that it can handle chain procs/non-procs for a short period of time.

Unfortunately, this system does not allow for BloodTap to be used with full BloodRunes, as doing so would require either putting both blood runes on cooldown during RunicEmpowerment events (generally RuneStrike) for at least 8.33 seconds or dropping BladeBarrier for > (8.33 + 5.33 -(10-8.43) = 11.7 sec (this is first refill, plus second partial refill up to 3 sec remaining on capping, minus the duration of BladeBarrier remaining if your previous B rune was used with 0.1 seconds remaining until you capped.

Since BloodTap turns a marginal Blood Rune (no survivability benefit) into a DeathStrike, this is a problem. If we could use on cooldown, we would gain an extra 0.14 DeathStrikes per 8.33 seconds (0.28 minus the 0.14 from simply using BloodTap normally gain one DeathRune for 1/2 a DeathStrike). Thoughts?

Last edited by Zure : 10/28/10 at 2:21 PM.

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Old 10/28/10, 4:40 PM   #200
Gurnsey
Glass Joe
 
Blood Elf Death Knight
 
Proudmoore
Zure, it's good to see someone else talking about a real priority system.

It looks like Bladebarrier will never be active in your rotation, since you never spend Blood Rune1? I assume I'm misunderstanding it.

We're not going to be anywhere near the ~90 RP needed for 2.9RS per cycle. I'd plan for 1-2 RS.

I think it's probably worth putting both Blood on CD during the last 10s of each BT cycle and pooling RP during that time. RE procs are still unreliable, so shifting a RS forward or backward doesn't hurt too much. And pooled RP add to our threat, so it's not horrible to lag RS a bit here and there.

I think you're missing the rest of the effect of BT. It actually turns 3-4 (1-2 initially, depending on whether you have both blood up, as you note, and 2 more from Rune regen over the next 20s) marginal Blood Runes into DS runes. That's another .28 DS/cycle, in your reckoning.

I'm thinking of priority something like:
BT on CD.
if you can, DS
if you have one Blood Rune "slot" full, Rune Strike (at least one FU rune is fully CD.)
else Heart Strike/Blood Boil (we have less than 30RP, or we would have RSed.)

But as you note, I'm note sure about the last line.
Should we skip it if the BT effect is off (so all my Blood Runes come off CD and I get a second Death from BT?)
Should we just stick to it to get full Rune generation and Blade Barrier uptime?

My gut says it's not worth complicating things until we have a lot more data about how much mitigation the extra DSs provide. At the same time, I'm also sorely tempted to just ignore Blade Barrier since I think 6% will get swamped by DS and Blood Shield once we get a solid sense of how to play.

Edit:
Ideally, the last few seconds of BT would have Blood/Death Rune1 full and Blood Rune 2 just about to come up. Then we can DS or HS (depending on other runes) to bring Blood Rune 1 down and have Blood Rune 2 recharge in the 1.6s before our rune cycle. I think this is going to complicated to plan for though, since actually spending that DR relies on RE procs, which we can't really plan for that far in advance.

Last edited by Gurnsey : 10/28/10 at 4:48 PM.

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Old 10/29/10, 1:09 AM   #201
Zure
Don Flamenco
 
Undead Mage
 
Nathrezim
I'll edit this post (and my previous) tomorrow with clearer thoughts, but you can keep 1 Blood Rune functionally always up to force UF runic empowerments while still keeping Blade Barrier up by using your available Blood Rune with < 1.5 seconds left on the other recharging. Both go on cooldown for a short while (triggering Barrier), but by the time your global finishes (and you presumably Rune Strike), you will have 1 full B and 1 recharging B, so Empowerment will still be forced into "optimal" UF runes.

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Old 10/29/10, 3:15 AM   #202
Notosai
Glass Joe
 
Blood Elf Priest
 
Jaedenar (EU)
One thing is really bugging me... I really enjoyed DW-tanking, but with the new trees... Is there any way to make it viable again or is DW oficially dead?

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Old 10/29/10, 9:31 AM   #203
Nightborn
Glass Joe
 
Craigan
Blood Elf Priest
 
Aerie Peak
Hi,

this is my first post here, so be gentle

Originally Posted by runeblood View Post
I was tanking H-ICC25 last night and noticed a few things that became problematic:

1) Because of the IT nurf we really have lost that snap aggro ability that other classes enjoy. I thought that the entire purpose of the IT buff was to help alleviate the snap aggro problem. DRW works well but takes a few seconds to get enough RP to use it. When you have dps pounding on the pull that doesn't help much. Anyone else seeing this and if so what are you doing from keeping the Bear from grabbing initial aggro?
You have no burst aggro anymore, so you need time to build up aggro ... you have no wings, no berserker, no charge.
This is a handicap for all DKs out there. And until 4.0.3 you have another one: You cannot use Rune Strike at will even if you have the RP for it.
I usually hope to get fast to DRW to boost aggro as I then fire up Rune Empowerment to give me quite a head start aggro wise.

btw: you can't do Deathwisper HC in P2 properly as DK anymore, you get no rune strike procs off her.
Taldaram is also hard to handle if he is the second one if you tank him -> he casts and does not attack, no procs for you either.

Originally Posted by runeblood View Post
3) Should we be hit capped for spells as well? would this help increase threat generated by spell damage and if so would this help with AE tanking because of D&D, BB, and IT?
As there is no +8% on Taunt Glyph anymore, I use 2 points in Virulence and work with enough Hit to have only 1% miss on spell.
I hate missing taunts on Saurfang 25hc or any other boss that requires to taunt.

Unrelated:
I tried reforging to Mastery what I had "leftover" in Dodge/Parry, but it did not work out well - healing is still good enough and the Blood Shield is handy, but currently if you drop dodge/parry you have less Rune Strikes -> less aggro -> DDs need to hold back.
A bad cycle, so I was far better off with DS->add the 2 diseases -> BB for scarlet fever -> DRW -> RS (and Rune Empowerment when ready).
I reforged the weapon stat to parry as the two are now equally worthwile and raising the lower is better for the DR.

Blood Tap is a nice thing to keep on CD with 4 T10 pieces, though you loose the "oh no, I need to do xyz now, give me a free rune"-Bonus that way, but it adds a really good dmg-reduce.

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Old 10/29/10, 10:58 AM   #204
Ciervo
Glass Joe
 
Tauren Druid
 
Khaz'goroth (EU)
Originally Posted by Nightborn View Post
As there is no +8% on Taunt Glyph anymore, I use 2 points in Virulence and work with enough Hit to have only 1% miss on spell.
I hate missing taunts on Saurfang 25hc or any other boss that requires to taunt.
Taunts cant miss anymore. Thats why they took out the Glyph. So stacking hit is useless for that matter.

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Old 10/29/10, 11:38 AM   #205
Tyvi
Never, Mags. Never!
 
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Human Death Knight
 
Turalyon (EU)
Originally Posted by Ciervo View Post
Taunts cant miss anymore. Thats why they took out the Glyph. So stacking hit is useless for that matter.
Taunts are on the melee hit table now, but this is the first time I heard that they cannot miss. Do you have any proof about that?


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Old 10/29/10, 5:48 PM   #206
Tianshaan
Von Kaiser
 
Human Death Knight
 
Terokkar
I think he means that if in fact you are melée hit capped, your taunts will no longer miss.

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Old 10/29/10, 10:06 PM   #207
mcfancher
Glass Joe
 
Orc Death Knight
 
Demon Soul
Originally Posted by Rassia View Post
I was playing on the test realm and the free blood boils off of plague strikes seems very clunky at the moment. It seems like it'd be a boon in AoE tanking, with free blood boils proccing, but it just opens our runes up to weird combinations.

So it would feel like our single target opening rotation is Diseaes <- Death Strike <- Heart Strike x2 <- Rune Strike RP Dump. And then just alternate between Heart Strikes and Death Strikes.

For 3 or more AoE I'm assuming it would be D&D <- Diseases <- Pestilence <- Blood Boil and then we have a spare frost rune for an icy touch or a chains I guess on a potential runner?

Of the new tools, I was having issues trying to work in Festering Strike to extend my diseases (conflicted with Death Strike) and then I couldn't see a way to leverage the Plague Strike -> Free Blood Boil procs.
I would say that Festering Strike is a must, but more so for DPS. As a tank, your biggest concern is keeping threat, so instead of just refreshing your diseases with one attack, let them run off and reapply with two attacks. That way your not wasting runes of FS and use DS to keep you alive.

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Old 10/29/10, 10:09 PM   #208
Ciervo
Glass Joe
 
Tauren Druid
 
Khaz'goroth (EU)
Tankspot's discusson on taunt mechanics:

Tanking 4.0 Taunt mechanics

Last edited by Ciervo : 11/01/10 at 6:51 AM.

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Old 10/30/10, 12:34 PM   #209
Tyvi
Never, Mags. Never!
 
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Human Death Knight
 
Turalyon (EU)
Originally Posted by Ciervo View Post
Good to know, thanks.


Made another ~2min video on Beta about the DK rotation, this time it includes working versions of Improved Blood Tap, Improved Blood Presence and Rune Strike:
YouTube - Myzerian 13221 (No sound version: YouTube - Myzerian 13221 - No sound)

Let me know what you think, it is quite unforgiving if you have to keep up your own debuffs etc.
That said, I really love the new rotation. Atleast bosses like Cata versions of BQL won't be such a snore fest since there is atleast something I can focus on even if the encounter is boring. :P


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Old 10/30/10, 6:51 PM   #210
Gurnsey
Glass Joe
 
Blood Elf Death Knight
 
Proudmoore
Tyds, do you have a combat log for that fight? It looks like you don't get any Runic Empowerment procs in that whole video? That seems like a problem.

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