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Old 01/13/11, 12:44 AM   #226
Anarchthael
Glass Joe
 
Blood Elf Death Knight
 
Frostmourne
As expected, the new PTR notes confirm a nerf to the Dark Succor Glyph, bringing its heal down to 15% instead of the 20% previous.

Other notes include buffs to damage for Heart Strike (175% weapon damage base with 15% per disease) and Imp DS talents now improve DS damage by up to 90%. (source)

Can anyone suggest a reason for these changes in strikes? I do not believe that DK tank DPS is in need of a buff, so I would suggest that these changes are threat related and in future we could see changes to the threat bonus of RS.

EDIT: Or of course these could be PVP related changes to allow for Blood to be a more viable PVP spec - but what would the consequences be for tanking in PVE?

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Old 01/13/11, 3:21 AM   #227
Deathntaxes
Glass Joe
 
Orc Death Knight
 
Shattered Halls (EU)
Zero consequences for PVE as threat is not an issue right now, well at least for what matters to a tank, threat. Without any similar changes happening to other tanks, to suggest an accross the board threat change, pvp would seem to be the major reasoning behind this. In pvp we have less control than other tanks. (Stuns, fears etc..) all we have is a slow and a silence really, oh and DG, which gets resisted a lot more than you would like it to. So I believe they may be compensating for this by making sure that when we eventually do get a hold of that sneaky frost mage, that he hurts.... At least until he blinks.

I've just tested this on PTR, with the help of some handy horde shredders.

I pulled 3, dpsed them down to 10% or so by using death strike, which kept blood shield rolling constantly, then turned my back on them and let them break my blood shield.

There were 7 death strikes in total, and blood shield absorbed 74,254 damage, where blood strike did 79,425 healing, suggesting that, yes, rolling blood shield works exactly like I would expect, taking the remaining amount of the previous shield into the new one with the full duration.

I'd think that would more than make up for the percentage nerf
Thank you for testing this. I guess the only thing that they can do then is enforce the cap. I heard talk of its existence somewhere in this thread, anyone care to try to find out what the cap is? If it is not known already. I would guess that it is somewhere in the region of 100% of your max HP. I cannot imagine it being much more than that.

You are right, the stacking certainly makes up for the nerf. I just hope that Blizz implement it in such a way that no exploitation can come of it.

This confirms for me that using ERW as a slight CD is now a possibility. Saving up at least 1 DS for a big dmg phase, as we currently do. But then hitting ERW straight afterwards, and whacking off 2 more DS, for 3x the large shield.

Last edited by Deathntaxes : 01/13/11 at 3:30 AM.

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Old 01/13/11, 3:27 AM   #228
Taxxes
Glass Joe
 
Undead Death Knight
 
Vek'nilash (EU)
I would guess that said strike-buffs are meant to address the relative disparity between BloodDPS and that of say, Feral tanks. Mitigation/relative effectiveness aside, we're a bit low on the DPS (between 8-9k myself) compared to strong paladins or ferals hanging out at 10-12. Plus, Blood PvP in battlegrounds is fairly effective.

I'm glad to see flat strike-increases.


I'd like to point out, regarding the "Hit-- should I cap it properly?"-debate somewhere earlier in the thread that I've found it to be largely dependent on if youre in a 25m or a 10m setting. For 25's, you can nearly disregard hit. Any interrupt duty can be covered and with virulence changes and unmissable taunts, youre essentially set. In 10s, its not always possible to have said coverage on interrupts (Halfus heroic springs to mind) and ultimately a missed interrupt can mean a lot of work for your raid, thus you probably should be making any reasonable effort to bring your hit rating up to cap.

Last edited by Taxxes : 01/18/11 at 5:41 AM.

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Old 01/13/11, 5:16 AM   #229
Qaenyin
Piston Honda
 
Blood Elf Death Knight
 
Kul Tiras
Rolling blood shields leaves me with some concerns about fight specific mechanics it could break very easily. The one that springs to mind foremost being Magmaw. Although admittedly you'll be running with the minimum self healing for the most part(7% max health), this leaves you in a situation where you're free to stack up Blood Shield up until Mangle is incoming, at which point you just taunt Magmaw off the main tank and watch your stacked Blood Shield trivialize the entire fight by absorbing a pretty huge portion of the Mangle. Then after the impale the Mt just picks up Magmaw again and you go back to stacking up your blood shield.

Admittedly this wouldn't completely absorb Mangle, but that's still a pretty significant impact on the burst healing needed for the encounter.

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Old 01/13/11, 5:50 AM   #230
Tyvi
Never, Mags. Never!
 
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Human Death Knight
 
Turalyon (EU)
Can someone on the PTR confirm if and how the Death Coil damage nerf affects the healing from Death Coil during Lichborne? According to WoWhead DC heals for 3.5 as much as it does damage so that could be yet another nerf for the Lichborne spec.


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Old 01/13/11, 12:56 PM   #231
zebrahed
Glass Joe
 
Goblin Death Knight
 
Frostwolf
Originally Posted by Qaenyin View Post
Rolling blood shields leaves me with some concerns about fight specific mechanics it could break very easily. The one that springs to mind foremost being Magmaw. Although admittedly you'll be running with the minimum self healing for the most part(7% max health), this leaves you in a situation where you're free to stack up Blood Shield up until Mangle is incoming, at which point you just taunt Magmaw off the main tank and watch your stacked Blood Shield trivialize the entire fight by absorbing a pretty huge portion of the Mangle. Then after the impale the Mt just picks up Magmaw again and you go back to stacking up your blood shield.

Admittedly this wouldn't completely absorb Mangle, but that's still a pretty significant impact on the burst healing needed for the encounter.
I think by the time this patch is out, the fight will be trivialized by gear alone, to where a 2nd real tank wouldn't be all too necessary. But I can see that mechanic being used in other fights in the future where an OT is used for some portion of a fight, and then becomes no longer necessary after say an add is dead, or another boss is dead.

It could also be useful as Double Attack tank in the Chimaeron fight. Though I think his double attack buff occurs too frequently to get more than 1-2 DS up in between, those blood shields would be rather large, since the tank is taking 50-100k per 2x hits each time the buff is up. Softens the blow after the initial hit, and save healer mana on having to fully top you off after each hit.

Overall, a nice change, and allows for some interesting tanking strategies for any further raids.

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Old 01/13/11, 8:17 PM   #232
GravityDK
Piston Honda
 
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Tauren Death Knight
 
Dath'Remar
Regarding mastery vs avoidance.
Originally Posted by Lichloathe View Post
The numbers for damage taken are gross numbers and do not include healing from Death Strike. As BloodSim is entirely a simulation, no presumption about waste (either positive or negative) needs to be made.

As BloodSim only simulates melee damage, this demonstrates that the two are equivalent when the only incoming damage for the tank is melee swings from the boss.
Regarding BloodSim, it's important that readers of EJ understand the limitations of simulations.
In the last few days I've seen a few people stating 'conclusions seen on EJ' as a result of reading the sim results.

BloodSim has a few limitations at the moment in any evaluation of mastery vs avoidance, and they are quoted above. Also, BloodSim is not likely to simulate player skill to exploit DS to its fullest potential, for example timing back-to-back DS by using blood tap/ERW during a period of heavy damage in 4.0.6 stacking shields.

I like BloodSim, and I want it to be continually developed.
I also love Rawr Tank.

However, we should be careful about stating conclusions like "mastery is better than avoidance" on the basis of a simulation, and careful about our language.

I'm not going to change OP to make any statement about mastery being better than avoidance until it's conclusive and corroborated (for example if real-world agreed with Rawr and Bloodsim, or if the maths was simply undeniable).

In terms of the relationship between avoidance and mastery, there was a great discussion (starting over here) which led to this summary conclusion:

1. Avoidance decreases average damage taken, so
2. Avoidance results in smaller blood shields. But,
3. Avoidance effectively increases the pre-avoidance incoming damage you can take before the shield is used up,
4. The effect of avoidance in 1. is balanced out by the effect in 3., so
5. Avoidance has no net effect on the effectiveness of mastery.


Originally Posted by Archaene View Post
At this point, I have started reforging for more Dodge / Parry than Mastery, only because I have found my damage taken to be reduced during many of the hardmode fights. It is a personal choice on which is better, as some people do not raid hardmodes, etc., but stacking stamina until you have the maximum health you can have is not the best way to go for any situation.
I agree with this that stacking stamina (as we did in WotLK) is illogical. I have not seen any compelling arguments to support stamina stacking.

Regarding 4.0.6

Originally Posted by Lichloathe View Post
At moderate 160k HP, GoDD and full Vengeance, Death Coil will heal you for about 33k. In the duration of Lichborne (10s) you can cast 3 from a full bar of RP/RPM (which is how you should be using it anyway, even before the Glyph is nerfed), spend 2 GCDs getting 30 more RP, and then cast a 4th. You are healing yourself for a total of 82% of your HP, and 21% of your HP for each GCD that you spend. That's twice what you get from Rune Tap and it's on a 30 second cooldown.
I agree.
I see two spec philosophies: one is for survival as its primary concern, the other is for effective interrupts as equal priority.

Originally Posted by Liar View Post
Move 1 point from Epidemic into Virulence in the standard LB spec and reforge Hit until you have around 6.8% melee hit. That puts you at the spell hit cap. Personally I also like to get Hand of Blood with the 2 floater Blood points for that spec since it synergizes well with interrupty duty.
Here, Tyds is talking about improving Hand of Doom in order to strengthen his spec towards the goal of interrupting. Makes sense.
I think the OP should probably include an interrupt-oriented spec, but am unsure which of the varieties to use. There could be a spec with Endless Winter, for example like this. I don't know if there is an ideal spec, but I would like update OP to match if there's any compelling agreement.

On a personal note, regarding the scarlet fever from plague strike, I don't mind it. I never liked blood boil to apply it. It's a simple way for Blizzard to re-emphasise both diseases and I'll no longer need to incongruently use an AOE spell on a single-target to debuff them.

Last edited by GravityDK : 01/13/11 at 11:31 PM.

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Old 01/14/11, 7:02 AM   #233
Pintofbrew
Hand Wind Only
 
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Orc Death Knight
 
Frostwhisper (EU)
Originally Posted by GravityDK View Post
[b]
On a personal note, regarding the scarlet fever from plague strike, I don't mind it. I never liked blood boil to apply it. It's a simple way for Blizzard to re-emphasise both diseases and I'll no longer need to incongruently use an AOE spell on a single-target to debuff them.
I'm confused as to why you'd feel this way. While I agree that in 5mans I've tentatively had to hold back on occasion, as the BB would break a CC, there's no situation I can come up with that favours debuff application via PS versus BB. I am assuming, of course, that spell-hit is not an issue because as of next patch it won't be.

BB has several advantages over PS in addition to it not costing half a DS. Firstly, as it's AOE it's effectively ranged. Add appears, you taunt, IT, and BB before it's within melee range. One DS and then RS spam to force a F rune to proc, giving you back your lost DS. Not to mention you can debuff multiple adds at the same time, and will not be held hostage to Expertise. What other tank needs expertise to function? All need hit, to my knowledge, but Expertise is something that effectively never caps; even in our best-geared scenaria we'll be risking the BP debuff falling off every minute.

It isn't helpful that we have to expend numerous GCDs to deal with AoE debuffing. Thunderclap is a hi-aoe threat and debuff spell, it works beautifully. BB used to be the same, but now AoE tanking will become inelegant and cumbersome. Ideal damage-mitigation would be IT/PS (or Outbreak if you have it) then Pest. That's 3 GCDs spent and 0 AoE threat generated. And even then, it's AoE-debuffing 3 seconds into the fight. It's not a life-changing issue, it is however a step back in QoL and elegant design.

I second the idea of the old Pestilence glyph, it'd certainly take the pressure off having to "waste" a DS on disease-reapplication, which is counter-intuitive. Making HS extend the diseases will also breath life into a currently useless "signature" ability. It also conveniently would extend the diseases on any adds it hits. This comes accross as a very elegant solution. Very well thought-out.

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Old 01/14/11, 7:12 AM   #234
GravityDK
Piston Honda
 
GravityDK's Avatar
 
Tauren Death Knight
 
Dath'Remar
Hiya Pint, it was a personal observation rather than one about pure and best technique that I'd put into an OP or necessarily expect people to agree with.

I've always had cognitive dissonance about using an AOE ability on a single-target to apply the debuff. Also, I liked the idea of our classic two diseases applying all our required debuffs, and therefore the use of IT and PS or Outbreak, and not introducing a third ability for a third debuff.

Also, if explaining tanking technique to a new player, I found blood boil applying the tank debuff to confuse a few people.

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Old 01/14/11, 7:43 AM   #235
Pintofbrew
Hand Wind Only
 
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Orc Death Knight
 
Frostwhisper (EU)
Yea, I know what you mean, there certainly is a feeling of oddness attached to using the wrong type of ability, but of I feel much less annoyed at having to use an AoE for a single target than I feel annoyed at, for example, burning a U rune for BS, or BS still inducing 2% dmg increase (why is this still here?).

While I agree that PS streamlines the train of thought, the expertise requirement grinds my nerves. I can just imagine some transitional tank-motion in the future, backpedaling through fire, trying to not miss-time my DS, and PS getting parried three times in a row, the lack of 10%phys debuff adding another bead of sweat to my strained evening's raiding.

Frankly personally, while tanking, if Outbreak doesn't put BP up I certainly won't. I don't even have PS on my bar anymore. As far as I'm concerned, on live IT(/OutB) and BB are the only debuffers. And Pest obviously.

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Old 01/14/11, 5:08 PM   #236
Mild Confusion
Piston Honda
 
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Worgen Death Knight
 
Medivh
The biggest problem with tying SC with PS for me is losing a death strike. Normally, I don't worry about the 20% FF because I have a feral applying it. This means I can ignore diseases outside of Outbreak and simply do BB every so often to keep up SC. Now I will have to use PS for the debuff when outbreak is on cooldown. This loses me a death strike which in turn loses me a blood shield. That then reduces the value of mastery.

I can see Blizzard is trying to make it so we apply diseases and that's fine, but combine that with the death strike nerf and mastery is going to fall well behind avoidance.

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Old 01/15/11, 9:54 AM   #237
my ledge ends
Glass Joe
 
Undead Warlock
 
Hakkar
Originally Posted by Mild Confusion View Post
The biggest problem with tying SC with PS for me is losing a death strike. Normally, I don't worry about the 20% FF because I have a feral applying it. This means I can ignore diseases outside of Outbreak and simply do BB every so often to keep up SC. Now I will have to use PS for the debuff when outbreak is on cooldown. This loses me a death strike which in turn loses me a blood shield. That then reduces the value of mastery.

I can see Blizzard is trying to make it so we apply diseases and that's fine, but combine that with the death strike nerf and mastery is going to fall well behind avoidance.
"Well behind"? You're losing one Death Strike every minute. That's hardly the huge nerf you think it is.

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Old 01/15/11, 10:51 AM   #238
Mild Confusion
Piston Honda
 
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Worgen Death Knight
 
Medivh
It's easy to say "just one" and that would be easy if we did a lot of Death Strikes. But how many do we do in a minute? Five or six. Losing one DS a minute is a large portion of the total. Again, even if you say it's just one, then consider that right now avoidance and mastery are more or less worth the same in terms of overall survivability, then take one DS away a minute because of the SC change. Then make the shields weaker because of the DS nerf.

So yes, mastery will be "well behind" avoidance.

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Old 01/15/11, 11:48 AM   #239
Lichloathe
Von Kaiser
 
Orc Death Knight
 
Darkspear
Originally Posted by my ledge ends View Post
"Well behind"? You're losing one Death Strike every minute. That's hardly the huge nerf you think it is.
Refer to any of Dosvidaniya's posts on the official forums (4.0.6 Blood Discussion - Forums - World of Warcraft) for how significant this actually is. The major problem is that applying Diseases creates a period of burst damage because there's neither a Death Strike heal or a Blood Shield to mitigate what's incoming. We take more damage on a per hit basis than other tanks, and this is balanced around the fact that our "block" includes healing after the fact.

Author of BloodSim

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Old 01/15/11, 12:22 PM   #240
Tyvi
Never, Mags. Never!
 
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Human Death Knight
 
Turalyon (EU)
Originally Posted by GravityDK View Post
Here, Tyds is talking about improving Hand of Doom in order to strengthen his spec towards the goal of interrupting. Makes sense.
I think the OP should probably include an interrupt-oriented spec, but am unsure which of the varieties to use. There could be a spec with Endless Winter, for example like this. I don't know if there is an ideal spec, but I would like update OP to match if there's any compelling agreement.
Yeah, that's the spec I'd use in 4.0.6 for interrupt duty as well. Endless Winter is just too good to pass up on considering the alternatives.

And I have to agree with Mild Confusion. The fact that we lose 1 DS per minute and DS is getting nerfed on top of that hardly makes up for stacking Blood Shields since the times you would get stacked Blood Shields are rare if you DS properly - unless you are going to use 2 DS in a row after a big burst which might make sense in some scenarios.


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