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01/11/11, 7:12 AM
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#31
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Glass Joe
Undead Warlock
Feathermoon
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DW Frost:
When killing machine procs, is it better to wait for runes to come of CD for oblit. or use FS if that ability is already up?
According to DocsDebugRunes it wants me to wait for Oblit, however it doesn't feel right just blood striking (or refreshing plague strike) waiting for Oblit to be ready.
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01/11/11, 8:02 AM
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#32
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Great Tiger
Troll Death Knight
Mal'Ganis
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If you're about to get an FU pair and you're not RP capped, hold onto it. KM has no ICD so it's not wise to hold onto it for too long, else you risk wasting a good one or two additional procs.
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Uulwi ifis halahs gag erh'ongg w'ssh.
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01/18/11, 10:07 AM
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#33
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Von Kaiser
Human Death Knight
Blackrock
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Using Kakories sim for dw frost, it seems like that in unholy presence i'm getting higher dps values than in frost presence. I have tried different sets of gear (including kahories gearset) and its still giving the same result which is contradictory to the frost guide. Am i doing something wrong?
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01/23/11, 2:46 AM
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#34
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Glass Joe
Human Paladin
Cenarion Circle
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I saw it mentioned in the Blood thread that Crimson Scourge is considered a weak talent, but no explanation was given, and was wondering if the general consensus is that it will remain weak, even after the change being made in 4.0.6?
Also, some clarification on why exactly it was weak would be nice. I assumed it was weak because blood boil is inferior to heart strike on fewer than 3 mobs, while on more, the pack wouldn't last long enough for you to need to reapply blood plague via plague strike in order to get the free blood boil and aoe threat*. So it boiled down to it essentially gave you a method of renewing Scarlet Plague without having to sacrifice a heart strike, which to me isn't worth two talent points, since, while you do lose threat to do so, even at the start you shouldn't have such a problem with threat that whatever you're tanking gets pulled off you because of it.
*I realized as I was typing this that you could accomodate a different approach to aoe tanking, in which you intentionally used your unholy runes to plague strike and thus get free uses of blood boil out of the talent, I simply left this part in for reference's sake as to what I was thinking.
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01/24/11, 10:02 AM
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#35
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Glass Joe
Blood Elf Death Knight
Ravenholdt
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Originally Posted by Vonriel
I saw it mentioned in the Blood thread that Crimson Scourge is considered a weak talent, but no explanation was given, and was wondering if the general consensus is that it will remain weak, even after the change being made in 4.0.6?
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It's a weak talent because Blood Boil is a pretty weak ability. Stare at your threat meter while tanking sometime; DnD does a ton of threat, and even Death Strike does some decent AoE threat from the heal, while Blood Boil does... well, it's enough to keep something off the healer if DnD is cooling down. In it's current form, the talent is asking you to give up half of a Death Strike to get a free Blood Boil, and there's really no good reason to ever do that.
After the patch I can't see it being a much stronger talent. Better than now, sure, but if only because as it stands we'll be keeping BP up for the debuff in absence of anyone else providing it. I still don't see myself putting the points into Crimson Scourge even if I have 100% BP uptime.
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*I realized as I was typing this that you could accomodate a different approach to aoe tanking, in which you intentionally used your unholy runes to plague strike and thus get free uses of blood boil out of the talent, I simply left this part in for reference's sake as to what I was thinking.
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The problem with that is you're basically asking the mobs to eat your face, because if you're burning your unholy runes on free BBs you're not using Death Strike.
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01/24/11, 11:25 AM
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#36
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Glass Joe
Gnome Death Knight
Twisting Nether (EU)
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Originally Posted by MKlades
It's a weak talent because Blood Boil is a pretty weak ability. Stare at your threat meter while tanking sometime; DnD does a ton of threat, and even Death Strike does some decent AoE threat from the heal, while Blood Boil does... well, it's enough to keep something off the healer if DnD is cooling down. In it's current form, the talent is asking you to give up half of a Death Strike to get a free Blood Boil, and there's really no good reason to ever do that.
The problem with that is you're basically asking the mobs to eat your face, because if you're burning your unholy runes on free BBs you're not using Death Strike.
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I agree on it being a weak talent, but you forgot to mention that we still use bloodboil...just not for the damage, and not as often to justify 2 talent points to get it without rune cost.
We use it is to give the mobs / the boss Scarlet Fever, reducing their physical damage dealt by 10%
Scarlet Fever lasts for 30 seconds, and using 2 talent points to save 2 runes per minute is kind of silly.
Just adding this info to give a complete view on the matter.
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01/26/11, 6:21 AM
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#37
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Glass Joe
Night Elf Death Knight
Ghostlands (EU)
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Originally Posted by Qaenyin
Death's Advance doesn't do anything to movement impairing effects. It simply caps the amount you can be slowed to your base move speed, much like how the paladin seal of justice prevents move speed from going above base move speed. The effects themselves aren't removed or prevented.
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Hm okay thank you.
But this raises another question of mine 
What if someone places a slowing spell on me, and I then use both my unholy runes - will Death's advance overrule the slowing effect then, or will I have to last it out?
I'm sorry if my questions seem dumb, but I really want it right
P.S. I'd like to know if someone could link a page or blog somewhere that posts statistics, comments and analystic material regarding Death Knight's andd the changes their going through in upcoming patches, thanks in advance.
Last edited by Securicor : 01/26/11 at 6:46 AM.
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01/26/11, 11:58 AM
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#38
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Piston Honda
Draenei Death Knight
Medivh
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deleted
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01/27/11, 8:03 AM
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#39
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Glass Joe
Human Death Knight
Kult der Verdammten (EU)
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There are a few things I'm still not sure about in my current DW-Frost rotation.
Some things that still leave me wondering, if I just pressed the correct button for the situation in question.
I'm sorry if any of those questions have already been answered in the Frost-Thread, but I did my best to pick up every bit of info I could.
1. Obviously pretty much all of you use Blood Tap on cooldown, so first Blood Tap for Pillar of Frost (I believe) and the second one to free up one rune for Obliterate.
I don't quite understand the mechanic though...I don't fell like gaining anything if I BT when, for example, all runes are on CD.
Fine, I'll free up one rune, but I still need to wait until another rune has come up and at that point probably another rune has come up as well and as there is no such thing as "half an Oblit", I was wondering if it wouldn't be better to keep the BT-CD for situations like Diseases are running out and all runes are on CD or KM procs and only one rune is up.
Tl;DR: How exactly do I use Blood Tap to gain maximum DPS from it's use?
2. What to do in the following scenario?
Both Death runes are up, as well as one Frost and one Unholy rune.
Do I Oblit until all runes are on CD, or shall I BS to put the Death rune back on CD?
Excuse me if the answers are so simple, that they simply didn't come to my mind because I was thinking to complicated and thanks in advance.
EDIT: Typo
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01/28/11, 9:00 AM
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#40
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Glass Joe
Undead Warlock
Feathermoon
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I've read here and other boards, when KM is up waiting for Oblit is best over consuming the proc on a FS. However if BT is on CD how long is too long to wait? Is it better to just use frost strike if you know it is going to take a few seconds for runes to come off CD for Oblit use?
I'm sure most people have itchy trigger fingers and some KM frost strikes sneak out, so it seems important to me to know what to use KM on in this case.
If there is any empirical data out there to show that waiting for oblit is better then using FS when KM is up?
Edit: grammar
Last edited by brashar : 01/28/11 at 2:04 PM.
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02/02/11, 11:04 AM
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#41
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Glass Joe
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Icy Talons
I am wondering if there is a good way to quantify the raid's dps increase for Improved Icy Talons? I would gladly take a personal dps loss for a raid wide damage buff. I know raid composition is largly what determines the value. Improved Icy Talons - Spell - World of Warcraft
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02/02/11, 2:06 PM
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#42
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Glass Joe
Orc Death Knight
Mal'Ganis
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Quick question about the Pet claw being macroed with SS. Has anyone else had any instances in wich you finish combat and your pet decides its a good idea to face pull another group of mobs. I was wondering if this may be caused by the pet attempting to use claw from my SS macro. (after combat ends your in the middle of using SS and pet jumps to claw a mob in the next set of mobs) or if this is just a part of blizzard's bad pet AI. I'm tired of my pet deciding to jump for a group of mobs that we weren't ready to pull yet.
Also if this problem is caused by the macro is there any way to prevent it from happening but still have the 2 skills bound to the same key.
(Edit: Grammar)
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02/02/11, 2:11 PM
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#43
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Von Kaiser
Night Elf Death Knight
Alexstrasza
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Originally Posted by timsobuff
I am wondering if there is a good way to quantify the raid's dps increase for Improved Icy Talons? I would gladly take a personal dps loss for a raid wide damage buff. I know raid composition is largly what determines the value. Improved Icy Talons - Spell - World of Warcraft
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Look at logs to see what % of damage comes from white attacks (pets and tanks too). Add 10% to each source of white damage. Also take into account things you can't necessarily calculate, such as increased proc rate for, say, Killing Machine, based on higher attack speeds.
@TheOSC: You can put in a combat clause into the claw macro. e.g. /use [nocombat] claw
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02/02/11, 9:34 PM
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#44
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Piston Honda
Human Warrior
Eldre'Thalas
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Originally Posted by TheOSC
Quick question about the Pet claw being macroed with SS. Has anyone else had any instances in wich you finish combat and your pet decides its a good idea to face pull another group of mobs. I was wondering if this may be caused by the pet attempting to use claw from my SS macro. (after combat ends your in the middle of using SS and pet jumps to claw a mob in the next set of mobs) or if this is just a part of blizzard's bad pet AI. I'm tired of my pet deciding to jump for a group of mobs that we weren't ready to pull yet.
Also if this problem is caused by the macro is there any way to prevent it from happening but still have the 2 skills bound to the same key.
(Edit: Grammar)
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The standard solution is to "/use [@pettarget] Claw" causing the pet only to attack if it already has a target (whether because you keep it on defensive or have already told it to attack something).
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02/04/11, 2:15 AM
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#45
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Glass Joe
Undead Rogue
Smolderthorn
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So I was looking at top DK Tank on the armory, such as Riggnaros and Alurez, and noticed that there seems to be no reforging to reach the 8% Hit and 26 Expertise that I've always read as being the first law when gearing properly.
On a related note, the other DK Tank in my guild mentioned something the other day about not worrying about Hit/Exp as a Tank and just go 100% for Avoidance/Mastery (as Riggnaros/Alurez seem to have done). But everywhere else I look (like here for instance), I still see to make sure you get the Hit/Exp to their respective caps (which is how I'm currently set up at the time of posting this).
To my knowledge, I'm set up correctly. But now I'm kind of confused as to what to do... your thoughts?
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