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Old 05/23/11, 8:33 AM   #121
VoidStar
Piston Honda
 
Human Warlock
 
Draenor (EU)
Originally Posted by Viggers View Post
Quick question on your opinions about which spec i should be using. The other DK in our guild has both frost and unholy spec, has akirius the worm breaker for unholy, and 2x gurubashi punisher for frost. This question is regarding aoe fights. Now its a dps loss to play unholy for her obviously, but is that dps loss outweighed by being able to apply 8% increased magic damage taken debuff to all mobs worth this dps loss, due to the majority of aoe damage being done by mages and locks etc. This is mostly for halfus HC which is our next target but also interested in maloriak etc for the futute. I raid 25 man and for halfus we wil be using 4 tanks and 7 healers i think maybe 8. Only 2 warriors and one feral druid That wont benefiet from ebon plague, and most of our dps is our 3 mages, by a long way.
For Halfus (or similar fights where it's splash-damage rather than true focused AoE that's of benefit), if you have Warlocks and want to apply the 8% magic damage debuff then the best method is likely to be to get one of them to spec into Affliction for Jinx, get them to slap Curse of the Elements on Halfus and away you go. As Affliction is generally the best performing spec anyway, it shouldn't be too hard to convince them.

Maloriak is something of a special case because here you'll probably want your Warlocks to spec Demonology for the obscene damage it deals.

A crude method of determining which option is the least loss is to look up the fight you're interested in on a site like State of DPS and see how much of a loss each option is. At the time of writing on Maloriak for example the median for Aff is 3334 DPS behind that of Demo for Warlocks, and the median for Unholy is 3663 DPS behind that for Frost. We could (therefore) conclude that it's actually the smaller raid DPS loss for one of your Locks to go Affliction than it is for your DK to go Unholy, but they're pretty close so it's most likely that whoever is most comfortable in their "other" spec will be the best option for your raid.

Edit: As pointed out by a guildie of mine, Assassination Rogues with Master Poisoner are also reasonably adept at using Deadly Poison with FoK spam for the purpose of DPS and keeping up the 8% magic debuff. Looking at a recent log of ours a single Assassination Rogue might not be able to keep the debuff up 100% of the time, but perhaps enough that one of your other guys might not need to respec.

Last edited by VoidStar : 05/23/11 at 5:34 PM.

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Old 05/23/11, 1:14 PM   #122
Pillion
Glass Joe
 
Night Elf Rogue
 
Alleria
My question concerns the DPS T11 4 piece bonus. I currently have T11 shoulders, hands, and legs, and I'm using Battleplate of Ancient Kings, which is BiS pre-hard modes.

Would it be a DPS increase / "worth it" to swap out Battleplate of Ancient Kings for the T11 chest to get the DPS T11 4 piece bonus?

Especially since the change to Blood of the North in patch 4.1 where our blood runes are perminently death runes.

Also with the change to Blood of the North in patch 4.1 when using Blood Tap does it trigger the 4 piece bonus?

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Old 05/31/11, 4:21 PM   #123
ziptiebandit
Glass Joe
 
Orc Death Knight
 
Quel'dorei
Horde Races?

Pre 4.1 Orc was pretty much king as PVE raiding race for DKs (UH was dominant with a pet buff, clickable AP buff and Axe Spec). Now with the rise of Frost, have goblins taken their place? Frost doesn't care about the pet buff, so at what point does a passive 1% faster melee speed start being worth more than the orc's clickable AP buff?

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Old 06/02/11, 8:27 PM   #124
Sapphaholic
Glass Joe
 
Tauren Death Knight
 
Silvermoon
For Sinestra in 10man, I've heard a lot of talk about classes reforging their gear specifically for the fight due to the haste buff she gives, but I've not really had a lot of luck finding information about if Death Knights tinker around with their gear for the fight.

As a 2H Frost DK, should I be worried about reforging some of my haste to Mastery specifically for the fight? I currently have just over 2100 Haste rating. Or is it recommended that frost DKs switch to Frost presence for the fight?

My guild just unlocked Sinestra last night so beyond one pull for laughs at the end of the night, we haven't really had a good look at the fight in person yet. As you can imagine it's a bit hard to find good information on this fight since most guilds aren't quite progressed that far.

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Old 06/02/11, 9:11 PM   #125
I3ig Al
Glass Joe
 
Draenei Death Knight
 
Kilrogg
In the frost DPS thread, stat priorities are given to be Strength > Yellow Hit to Cap > Expertise to Cap > Haste > Mastery > Crit for both DW and 2H specs, however in the Stat Weights area, Expertise is given 1.18 and Haste 1.23 for DW.

Is the Stat Priority incorrect, or the Stat Weight values? Using the given stat weights and my current gear plugged into Mr. Robot (link below) I end up with 19 expertise after reforging. Is this right, or do I need to use different stat weights?

Takhesis @ Kilrogg - Mr. Robot - World of Warcraft

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Old 06/03/11, 12:53 AM   #126
Taiyoken
Piston Honda
 
Worgen Druid
 
Mannoroth
Expertise probably goes up because with lower gear you aren't haste/global capped as bad and can afford a miss on some specials. The BiS setup on Mr Robot has ~6.5% exp as BiS so at some point between 359 gear and 372 gear it becomes a priority to cap Expertise. Did you choose Unholy Presence while DPSing? I haven't used Mr. Robot in a while but if that option is still there, especially with low gear, expertise does not become a priority to cap as you are nowhere near global capped.

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Old 06/03/11, 11:37 PM   #127
Old Wolf
Glass Joe
 
Blood Elf Paladin
 
Gundrak
My dumb question: what is "PS/GS", as mentioned in Blood | DK endgame tanking [4.x] ?

My googling didn't shed much light and there are no death knight abilities starting with G (according to Wowhead), and if PS is Plague Strike then I don't see anything in the Wowhead description of Plague Strike that would make it useful as a defensive cooldown.

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Old 06/03/11, 11:48 PM   #128
Taiyoken
Piston Honda
 
Worgen Druid
 
Mannoroth
Pain Suppression/Guardian Spirit

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Old 06/08/11, 1:59 PM   #129
saboya
Faceroller
 
saboya's Avatar
 
Pandaren Monk
 
Firetree
Haste breakpoints?

I've been playing with my DK alt lately as 2H Frost. I've read all about it at the very useful Frost thread here, however I have a question regarding possible haste breakpoints. I've read some posts about it here http://elitistjerks.com/f72/t121704-...4/#post1921371 however I didn't come to any conclusions. This is my alt:

Caveirão @ Ursin - Game - World of Warcraft

I'm currently sitting at 7.92s on my runes. My question is: Will I be better off shifting some of that haste to mastery and keeping my runes @ 8s?

thanks in advance

Last edited by saboya : 06/08/11 at 2:07 PM. Reason: incorrect word

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Old 06/08/11, 4:58 PM   #130
Leucifer
Glass Joe
 
Night Elf Death Knight
 
Shu'halo
Originally Posted by I3ig Al View Post
In the frost DPS thread, stat priorities are given to be Strength > Yellow Hit to Cap > Expertise to Cap > Haste > Mastery > Crit for both DW and 2H specs, however in the Stat Weights area, Expertise is given 1.18 and Haste 1.23 for DW.

Is the Stat Priority incorrect, or the Stat Weight values? Using the given stat weights and my current gear plugged into Mr. Robot (link below) I end up with 19 expertise after reforging. Is this right, or do I need to use different stat weights?

Takhesis @ Kilrogg - Mr. Robot - World of Warcraft
I think the key difference is that you're looking at what is proposed as a basic or general stat priority versus the actual weight for the stats. Also, consider diminishing returns on those stats. At what point does haste effectively "cap" versus expertise? What is the prevalence of these stats on available gear? Even with reforging, a piece of gear itemized with haste will still retain a greater proportion of haste after reforging some of it.

It's entirely possible that the two stats don't have a static "weight", that one becomes more valuable beyond a certain point relative to the other. (The weight of the stat is actually exponential versus linear, but has been given an "average" value for simple comparison.)

Last edited by Leucifer : 06/08/11 at 5:09 PM. Reason: Clarification of final point

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Old 06/09/11, 12:58 AM   #131
frostystare
Glass Joe
 
Blood Elf Mage
 
Baelgun
As suggested on multiple forums - I plugged my DK and gear into RAWR and hit optimize. It basically told me to reforge most of my mastery away for avoidance and gem for stamina. I've looked around on the armory at high end tanks and it seems like this is not the advice they take. I attempted to do what RAWR said and it seemed more heal intensive for me to stay up.

Before this, I was gemmed mainly mastery (had over 20+ mastery) and roughly 29% parry/dodge combined with runeforging, etc. Having read though the thread, there was an argument about the usefulness of mastery vs. having a higher health to make the heal/shield more effective. This seems to be what Rawr is asking me to do. What I don't get is, why give up 6+ points in mastery just to gain 7500 health and 4% dodge/parry? Is it really worth it?

The mastery I gave up roughly diminishes my shiled from 122% to only 87% of the heal. If you take 100,000 damage and heal up the 20% death strike gives you, you get 20k health back, plust 122% shield (24,400). Maybe I don't tank enough to see it, but is 4% dodge/parry plus 7k health worth the trade?[/

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Old 06/09/11, 9:06 AM   #132
Securicor
Glass Joe
 
Night Elf Death Knight
 
Ghostlands (EU)
Hello fellow DK's.

I play a frost DW specc and I'm quite happy with it - however I'd like to hear some opinions on Oblit and Killing Machine proc. If my KM procs I tend to wait up to 3-4 secs if it's not available due to rune CD. I find this to do more dmg in the end - I also use my Blood Tap ability at this point to get the most out of my KM procs.

I'd like to hear if you do this as well or if you just use the KM proc on FS if Oblit isn't available? Furthermore if you, like me, are waiting for Oblit to be ready - for how long time will you wait?

From what I've gathered, 3-4 secs is the optimal, but it's hard to put numbers on. What do you think about this?

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Old 06/09/11, 12:36 PM   #133
Leucifer
Glass Joe
 
Night Elf Death Knight
 
Shu'halo
Originally Posted by frostystare View Post
As suggested on multiple forums - I plugged my DK and gear into RAWR and hit optimize. It basically told me to reforge most of my mastery away for avoidance and gem for stamina. I've looked around on the armory at high end tanks and it seems like this is not the advice they take. I attempted to do what RAWR said and it seemed more heal intensive for me to stay up.

Before this, I was gemmed mainly mastery (had over 20+ mastery) and roughly 29% parry/dodge combined with runeforging, etc. Having read though the thread, there was an argument about the usefulness of mastery vs. having a higher health to make the heal/shield more effective. This seems to be what Rawr is asking me to do. What I don't get is, why give up 6+ points in mastery just to gain 7500 health and 4% dodge/parry? Is it really worth it?

The mastery I gave up roughly diminishes my shiled from 122% to only 87% of the heal. If you take 100,000 damage and heal up the 20% death strike gives you, you get 20k health back, plust 122% shield (24,400). Maybe I don't tank enough to see it, but is 4% dodge/parry plus 7k health worth the trade?[/
In your end example, you have a 20k heal and a 24,400 shield when at 122%. The alternative was a 20k heal, and a 17,400 shield when at 87%. What's the difference between the two mathematically? 7000.

A 4% increase in dodge/parry plus 7500 health that is active at all times versus a situational gain of 7000 in damage reduction? The damage reduction is temporary and will fall off. You'll never get it back. The additional 7500 health however, you CAN get back. Once healed up, you'll have that additional 7500 health buffer over the DK who has more mastery. Top it off, you have more avoidance now also.

EDIT: Also remember, the death strike's effects are only worth 7k because of the rather large hit that you took. If you received a 50k strike, a much more common occurance, you'd only receive a 10k heal and 12.2k shield, versus a 10k heal and an 8.7k shield. That's now a 3.5k difference, and a diminished return on the value of that mastery. When you look at it from that perspective, would you rather have 7500 more health and more avoidance, or the higher mastery?

Or in a worse case scenario, what happens if you take that 100k hit and you only had 98k health? What is the value of deathstrike then?

Last edited by Leucifer : 06/09/11 at 6:54 PM.

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Old 06/09/11, 10:43 PM   #134
frostystare
Glass Joe
 
Blood Elf Mage
 
Baelgun
Originally Posted by Leucifer View Post
In your end example, you have a 20k heal and a 24,400 shield when at 122%. The alternative was a 20k heal, and a 17,400 shield when at 87%. What's the difference between the two mathematically? 7000.

A 4% increase in dodge/parry plus 7500 health that is active at all times versus a situational gain of 7000 in damage reduction? The damage reduction is temporary and will fall off. You'll never get it back. The additional 7500 health however, you CAN get back. Once healed up, you'll have that additional 7500 health buffer over the DK who has more mastery. Top it off, you have more avoidance now also.

EDIT: Also remember, the death strike's effects are only worth 7k because of the rather large hit that you took. If you received a 50k strike, a much more common occurance, you'd only receive a 10k heal and 12.2k shield, versus a 10k heal and an 8.7k shield. That's now a 3.5k difference, and a diminished return on the value of that mastery. When you look at it from that perspective, would you rather have 7500 more health and more avoidance, or the higher mastery?

Or in a worse case scenario, what happens if you take that 100k hit and you only had 98k health? What is the value of deathstrike then?
If you get hit for 100k damage with 122% shield, you get back 24,400 (and that's if you only death strike once) and that does give you 7500 absorption extra - however - that's 7500 extra for every death strike at that level. Adding 7500 to your total health pool would be great, but as a tank, are you topped off to 100% health that often? So is the value of the 7500 extra health really all that substantial?

And as I understand, as a general rule, most tanks will hold off on a death strike for a bit to soak up a bit more damage so the 100,000 damage in a 5 second window during a raid boss fight won't be super uncommon, right? So, lets say realistically, you death strike for 5k extra each time (less and more taken into consideration). If you death strike 75 times in a fight (roughly 1X every 5 seconds for a 6 minute encounter) - you reduced your incoming damage by 375,000 which seems like quite a bit to me.

What is the point of the death strike anyways? From what I've seen - since we are the tank class without a shield, it's basically replacing that. It levels out our damage taken by allowing a heal and a shield for incoming damage. Makes us less volitale to be healed. And why aren't more high end tanks speccing into what RAWR says if it's superior? I've checked a few dozen from around both my server and online and no one seems to do that. It's mastery heavy to say the least.

Please realize, I'm not arguing or saying your are wrong, just trying to figure it out Thanks for the feedback - trying to learn and understand the class better.

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Old 06/10/11, 12:48 AM   #135
huntcaudata
Piston Honda
 
Orc Death Knight
 
Kilrogg
What the hell people. This is the simple question, simple answer thread.

Simple answer: Rawr is wrong. Gem to stack Mastery while achieving socket bonuses. Reforge threat to mastery, then avoidance to mastery. Enchant for mastery>avoidance>armor>stam.

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