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Old 10/22/11, 6:19 PM   #421
Asphyxialol
TEH DEEPZ!!!
 
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Blood Elf Paladin
 
Mal'Ganis
Originally Posted by Yörgle View Post
As long as we are not two-shot (as we are currently in 4.3 it seems), it doesn't matter : we'll be able to effectively heal and shield ourselves.

Can't wait to see how this buff affect our burst-vulnerability.
Eh, even 3 shot can come way too fast (3s to 5.4s on average). As Riggs said it's not a matter of how many hits we can take but how long we have to react before we die. He said 5-6 seconds is pretty solid from a full to dead scenario, and I'm inclined to agree with that. It allows us to optimally use DS every 4-5 seconds comfortably instead of 'OH SHIT I'M GOING TO DIE'.

I honestly think the best route to take is simply 'homogenizing' DKs with a block mechanic. The armor is nice, but overall it won't do much at all for the kind of spike damage we take. It will reduce a hit from 120,000 (currently) by about 4-5k. 4-5k is not going to make any form of significant difference. It will impact fast hitting and multi-mob damage far more than it will impact bosses with the way we are setup.

The easiest chance is simply make bone shield only use a charge if a hit exceeds x% of health. It's still an active ability. It completely resolves our survivability. Even at a 20% reduction it's still doesn't negate as much as a block, which is fine because we heal it back up anyways. I could even see BS being slightly nerfed to compensate for it's increased uptime.

The other option is making blood shield mitigate hits over the next 5-6 seconds.

Another option is the HS option of adding charges to BS.

There are multiple ways to fix it, but the bulk of it is that we suck at fast hitting tanking, we suck at multi-mob tanking, and we are far more susceptible to spike damage than druids, paladins or warriors.


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Old 10/22/11, 10:04 PM   #422
Otou
Piston Honda
 
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Draenei Death Knight
 
Stormrage
Originally Posted by Liar View Post
From the Q&A panel. That change looks pretty good on paper but we'll have to see how it works out on the PTR (which I assume they will patch in there soon).
So in my current gear going from 30% blood pressence armor to 55%, takes me from 33,869 armor to 40,382. So a gain of 6,513 armor would occur with the new blood pressence.

33,869 armor gives me 54.08% passive melee reduction and 40,382 would give me 57.94%. A difference of 3.86% damage reduction.

Assuming a dragon soul raid boss swings for an average of 290k unmitigated, after reducing damage by passive modifiers (armor, bp, bb, sf), its average melee would be:

Current Blood pressence: 103,647

New Blood pressence: 94,912.

Difference of 8,735 less damage per melee swing.


It's not ground breaking since we'll still be in 3-shot range, but its definitely a step in the right direction. Feels like they took our damage intake down from impractical, to where it was week 1 of heroic fire lands. However, I honestly think we need another push somewhere along the line, likely in will of the necropolis. It's rather silly that the damage reduction takes place after you're taken below 30% hp. Often it will activate as you die, because you didn't survive the attack that activated it. Will of the necroplis needs to activate its buff on damage that "would" take you below 30% health, not damage that already has.

Last edited by Otou : 10/28/11 at 8:53 PM.

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Old 10/23/11, 7:32 AM   #423
swift_
Von Kaiser
 
Pandaren Shaman
 
Stormreaver (EU)
Originally Posted by Asphyxialol View Post
The easiest chance is simply make bone shield only use a charge if a hit exceeds x% of health. It's still an active ability. It completely resolves our survivability.
Depending on the Boss you're fighting, this would either make every boss hit use a charge or make none of the bosses hits use up a charge. This would most likely become a static 20% damage reduction for some bosses and not affect other bosses at all. Some Bosses hit very fast for about 40-60k, while others hit you slowly for 70-90k.

Our overall damage taken will already be a good bit lower than that of the other tanks. I don't think reducing that any further would be fair to the other tank classes or help overall tank balance. Our problem is spike damage not overall mitigation, and as such a solution should preferably only affect that, but affect that in a reliable way.

The solutions I see are either
a) buff our HP to the point that our EH is equal to that of a paladin or warrior. Considering how they're taking 30% less melee damage, we'd need 43% more HP (a stamina gemmed DK is already sitting at over 20% more HP, so we'd need another 20% buff)
b) Buff WotN that it will passively reduce any damage we take below 20% HP by 50%. So if you're on 30% HP and take a 40% Hit, you'd take 10% of it normally and 30% of it is reduced to 15% to a combined 25%. This would again increase our EH by 20%, but wouldn't affect overall damage taken by much, since we're still sitting at 100% most of the fight.

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Old 10/23/11, 7:50 AM   #424
Ferrik
Glass Joe
 
Goblin Rogue
 
Korgath
Originally Posted by Otou View Post

It's not ground breaking since we'll still be in 3-shot range, but its definitely a step in the right direction. Feels like they took our damage intake down from impractical, to where it was week 1 of heroic fire lands. However, I honestly think we need another push somewhere along the line, likely in will of the necropolis. It's rather silly that the damage reduction takes place after you're taken below 30% hp. Often it will activate as you die, because you didn't survive the attack that activated it. Will of the necroplis needs to activate its buff on damage that "would" take you below 30% health, not damage that already has.
I don't see why they are so hesitant on giving us back the old Will of the Necropolis that actually worked like that. Even if it was only a 15% damage reduction on an attack that dipped us that low its better than our current version by far.

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Old 10/23/11, 1:37 PM   #425
Asphyxialol
TEH DEEPZ!!!
 
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Blood Elf Paladin
 
Mal'Ganis
Originally Posted by swift_ View Post
Depending on the Boss you're fighting, this would either make every boss hit use a charge or make none of the bosses hits use up a charge. This would most likely become a static 20% damage reduction for some bosses and not affect other bosses at all. Some Bosses hit very fast for about 40-60k, while others hit you slowly for 70-90k.

Our overall damage taken will already be a good bit lower than that of the other tanks. I don't think reducing that any further would be fair to the other tank classes or help overall tank balance. Our problem is spike damage not overall mitigation, and as such a solution should preferably only affect that, but affect that in a reliable way.

The solutions I see are either
a) buff our HP to the point that our EH is equal to that of a paladin or warrior. Considering how they're taking 30% less melee damage, we'd need 43% more HP (a stamina gemmed DK is already sitting at over 20% more HP, so we'd need another 20% buff)
b) Buff WotN that it will passively reduce any damage we take below 20% HP by 50%. So if you're on 30% HP and take a 40% Hit, you'd take 10% of it normally and 30% of it is reduced to 15% to a combined 25%. This would again increase our EH by 20%, but wouldn't affect overall damage taken by much, since we're still sitting at 100% most of the fight.
Then make it so it only reduces abilities over x% of health and uses a charge and compensate with a buff to our armor or raw mitigation for trash / fast hitting mobs that hit below the threshold. This removes spike damage without any negative impact on the other aspects of tanking provided it's done right.

The thing is we already take comparable damage to other tanks on most fights and on top of that we heal for 6-11k hps effective (or more on some fights). Our overall damage taken and healing is perfectly fine. We need to resolve our spike damage, even if it comes at the cost of higher base incoming damage (which changing BS to work the way I said at the start of my post would).

We simply should not be able to be 2 shot. Even 3 shot is really cutting it close considering that most warriors and paladins are in the 4-5 shot range quite easily.

Boosting our EH via health is far from ideal and simply quite a bit inferior to paladin and warriors. Sure, we'll live, but healers will have to spend even more mana to top us back off. While mana isn't a *huge* concern at the current point it very well could be with a change like that. An alternative change could be increased healing % on us with the increased stamina, but that's just really inflating things.

A WotN change would work similar to the BS change I said, so I'm perfectly game for that.


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Old 10/23/11, 2:14 PM   #426
Otou
Piston Honda
 
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Draenei Death Knight
 
Stormrage
Originally Posted by Ferrik View Post
I don't see why they are so hesitant on giving us back the old Will of the Necropolis that actually worked like that. Even if it was only a 15% damage reduction on an attack that dipped us that low its better than our current version by far.
That... would actually be a perfect change.

At first glance I thought to myself that it would be to strong, but 3.3.3's wotn and 55% armor would only almost push us out of 3 shot range.

Basicly it would make us able to take the 3rd melee hit as long as there was a hot / shield active somewhere before the 3rd swing, even if we can't get any direct healing during that time period.

Last edited by Otou : 10/23/11 at 2:20 PM.

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Old 10/23/11, 7:49 PM   #427
Vman1987
Banned
 
Blood Elf Paladin
 
Tarren Mill (EU)
Originally Posted by Otou View Post
That... would actually be a perfect change.

At first glance I thought to myself that it would be to strong, but 3.3.3's wotn and 55% armor would only almost push us out of 3 shot range.

Basicly it would make us able to take the 3rd melee hit as long as there was a hot / shield active somewhere before the 3rd swing, even if we can't get any direct healing during that time period.
The problem with this is they want us to have Active mitigation and to react to damage. Changing it to this would be making us more passive so it wont happen.

If we stick it out till 5.0 we will be on par or better than the other tanks.

It has been said many times the problem is not 100% with the Death Knight. Its CTC capping tanks being to strong that's the issue and the lack of raid cooldown.

5.0 Will solve both of these issues, they will no longer be able to block damage of every melee hit, and they will have to choose there raidcooldown by sacrificing something else just like us (we get AMZ in 5.0).

Until 5.0 we will always be the worst tank to take and the tank at most risk of death due to spiky damage this will not change untill the other tanks have the ability to CTC removed.

At the moment we take around about the same damage as other tanks and we heal ontop of this. So in away we are actually better off.

We also have loads of cooldowns to recover from damage when we do get hit to low HP, Other tanks are not as good at recovering from low damage its all on the healer really. We do however get into trouble allot more frequently.

It looks like in 5.0 the only issue that will remain if other tanks cant CTC will be our effectiveness at tanking multiple adds at once but it will be far better than it is today. If you think about it when the CTC tanks cant block something of every melee hit and have to use active mitigation to block some damage they are in the same boat as us now!

Someone has to be the worst tank, and TBH i really don't mind being the worst tank as long as i am viable to raid. The changes we have had in 4.3 are mostly QOL changes but will make us a little more viable.

Changes:
  • 2 extra bone shield charges
  • 30 sec outbreak so more DS's p/m
  • Passive barrier
  • 5 - 8k armor buff (2 - 6% melee damage reduction.)

As long as the fix the damage that the bosses can do in a 4 second window in 4.3 our problems will be minor.

If somehow they did buff our damage mitigation to allow us o be less spiky we would still be worse or better than a CTC tank we can never be on par. If they buffed our damage reduction so we were not so spiky it would also most likely mean a fairly hefty nerf to something else changing our class even more.

Guys we are the most fun, and complex tanking class to play in the game! Enjoy it while it lasts and lap it up its not all doom and gloom.

Edit: #1 The change to armor is still not live on PTR, but having played the PTR for a little while now it feels much more smooth playing a DK so much more room for error. Hopefully the armor change will go live monday or tues as its blizzcon weekend at the moment.

p.s sorry for grammar errors i smoked a little to much pot tonight and its rather late.


Edit #2:

PTR changes live!





Total armor gained: 6036
Total physical damage mitigation gained: 4.27%

My gear is not BIS these screenshots were both taken on the old PTR and the New ptr with nothing changed. Totally unbuffed nothing but Blood Presence on (do have the armor enchant on cloak). I was using the standard raid build with no interrupt talent.

Link to armory for toon in screenshot (gear wont change as i now mostly play my paladin tank tbh) Adam @ Eonar - Game - World of Warcraft

Armor change:

Blood

Blood Presence now increases armor contribution from cloth, leather, mail and plate items by 55%. Up from 30%.

Last edited by Vman1987 : 10/26/11 at 5:16 AM. Reason: Adding info at bottom

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Old 10/28/11, 12:43 PM   #428
Tyvi
Never, Mags. Never!
 
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Human Death Knight
 
Turalyon (EU)
So on a completely different note, do any of you guys FRAPS your boss attempts/kills while tanking? Or alternatively, do you guys know of a good source to watch videos from a Blood DK PoV? I am always eager to learn some new things and really curious as to how other people play and time their stuff but finding videos like these is actually freakin hard.

Personally I try to record some of my stuff as well for review but the last hard thing I tanked was Baleroc HM on 10 man pre-nerf so ideally something to compare with that would be great, but I'll take anything that doesn't have gimmicks (though, these are also nice to watch I guess).


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Old 10/28/11, 8:51 PM   #429
Otou
Piston Honda
 
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Draenei Death Knight
 
Stormrage
Comical bug seems to be active on the ptr with the blood presence buff. Seems like when the armor was added, crit chance reduction from blood pressence was lost.

Details for Otosan

27 crits taken over the course of the night, anyone else seeing it?

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Old 10/28/11, 11:25 PM   #430
Vman1987
Banned
 
Blood Elf Paladin
 
Tarren Mill (EU)
Originally Posted by Otou View Post
Comical bug seems to be active on the ptr with the blood presence buff. Seems like when the armor was added, crit chance reduction from blood pressence was lost.

Details for Otosan

27 crits taken over the course of the night, anyone else seeing it?
Hmm well i have not personally been crit as of yet. Will defiantly keep an eye out. Did you swap to frost/unholy prez then back to blood for new armor change to take effect?

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Old 10/28/11, 11:59 PM   #431
Otou
Piston Honda
 
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Draenei Death Knight
 
Stormrage
Originally Posted by Vman1987 View Post
Hmm well i have not personally been crit as of yet. Will defiantly keep an eye out. Did you swap to frost/unholy prez then back to blood for new armor change to take effect?
The moument I logged on for fear of the patch not forcing it to update. I honestly didn't even notice I was being crit, until I died to a melee with ibf up.

I should note that I did not reset talents / change spec after the patch, so there could be some funny buisness going on there. If you're tanking on ptr, just make sure you watch your logs for it.

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Old 10/29/11, 2:13 AM   #432
Feanorr
Von Kaiser
 
Goblin Death Knight
 
Les Sentinelles (EU)
Originally Posted by Vman1987 View Post
5.0 Will solve both of these issues, they will no longer be able to block damage of every melee hit, and they will have to choose there raidcooldown by sacrificing something else just like us (we get AMZ in 5.0).
They already said that for cataclysm "we dont want shield tank to block 100%, more like 50% of the time" and yet here we are with paladin and warrior being (or close to) the CTC


Someone has to be the worst tank, and TBH i really don't mind being the worst tank as long as i am viable to raid.
There is difference between being the worst tank by a few % and being able to be 2-3 shot when shield tank can take 4+ hit. We may be viable to raid but we are not a good choice for progression. I dont care being a few % behind but I do care when I slow down my guild's progression.


And it's not there small change that gonna change this facts.

Like you said we dont take more damage than other tank (maybe even less) and that would be important if healer's mana was a problem (like it was suposed to in cataclysm); it's not.

For me the only solution would have been (yea I know it's too late now) to make us more close to the block tank by spreading our blood shield over multiple hits (exemple: the blood shield reduce incoming damage by 30% until it's depleted; or it reduce the incoming hits by 30% of his size) and eventually reduce our healing (without reducing the shield).



Actually my feeling is that it would be a lot better for my guild if I switch on my paladin (even if he is far less stuffed).

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Old 10/29/11, 6:27 AM   #433
Nesz
Glass Joe
 
Tauren Death Knight
 
Dunemaul (EU)
Originally Posted by Liar View Post
So on a completely different note, do any of you guys FRAPS your boss attempts/kills while tanking? Or alternatively, do you guys know of a good source to watch videos from a Blood DK PoV? I am always eager to learn some new things and really curious as to how other people play and time their stuff but finding videos like these is actually freakin hard.

Personally I try to record some of my stuff as well for review but the last hard thing I tanked was Baleroc HM on 10 man pre-nerf so ideally something to compare with that would be great, but I'll take anything that doesn't have gimmicks (though, these are also nice to watch I guess).
I always like to record fights, but since my guild raids 25-mans my computer can't handle frapsing it.
We have a 10-man group that finishes the older content once the 25 man moves on to the new one, those I usually do fraps.
But since it's older content it's not that a big of a deal anymore and the boss dmg becomes trivial so it's not that hard to tank it.

I will be getting a new CPU and GFX soon, so maybe in the near future I will put out some vids.

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Old 10/29/11, 7:02 AM   #434
Tyvi
Never, Mags. Never!
 
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Human Death Knight
 
Turalyon (EU)
What sort of machine are you using at the moment? For reference, with an i5 750 @ 2.66 GHz and a HD Radeon 5750 I get around 20-30 FPS while frapsing in 10 mans. It's usually not a huge problem for bosses where you can just stand still like Baleroc but it is quite annoying on the one with active movement (though you can get used to it after a while).

You could also look into Dxtory instead and see if that helps with the FPS issues (according to Google it does, but it also takes up a lot more HDD space).


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Old 10/29/11, 2:26 PM   #435
Nesz
Glass Joe
 
Tauren Death Knight
 
Dunemaul (EU)
My machine isn't that good, AMD Athlon 62 X2 2.9Ghz and a GeForce 9800GT.
Here's an attempt at frapsing Sinestra in 10 man while having ~200ms.

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