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Old 03/24/12, 6:12 AM   #106
Tyvi
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Human Death Knight
 
Turalyon (EU)
Originally Posted by Otou View Post
This idea is a lot better than trading the parry for a threat modifier increase.
Yeah, there are many ways to make the DRW glyph a valid choice. I even thought of another version, namely one that trades parry chance for refreshing some of your runes and/or even increasing rune regen while it's up.
It would also be great if the DRW pet AI is fixed and actually stays on the mob you cast it on so you can do some cool stuff like double Strangulate with 1 cast.

Originally Posted by Otou View Post
I'm currently suggesting that:
  • Rolling Blood makes Howling Blast and Blood Boil apply all diseases, but with pestilence's 50% damage penalty on all targets (even primary). Contagion's diseases and HB's frost fever would over rule the penalty.
  • Vile Spew should no longer require a minion. This way all specs can access it.
  • Unholy Blight should have a 1 minute cooldown. This way frost and blood can use it to offset outbreak.
Roiling Blood wouldn't need to cut disease damage in half anymore. When I saw that talent, I figured it was our Blood and Thunder - Spell - World of Warcraft equivalent. Pestilence'd diseases' damage was cut in half because it could avoid the AoE damage cap but this makes no sense anymore when there is literally another ability in the game that does exactly the same as WotLK pestilence on top of dealing damage with their Pestilence version (Thunder Clap).

When I first read Vile Spew I didn't think they would require a Risen Ghoul for it to work. The way I thought it would work was that it would spawn a small undead minion behind your current target which would then cast Vile Spew then die (i.e. the undead minion would be mostly cosmetic). Since changing Vile Spew to simply not require an unholy minion anymore would make it too close to Unholy Blight, why not have it give you a targeting reticule like DnD which has a 30 yard range and will infect anything it hits? Basically a targetable AoE outbreak that costs RP (it would probably need a CD then though because it would blow away the other alternatives).

Can't add anything to Unholy Blight that hasn't be said before.

Any chance you (or someone else) could post these suggestions in the thread you mention? More feed back would be good. Cheers.

(The reason I was asking about DS/expertise is because I wasn't sure if they abandoned the idea of making all tanks care about hit/exp already. If they have, then DS should work the same as it does on live. If not, then every tank should have survival tied into hit/exp capping so DS should be reverted. Fair is fair.)

EDIT: Can anyone check if Asphyxiate still interrupts NPC spell casting if they are immune to stuns?
EDIT2: Is Strangulate off the GCD like every other interrupt/silence yet (i.e. Silence - Spell - World of Warcraft

Last edited by Tyvi : 03/24/12 at 6:39 AM.


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Old 03/24/12, 8:48 AM   #107
Otou
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Stormrage
Originally Posted by Liar View Post
It would also be great if the DRW pet AI is fixed and actually stays on the mob you cast it on so you can do some cool stuff like double Strangulate with 1 cast.
You can actually do this on live:
  1. Cast DRW on enemy A, who you were already in combat with.
  2. Target enemy B.
  3. Cast Strangulate.
  4. Both targets will get hit with a Strangulate. Enemy B your own, and Enemy A rune weapon's.
The same thing will happen with mind freeze, outbreak, ect.

However, in beta this does not work with Asphyxiate. This is because the rune weapon only has a small list of death kngiht abilties it's allowed to use. It should probably be changed, considering it's a tank only ability with a limited duration now. Rune weapon should be able to use any dk ability we can.

Of course there are a couple annoying positioning/summoning bugs with it as well. Like not being able cast it on Deathwing's head in Madness, or rune weapon being unable to enter melee range of the tendon on Spine. I was actually amazed that it works on Ultraxion. I expected it to fall and despawn like it once did on Magmaw.

Originally Posted by Liar View Post
Roiling Blood wouldn't need to cut disease damage in half anymore. When I saw that talent, I figured it was our Blood and Thunder - Spell - World of Warcraft equivalent. Pestilence'd diseases' damage was cut in half because it could avoid the AoE damage cap but this makes no sense anymore when there is literally another ability in the game that does exactly the same as WotLK pestilence on top of dealing damage with their Pestilence version (Thunder Clap).
The big problem with this, is that full damage diseases from howling blast and blood boil would become a mandatory talent. If frost can hit howlling blast and get full force diseases on everything, why would they care about other talents? Blood might slightly care about using a blood boil on single target, but the convenience would outweigh the other talent options.

The difference between blood + thunder and pestilence, is that pestilence spreads two dots. Full damage diseases would clearly do more damage then rend. Half damage is good for keeping dk aoe under control. Even with the plenalty, we still do the most aoe damage vs mobs over the aoe cap.

Originally Posted by Liar View Post
When I first read Vile Spew I didn't think they would require a Risen Ghoul for it to work. The way I thought it would work was that it would spawn a small undead minion behind your current target which would then cast Vile Spew then die (i.e. the undead minion would be mostly cosmetic). Since changing Vile Spew to simply not require an unholy minion anymore would make it too close to Unholy Blight, why not have it give you a targeting reticule like DnD which has a 30 yard range and will infect anything it hits? Basically a targetable AoE outbreak that costs RP (it would probably need a CD then though because it would blow away the other alternatives).
Sounds like a cool idea, but feels like it would end up tedious to work with. We already have a targetable aoe button with death and decay, and giving us more of them to depend on in aoe will get tiresome. Targeting circles have always felt like caster territory, and I'm not sure we want to go further down that path.

Originally Posted by Liar View Post
EDIT: Can anyone check if Asphyxiate still interrupts NPC spell casting if they are immune to stuns?
EDIT2: Is Strangulate off the GCD like every other interrupt/silence yet (i.e. Silence - Spell - World of Warcraft
Asphyxiate still counts as an interrupt vs stun/silence immune targets. Was able to use it to stop stardust and frostbolt volley in end time with no problem.

Both strangulate and asphyxiate consume global cooldowns.

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Old 03/24/12, 9:03 AM   #108
Tyvi
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Human Death Knight
 
Turalyon (EU)
Originally Posted by Otou View Post
You can actually do this on live:
  1. Cast DRW on enemy A, who you were already in combat with.
  2. Target enemy B.
  3. Cast Strangulate.
  4. Both targets will get hit with a Strangulate. Enemy B your own, and Enemy A rune weapon's.
The same thing will happen with mind freeze, outbreak, ect.
No, I'm aware of that. I probably haven't said it well enough but what I meant is that DRW does not always stay on the target you cast it on even if it's still alive (I like to cast it on ranged mobs because it also copies Mind Freeze and obviously our strikes).
Since I have done ICC lootship recently, I'll use that as an example: I jump over to dps the mage and drop DRW on the goblins at the back. If DRW actually stays on the target, the goblin dies but sometimes DRW just ignores the goblin and actually wastes 3 seconds to walk back to the my target (the mage). Sometimes it works fine though but I just can't put my finger on what causes these issues.

Would be great to have this fixed.

You may be right on the Rend vs Disease issue, I didn't think Rend would be less damage than full diseases. I tried checking some WoL logs and (Arms) Warriors average ~5k ticks on non-crits. Since Warriors have quite a bit more crit than DKs, it's probably around ~6k per tick on average. How much do DPS DK diseases tick for compared to this?

Last edited by Tyvi : 03/24/12 at 9:08 AM.


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Old 03/29/12, 1:40 AM   #109
krekot
Von Kaiser
 
Undead Death Knight
 
Burning Legion (EU)
Beta Changes

Skills:
  • Blood Boil: Now scales with 9.6% of AP, up from 8%.
  • Death and Decay: Now scales with 6.4% of AP, down from 10.2%.
  • Mind Freeze: No longer costs 1 Frost.
  • Pestilence: Diseases spread this way no longer do 50% of normal damage. (Now 100%)
  • Strangulate: Wording change to add "Shadowy tendrils".

Blood:
  • Scent of Blood: Reworked: Your successful main-hand auto attacks have a chance to increase the healing and minimum healing done by your next Death Strike within 20 sec by 15%, and to generate 10 Runic Power. This effect stacks up to 5 times.
  • Veteran of the Third War: No longer increases expertise, now reduces the cooldown of your Outbreak spell by 30 sec.

We got back Outbreak with 30 sec cd

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Old 03/29/12, 2:07 AM   #110
huntcaudata
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Orc Death Knight
 
Kilrogg
The new Scent of Blood is interesting, but it makes me think that the 45% nerf to Death Strike heals/shields due to Improved Death Strike being removed is here to stay.

A nerf of some sort is probably to be expected, otherwise we'd be far ahead of block tanks who are losing the ability to gain full CTC. I suppose this is a good way to go about that - it's a bit sad that the effectiveness of Death Strike will be so subject to RNG though (assuming the proc rate for Scent of Blood is below, say, 50%). This could have strange consequences if the proc isn't normalized to weapon speed as well.

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Old 03/29/12, 8:26 AM   #111
Tyvi
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Human Death Knight
 
Turalyon (EU)
I really hope Scent of Blood is PPM instead of a flat % proc chance or dual wielding fast MHs would actually be a benefit. Since that also comes with a hefty DPS nerf, I really hope this won't be the case.

Either way, this is a weird change that is probably not going to change how I play all that much. When I try to maximize my survivability I time DS with boss swings, preferably getting 3 hits into the window. This is not going to change. If SoB happens to have stacked up by then, cool. If not, I am not exactly going to wait longer to DS.

Consider me unimpressed so far with the SoB change.

EDIT: Pestilence'd diseases doing full damage is great. Now if diseases would also tick instantly the moment they are applied/spread (like Rend currently does) I'd be even happier.

Last edited by Tyvi : 03/29/12 at 8:47 AM.


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Old 03/29/12, 10:51 AM   #112
Otou
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Draenei Death Knight
 
Stormrage
The return of 30 second outbreak feels great, and I think the pestilence change gives frost a reason to choose rolling blood?

[*]Scent of Blood: Reworked: Your successful main-hand auto attacks have a chance to increase the healing and minimum healing done by your next Death Strike within 20 sec by 15%, and to generate 10 Runic Power. This effect stacks up to 5 times.
A bit more on this from actually using it in beta, it doesn't function how it sounds. At the very least it didn't work how I expected when I read the tooltip.

The "chance" to proc stack of scent of blood, is actually 100%. It's normalized based on a 3.6 weapon. So as long as you're using a 3.6 speed weapon you gain a stack with every auto attack.

The "your next Death Strike within 20 sec" makes it sound like using death strike will consume the buff. However, after testing it in the new 5 man, I see this is not the case. It simply stacks up on every melee attack, capping at 5, and provides a constant buff to death strike healing.

At the mouement, I can't say how well it performs in serious combat. My intial impressions are that it's really strong, but again there is no serious content available.

Last edited by Otou : 03/29/12 at 1:31 PM. Reason: death strike is bugged

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Old 03/29/12, 11:00 AM   #113
Tyvi
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Human Death Knight
 
Turalyon (EU)
Do you have any idea why they would make this a stacking buff instead of simply innately giving Blood a +75% DS buff? Because I can't think of a reason this should be a buff with how long it lasts. You will take 5 hits to stack it on a boss pull but it's not like it matters that early on. Is it a magical buff so that we could atleast reason it's a PvP balance thing?

Really, what is the point this new buff?


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Old 03/29/12, 11:38 AM   #114
Otou
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Draenei Death Knight
 
Stormrage
Originally Posted by Liar View Post
Do you have any idea why they would make this a stacking buff instead of simply innately giving Blood a +75% DS buff? Because I can't think of a reason this should be a buff with how long it lasts. You will take 5 hits to stack it on a boss pull but it's not like it matters that early on. Is it a magical buff so that we could atleast reason it's a PvP balance thing?

Really, what is the point this new buff?
Well, I do know it's a replacement for improved death strike. Why is it so roundabout, I have no idea.

My original thoughts when hearing it, was that its a method of making hit/exp attractive. If scent of blood healing is buffing our death stikes, then we want accuracy stats even if death strike always heals.

When I got in game and saw that scent of blood = practically permanent buff, I was just confused. I like that my auto attacks always generate runic power now, but I honestly don't know why there is a stacking buff. It feels like a static +death strike healing buff, in blood's passives, would make more sense.

It could of course be a bug? After all it is beta, and that tooltip sure sounds like the stacks would be consumed. Who knows what kind of funny business is going on behind the scenes.

Last edited by Otou : 03/29/12 at 11:47 AM.

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Old 03/29/12, 11:45 AM   #115
Otou
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Draenei Death Knight
 
Stormrage
*delete*

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Old 03/29/12, 11:52 AM   #116
huntcaudata
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Orc Death Knight
 
Kilrogg
I was about to suggest that if it worked like it is actually stated, it would be a far better design to have, say, Heart Strike apply the buff 100% of the time. That way we'd actually have some control and could care about it. If it was a consumed buff the way it's stated, Liar would be right, you just wouldn't ever pay any attention to it.

The way it's working now, you won't pay attention either, but you're right, it is actually a pretty huge buff.

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Old 03/29/12, 1:18 PM   #117
Tyvi
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Human Death Knight
 
Turalyon (EU)
But would you even pay attention to the buff even if it got consumed? I don't see any scenario that I can control where I would prefer to hold off on DSing to get a bigger DS later on.

We would still use DS after taking burst damage, either the common 3 boss swings in a row or some encounter specific burst (i.e. get some magic damage into the heal window when you can). For example, if I got SoB on 2 stacks after taking 3 melee swings for 100k to the face, I would rather heal myself right then and there for 78k (300k*0.2*1.3) than wait a bit longer and risk getting bursted down by the subsequent melee strikes I didn't shield for.

I mean sure, at some point you will luck out and stack SoB because of an avoidance streak so you can benefit from a 5 stack but this is just a form of RNG that is even worse than the current avoidance RNG. For the latter we can adjust reactively because we can watch our incoming damage and potentially withhold DSing at a given moment - this is fun. The former simply does not achieve this and hence is not fun (the word I would use to to describe it would be "indifference" at best; "worrisome" at worst if we are somehow balanced around always consuming x stacks of SoB).

tl;dr
SoB simply does not change how we would play.

Even having Heart Strike apply the buff would not work unless using 2 HSes + 1 DS is somehow more beneficial than 2 DSes (if you just use the Blood Runes to HS with then nothing changes from now gameplay wise either, so we can disregard that scenario). Not just in terms of healing and shielding but also by making you less suspectible to spike deaths. While a 200k Blood Shield might be nice on paper it doesn't look as good in practice as 2 80k shields would be if staggered out properly.


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Old 03/29/12, 1:30 PM   #118
Otou
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Stormrage
Originally Posted by Otou View Post
It could of course be a bug? After all it is beta, and that tooltip sure sounds like the stacks would be consumed. Who knows what kind of funny business is going on behind the scenes.
Indeed there is a bug with death strike healing occuring. Once it's working correctly, it will consume the scent of blood stacks in exchange for the stronger heal.

So its a real mechanic for blood to use, and not a passive buff to healing.

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Old 03/30/12, 10:07 PM   #119
Uspoonybard
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Worgen Death Knight
 
Stormrage
Just trying to get some dps talk up in here, but from what I'm seeing we're pretty much sucking in the beta right now. I'm only seeing two glyphs that could be advantageous which would be an obvious the AMS glyph and then the stance glyph, which could possible lead us to shifting towards stance dancing as arms warriors do, but other than that it's pretty lame of the cards we were dealt so far in beta. Another thing is that most of the talents cater towards tanking or pvp so i'm not sure of what's to come but I'm hoping some improvement. Any thoughts from some dps?

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Old 03/31/12, 6:46 AM   #120
Tyvi
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Human Death Knight
 
Turalyon (EU)
Oh, wow. Looks like Death Strike is not healing/shielding anymore if it fails to connect.

This is something I would be fine if and only if tanks get a passive expertise bonus that ignores boss parry and the SoB change gets reverted because it doesn't add anything meaningful to our gameplay anyway (do keep the 10 RP/swing though; that's fantastic).

I am fine with soft capping expertise and hit since I want to be at the spell hit cap anyway for Outbreak and because I have faith that all tanks are suppposed to care about exp/hit and not just DKs. If the latter turns out to be wrong, then this needs to be changed to ensure that either all tanks or no tanks consider exp/hit a viable stat.
But as long as boss parry remains in place, this change is absolutely terrible. I - and I assume most other DKs - play this class because we like the control that active mitigation offers us in terms of survivability. In that vein, giving us an unattainable goal of hard capping expertise just destroys this because we lose the reliable control we had once again - which goes counter of timing Death Strikes to begin with. A 7.5% chance to fail landing a DS does not make for compelling gameplay.

On an unrelated note, I'd like to see the Glyph of Death Coil work on ourselves as well. It does not infringe on Conversion either because it shields for less per RP than Conversion would heal but sometimes a shield, as relatively tiny as it is, would be superior to reactive healing.
With how things are, we barely got any useful glyphs to use on a boss fight that does not involve adds; AMS one, maybe (this also depends on how the magical damage is dealt; if it's like Inferno Blades, you may want to keep it unglyphed so the Death Strike heals don't overheal; or if you need to keep the AMS buff longer to primarily prevent debuffs and damage reduction is secondary) and... that's it.
Glyph of Dancing Rune Weapon is hilariously useless and actually makes you a worse player for using it as it stands (if you need the bonus threat every 90 seconds, save up on Runes and RP instead for whichever made you even consider glyphing this). There are ways to fix this glyph and make it desirable but right now it's not a good glyph.
Glyph of Icy Touch, while nice, is not something you will do in a raid setting where other classes can provide the dispel without a survivability loss. It's nice for PvP and 5 mans though.
Glyph of Death and Decay also requires adds to be useful and said adds also need to be snareable so it's outright useless on most boss fights.

So we have, what, 1 new glyph that we'd use most of the time (maybe) and maybe a 2nd if you like VB? This is really not acceptable. :/

And what about Blood Tap? Is the controlled aspect really worth having only an effective 33% conversion ratio from Rune Strikes into Death Runes? A 50% chance may or may not be too much depending on how you need to time Blood Tap to make the best out of it but getting something inbetween 33% and 50% is not really possible unless Blizz is fine with 1 Rune Strike giving us 1.x charges or something instead of the usual "cleaner" numbers.
EDIT: Actually thought of a way this could work: Give us back Blood Tap as a base talent at 30 seconds. If you spec into the Blood Tap talent (let's call it Improved Blood Tap) your Rune Strike reduces the Blood Tap CD by, say, 10-15 seconds. Any Rune Strikes you do with Blood Tap off the CD would give you charges like it currently does and which you could use to instantly refresh Blood Tap with. /EDIT

PS: 33 second diseases still not a possibility? The 3 second grace window we had was nice because sometimes you just had to DS the moment diseases ran out which delayed the application of Outbreak even further. Would be great to have this back.

Last edited by Tyvi : 03/31/12 at 6:56 AM.


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