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Old 08/21/08, 11:08 PM   #1501
Banda
Glass Joe
 
Tauren Hunter
 
Silvermoon
Zaroua:

Deathchill is unchanged. You can check wowhead's talent calculator for as long as it is unchanged to confirm.

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Old 08/21/08, 11:09 PM   #1502
Nantuko
Von Kaiser
 
Blood Elf Rogue
 
Aerie Peak
Haha, Path of Frost sounds awesome.

Path Of Frost - New Death Knight skill added in 8820 World of Raids Gallery

And does anyone know yet how much they lowered the Xp required to level in 8820?

Edit: Also, heartstrike appears to have been given a new icon. Looks like malchezzen

Last edited by Nantuko : 08/21/08 at 11:16 PM.

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Old 08/21/08, 11:10 PM   #1503
Pyros
Bald Bull
 
Pyros's Avatar
 
Undead Death Knight
 
Twisting Nether (EU)
Omg new abilities:
Path of Frost: Gives Water Walking, works on mount
Rune Strike: lvl 67, 10RP, Instant melee attack, 5secs CD, Instantly Strikes the target for weapon damage. Only Usable after the DK performs a melee or spell critical hit.

Don't see the new Command spell though.

Edit about XP: Needed 2millions before patch I think, now need 1.8million, for 77>78.

Edit2: Ghouls are now permanent. Can only have one at a time.

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Old 08/21/08, 11:23 PM   #1504
Nantuko
Von Kaiser
 
Blood Elf Rogue
 
Aerie Peak
Edit: nevermind

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Old 08/21/08, 11:30 PM   #1505
Pyros
Bald Bull
 
Pyros's Avatar
 
Undead Death Knight
 
Twisting Nether (EU)
Editing this for better wording, and less loling(sorry Kaubel ^^)

So frost is in a much better shape, but they changed Howling Blast to 1U1F, same as Oblit. It's quite good for leveling, but you heal way less than blood, or even unholy for that matter, since you can't deathstrike with full diseases on normal mobs pretty much. It does quite a lot of damage though, Frost Strike is really nice now, and with Chill of the Grave RP generation, you can frost strike easily. In fact I often sit at 100RP between mobs, with Butcher. I haven't found a use for Rune Strike however, but I guess that's because of Frost Strike being a much better RP investment. In another spec, you could choose between a deathcoil and this, and while a deathcoil is a better use of GCD for a rotation, Rune Strike is a better use of RP... Hard to figure when that would be useful.

So my thoughts is, it'll be viable for leveling, but blood is probably better(heart strike is broken I heard however), but for endgame, I wonder, all 3 trees are shaping up quite nicely now.

Last edited by Pyros : 08/21/08 at 11:59 PM.

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Old 08/22/08, 12:20 AM   #1506
Prepared
Von Kaiser
 
Prepared's Avatar
 
Human Paladin
 
<FoE>
Runetotem
Originally Posted by Pyros View Post
Yeah you can "fuel" gargoyle by generating RP, it lasts up to 1minute. It's shit if you use anything else while it's up because you actually need the full RP to maintain it up a decent amount of time, but it sure does a ton of damage if you keep it up. With the CD down to 3mins, it's an insane point investment, both for tanking(fire and forget RP dump) and for DPSing. Unless they nerfed its damage, which remains to be seen ingame. Also, I wonder if you can actually maintain it without Dirge, I'd need to test.

Also not sure why you wouldn't take scourge strike or gargoyle, they're good abilities. Scourge is getting changed though, at least that's what GC hinted at, so have to see what it will become(didn't make it this build).
My worry is that I want Unholy Blight, and - as you said - you need all that RP to keep the Gargoyle up.

"were death knights lol whats the worst that could happen"
"You get nerfed."

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Old 08/22/08, 12:27 AM   #1507
Cross
Glass Joe
 
Cross's Avatar
 
Undead Warlock
 
Bonechewer
Has Death & Decay changed at all? Is it still a high threat tool? If so then would it seem like the new Reaping talent is only useful for tanks?

Also what kind of rotation is the new frost looking like?

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Old 08/22/08, 3:17 AM   #1508
Zaroua
Don Flamenco
 
Zaroua's Avatar
 
Dwarf Paladin
 
Sen'jin
Did some testing just now for BCB and Necrosis.

Used a 58 Orc Death Knight with 15 points in Unholy for Necrosis, nothing else. Highest Necrosis proc (excluding crits) over about 100 hits was 75. Used Blood Fury (234 AP) and the damage immediately went up to to 80+.

Put points into Black Ice and the damage went over 80 consistently (84 max excluding crits). Black Ice and Blood Fury bumped it up to nearly 100.


Blood Caked Blade procs for 1 without diseases. Does 100% weapon damage with diseases up. I didn't test the proc chance to see if it was changed.

Theorycrafting procedures per role:
DPS = Theory -> Spreadsheet -> Practice
Healing = Theory -> Practice -> Logs
Tanking = Theory -> Theory -> Theory

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Old 08/22/08, 5:10 AM   #1509
kriS411
Glass Joe
 
Blood Elf Death Knight
 
Dethecus (EU)
Originally Posted by Pyros View Post
Edit about XP: Needed 2millions before patch I think, now need 1.8million, for 77>78.

Edit2: Ghouls are now permanent. Can only have one at a time.
Well from 70->75 it was around 2.330.000 for every level, so if its 1.800.000 they roughly decreased it to 75%.

The Ghouls are a bug (See GC Bluepost) - they arent intended to be permanent, only if you have the Talent "Night of the Dead" you'll be able to keep a Ghoul forever.

Overall it looks like Blood got hit by the nerftrain (atleast obliterate is kinde worthless now, better get deathrunes and HS and healing got reduced greatly).
Frost buffs seem huge, have to try out frostspecs today.

Bone Armor got pretty much nerfed to.

A Question to Bone Armor:

Does it only reduce damage taken from the attack that consumes a bone or is it 40% for all attacks until bone shild runs out (so after min. 14 sec due to the 3.5 sec internal CD)?

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Old 08/22/08, 5:44 AM   #1510
Flopi
Von Kaiser
 
Pandaren Monk
 
Outland (EU)
Bone Armor:
It was discussed before and as far as I know it reduces all damage taken not just those hits that consume the bone. I never checked the combat log but at least Floating Combat Text seemed to confirm that.

I wonder if that new 'water riding' skill breaks on damage. It isn't stated in tooltip.

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Old 08/22/08, 6:17 AM   #1511
Maurice2u
Von Kaiser
 
Blood Elf Rogue
 
Twisting Nether
For those with Beta access. I have some concerns with Unholy Blight now. It seems the 60 RP cost means it can never be used from a 'zero rune power' start.

6 runes will not generate the needed RP to fire it off in one rotation, and thus, it cannot be used for secondary threat or an AoE pull. Do you find this true, false, true but not a big deal, or other?

I always envisioned that if I did a full Unholy 51pt tank, UB would be used every pull .... certainly on any AoE or boss pull. Now it seems that on any fresh fight (post wipe), it is not going to be an option. Seems kind of poor for so deep in the tree.

EDIT (addition): Also .... could someone please get ol' GC to consider changing our anticipation talent from dodge to parry. Parry seems to be the core style of defense for the DK. 5% more parry is the same avoidance, but we get another weapon smack to the target (boss). Let rogues and shamma dodge via talents. DK seems all about deflecting blows away (parrying).

Last edited by Maurice2u : 08/22/08 at 8:16 AM.

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Old 08/22/08, 6:51 AM   #1512
Valerys
Don Flamenco
 
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Blood Elf Paladin
 
Argent Dawn (EU)
To continue the PvP discussion after the latest round of changes - is Blood still viable with the nerfed burst and self-healing? Right now it looks to me that going full Frost, with enough in Unholy to get On a Pale Horse (reduced stun and fear duration) is optimal. Frost offers control as well as addresses the death knight's PvP weaknesses, such as being kited and vulnerability to CC. Furthermore it also appears to offer some good burst via stacking damage of Icy Touch and Howling Blast.

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Old 08/22/08, 7:19 AM   #1513
Zaroua
Don Flamenco
 
Zaroua's Avatar
 
Dwarf Paladin
 
Sen'jin
Originally Posted by Valerys View Post
To continue the PvP discussion after the latest round of changes - is Blood still viable with the nerfed burst and self-healing? Right now it looks to me that going full Frost, with enough in Unholy to get On a Pale Horse (reduced stun and fear duration) is optimal. Frost offers control as well as addresses the death knight's PvP weaknesses, such as being kited and vulnerability to CC. Furthermore it also appears to offer some good burst via stacking damage of Icy Touch and Howling Blast.
Even with all the nerfs, having someone on your team lockdown an enemy player long enough to DRW > Oblit Oblit HS HS > Empower Rune Weapon > Oblit Oblit HS HS is just plain wrong, especially with Hysteria up. Even without crits, you're looking at over 12-15k dmg in under 8 seconds.

And I certainly don't think Frost will stay as it is right now, too strong. It'll be nerfed back to acceptable levels pretty soon.

Theorycrafting procedures per role:
DPS = Theory -> Spreadsheet -> Practice
Healing = Theory -> Practice -> Logs
Tanking = Theory -> Theory -> Theory

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Old 08/22/08, 8:04 AM   #1514
Flopi
Von Kaiser
 
Pandaren Monk
 
Outland (EU)
I just read this from MMO-CHAMPION :
Blood Boil no longer consumes diseases; is no longer modified by attack power; and no longer forces the target to attack the Death Knight for 3 seconds

104-126 dmg per target (wowhead link) doesn't seem like such a great damage per Blood Rune for me. For DPS you'd usually use Blood or Heart strike anyway unless there is loads of mobs and then you'll want mage/warlock anyway.

If it's intended for tanking then removing the scaling with AP is again step backwards to the situation where DPS getting better gear weakens the ability.

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Old 08/22/08, 8:27 AM   #1515
• Chicken
 
Chicken's Avatar
 
Upsidazi
Gnome Monk
 
No WoW Account (EU)
Originally Posted by Flopi View Post
I just read this from MMO-CHAMPION :
Blood Boil no longer consumes diseases; is no longer modified by attack power; and no longer forces the target to attack the Death Knight for 3 seconds

104-126 dmg per target (wowhead link) doesn't seem like such a great damage per Blood Rune for me. For DPS you'd usually use Blood or Heart strike anyway unless there is loads of mobs and then you'll want mage/warlock anyway.

If it's intended for tanking then removing the scaling with AP is again step backwards to the situation where DPS getting better gear weakens the ability.
I tested it this morning before heading to work, it's currently definitely scaling with attack power. I do have some talent improving it, but those wouldn't account for it doing ~400 damage versus the tooltip's mentioned 105 to 129 damage.

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