I recall a while back that death runes are NYI and if this is still the case then I apologize. If not:
If you have say, Death Rune Mastery 3/3 and Reaping 3/3, then you blood strike twice off of UF and 10 seconds later you get DD. At that point you Death Strike off of that DD, when those activate are they DD or are they UF?
It seems that the intuitive play is "whenever you death strike, the runes you used will become Death Runes" but both talents do specifically say "the blood rune used" "the unholy and frost rune used" so this may not be the case. If this is testable, would someone care to share how it works? Thanks.
edit: if in fact they do not turn into death runes, then the next question is If you Death Strike using DD that was previously UF, do Those come back DD? (e.g. does the talent see the original type of rune, or does it simply say hey thats a death rune and i dont care about that)
I was just there yesterday there is definitely 61s involved within the first 5 quests.
As if quests were linear and you had no choice but to take that one or languish at level 58 for all eternity? Not to mention that +3 levels is no problem at all for a level 58 DK. We're intentionally overpowered at that stage of gameplay. I was able to solo 3-4 level 62s at the same time the last time I ran a DK through to Outland. It's really not at all worth it to waste time in Azeroth when you can do HFP with absolutely no trouble at all, unless HFP is so crowded that you're fighting for spawns (in which case the same is likely to be true of WPL!).
As if quests were linear and you had no choice but to take that one or languish at level 58 for all eternity? Not to mention that +3 levels is no problem at all for a level 58 DK. We're intentionally overpowered at that stage of gameplay. I was able to solo 3-4 level 62s at the same time the last time I ran a DK through to Outland. It's really not at all worth it to waste time in Azeroth when you can do HFP with absolutely no trouble at all, unless HFP is so crowded that you're fighting for spawns (in which case the same is likely to be true of WPL!).
That was my whole point it isn't "wasting time in Azeroth" it is superior in absolutely every single possible way. Superior experience, superior kill speed, lower danger of dying, less competition, more convenient location. It is just plain better.
Just wondering since I haven't tried using it since it was stupidly good, is corpse explosion of any use again for low 60s leveling or is it still better just to skip it altogether?
That was my whole point it isn't "wasting time in Azeroth" it is superior in absolutely every single possible way. Superior experience, superior kill speed, lower danger of dying, less competition, more convenient location. It is just plain better.
I think it may all be a matter of preference in the end, as I was out of HFP at 63 within my second play session, but with regard to dying... You won't. You just won't. I didn't drop below 85% HP for 3 levels. Entire camps, elites, adds, everything, and most of it dies in a few hits tops. I don't know if you've done DK levelling on beta, but it is intentionally, hilariously, completely ludicrous up through most of Outland.
I think it may all be a matter of preference in the end, as I was out of HFP at 63 within my second play session, but with regard to dying... You won't. You just won't. I didn't drop below 85% HP for 3 levels. Entire camps, elites, adds, everything, and most of it dies in a few hits tops. I don't know if you've done DK levelling on beta, but it is intentionally, hilariously, completely ludicrous up through most of Outland.
I've done two dks through hellfire and a third that did the majority of the wpl route to compare. Yes I know dying is extremely unlikely but I still think the risk is greater in outlands (could be the difference between 0.1%->1% chance per hour) I don't recall ever dying in hellfire aside from the time I walked into like 6 elites in that area above telhamat. But that was a pve server, I think it will be different on a pvp server, anytime you are trying to solo an elite or are below half health, or trying to kill 8 mobs at the same time you are inviting people to gank you.
Corpse explosion is bad, you might be able to find a use for it but I really don't like it.
Plus a side benefit I had not mentioned yet is that most people that went to hellfire will have went to bed by the time you finish starter area/wpl.
Ya I had no problem soloing araj but there is a disclaimer, when you attack him he aggros every mob within 40 yards so you have to clear the majority of them before trying to kill araj. Probably still worth doing however if you pickup the quest.
I recall a while back that death runes are NYI and if this is still the case then I apologize. If not:
If you have say, Death Rune Mastery 3/3 and Reaping 3/3... <snip>
The talent descriptions really shouldn't mention rune type. Using a death rune to power an ability that returns death runes via DRM or Reaping gives you death runes back again.
Does anyone remember when you first created your DK if he had a Heartstone, and where it would take him if first used?
Reason I'm asking: I'm intended to grant levels from my RaF guys right after creating it and then HS-ing back to the start zone to do the DK quest line. But I need to know if it's possible to get back once you have been summoned out.
You cannot exit the starting zone in any fashion until all of the quests are completed. RAF is useless for DKs by design.
Not quite true. You can get three levels out of it (the starter quests don't quite take you to 58 unless you kill more mobs than you really need to). If you arrange your experience correctly, you could go to Org/SW for the transfer quest and hit level 61 upon finishing it.
Good to know, I have a RAF too and want to use it on my DK. ^.^
Besides that, I want to specialise in Polearms and was wondering if they were some good opportunities and weapons. (like... Scythes :3 It's dark and gothic, isn't it) I don't want to use 2H Swords, nor Axes or Hammers. :x
Well, I've been reading a lot from there, you talk much about builds, and itemization.. but, what about the tankings stats?
I mean, how many parry/dodge a DK need to be uncrushable, armor, etc.. I've been looking everywhere, and nobody talk about it.
Besides that, I want to specialise in Polearms and was wondering if they were some good opportunities and weapons. (like... Scythes :3 It's dark and gothic, isn't it) I don't want to use 2H Swords, nor Axes or Hammers. :x
Sadly... Well, I'll find my way with it though. ^.^ (or with staff... Feral staff remains insanely good for DK tanking (I think the SSC one will be quite good... lot of dodge, lot of stamina, and lot of armor) even without benefiting from the PA, as they were for warlock tanks, I guess. :3 )
Aeronx, there's not more crushes. Take a look at the thread named "level 80 stats" or something like that, there's a lot of discussions about avoidance stats. Keep in mind that Parry is a great stat for DK, though a huge rating is need per each %.
Anyone know if the RAF bonus is active *inside* the starter instance? I'm considering getting a second WotLK box for my RAF account at release if that is true, since it would boost me well beyond my Outlands comfort zone.
Originally Posted by Wraithlin
Do your hospitals have unusually narrow doorways?
If not how do "lifestyle choices" explain the waiting time statistics?
Does anyone remember when you first created your DK if he had a Heartstone, and where it would take him if first used?
Reason I'm asking: I'm intended to grant levels from my RaF guys right after creating it and then HS-ing back to the start zone to do the DK quest line. But I need to know if it's possible to get back once you have been summoned out.
You don't have a hearthstone when you make your DK. Only after you swear your allegiance to your faction leader can you speak to an innkeeper and get a hearthstone from them (much like if you accidently destroyed your hearthstone).
Originally Posted by Buanna
Polearms continue to be an unsupported weapon.
Perhaps I'm misunderstanding something, but DKs can definitely use polearms. At least, on beta they can. However, there hasn't been a scythe-like polearm in the game for some time, since the warlock level 50 quest reward.
The catch is, when you make the DK you have your sword and axe (both 1h and 2h) skills at 270. If you want to learn maces or polearms, you have to go to the appropriate city and learn the skill, and you will start at level 1.
Originally Posted by Aeronx
Hi!
Well, I've been reading a lot from there, you talk much about builds, and itemization.. but, what about the tankings stats?
I mean, how many parry/dodge a DK need to be uncrushable, armor, etc.. I've been looking everywhere, and nobody talk about it.
Any info about it?
Thx
This thread has primarily been focused on DPS. If you wish to learn more about tanking, I suggest reading over the Prot Warrior thread and the Combat Ratings at Level 80 thread. Both should help you at least calculate how much avoidance you need. There is some tanking discussion in this thread,but you're going to have to really dig to find it.
Last edited by Zurm : 10/30/08 at 9:14 AM.
Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.
As we seem to be still on the speed levelling topic, I do have to present a few questions here and check your opinions on them as well...
1) RAF. I have levelled a few chars to level 60 with my friend and he has still few of those extra levels to spare for me. I was intending to save 5 of them to make sure that I get most out of it. So I assume the best way to do this is to have my friend do whatever he wants the first hour, when I burst through the starter quests for DK, get out of the place and head to Orgrimmar - then at ~58, my friend comes and grants me 2 levels and we head together - holding hands of course - to HFP. Does this work, anybody have any idea?
2) Blade of Misfortune. Should I toss an enchant on it? Mongoose or Savagery - or just save non-chanted for runeforging?
3) Levelling up with a friend. We intended in the beginning to level up together from 60 to 80 when WOTLK comes out. But is a holy paladin a "good" combination with an Unholy DK? Is the exp slower if you go together?
@Zurm: By unsupported polearms, the poster meant that polearms tend not to be favorable for the melee DPS users and usually tend to be weapons aimed for hunters. Most commonly Warriors/Retardins/DK's end up with Swords, Axes or Maces. Polearm options have been very lame throughout the game, if not counting Felspine before 3.0 for Retribution. (This is what I assume he meant.)
As we seem to be still on the speed levelling topic, I do have to present a few questions here and check your opinions on them as well...
1) RAF. I have levelled a few chars to level 60 with my friend and he has still few of those extra levels to spare for me. I was intending to save 5 of them to make sure that I get most out of it. So I assume the best way to do this is to have my friend do whatever he wants the first hour, when I burst through the starter quests for DK, get out of the place and head to Orgrimmar - then at ~58, my friend comes and grants me 2 levels and we head together - holding hands of course - to HFP. Does this work, anybody have any idea?
2) Blade of Misfortune. Should I toss an enchant on it? Mongoose or Savagery - or just save non-chanted for runeforging?
3) Levelling up with a friend. We intended in the beginning to level up together from 60 to 80 when WOTLK comes out. But is a holy paladin a "good" combination with an Unholy DK? Is the exp slower if you go together?
2) No. Cingerglacier is better I believe.
3) It is *always* faster to level solo with quests as a DK, unless you get a situation like that guy whos entire guild powered him to 70 (he tagged a mob, the entire raid then killed it). That being said, perhaps a healer tagging along (why isn't he ret?) may make large AoE pulls easier and help with PvP.
Polearms:
Ah, well it is true that polearms in WOTLK continue to be slightly itemized towards hunters, but that doesn't mean that they are bad for melee at all. In fact, Cryptfiend's Bite and Wraith Spear have very attractive stats to a Death Knight, especially when you compare it to some equivalent axes/swords (Death's Bite or Armageddon).
Last edited by Zurm : 10/30/08 at 9:27 AM.
Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.
3) Was thinking mostly to make the levelling smooth and the killing non-stop - but if it's faster to do with retribution paladin and DK combination (I haven't levelled in a while, specially in Outlands... and my memory doesn't trace that long back!) then we might as well go for the full boom-mode.
Not quite true. You can get three levels out of it (the starter quests don't quite take you to 58 unless you kill more mobs than you really need to). If you arrange your experience correctly, you could go to Org/SW for the transfer quest and hit level 61 upon finishing it.
Actually, with the extra quests, it's pretty hard NOT to hit 58 by the time you due the final turn-in at your faction leader... I did a 1 hr 15 min run on the starter quests and was still 10% into 58 when I was done.
Originally Posted by Zurm
Perhaps I'm misunderstanding something, but DKs can definitely use polearms.
This may be a stretch at interpreting their intent, but perhaps they were referring to how Polearms seem to be mainly tuned for Hunters over melee types (i.e. lots of agility, not much strength... in fact, I don't think I've seen a polearm with strength in WotLK yet). Edit: hah Kharnator beat me too it (too much blood in the caffeine system)
3) Was thinking mostly to make the levelling smooth and the killing non-stop - but if it's faster to do with retribution paladin and DK combination (I haven't levelled in a while, specially in Outlands... and my memory doesn't trace that long back!) then we might as well go for the full boom-mode.
My current main being a retribution paladin, I can safely say that the heal's retribution can provide are more than enough to help in a tight situation... and having the extra AoE and single-target damage will make you guys just blast through mobs.
Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.
@Zurm: Likewise. Then again, our paladins (from what I saw in your armory) do have very good gear - an instanceboosted RAF-levelled retribution paladin truly lacks on gear - and not to mention after the hotfixes they made this week (our judgements bring us back less mana), I am not sure how mana effective it would be. But yes - I know both would work. But I am just afraid a low geared retribution paladin doesn't do the trick. Might as well try it.
Sadly... Well, I'll find my way with it though. ^.^ (or with staff... Feral staff remains insanely good for DK tanking (I think the SSC one will be quite good... lot of dodge, lot of stamina, and lot of armor) even without benefiting from the PA, as they were for warlock tanks, I guess. :3 )
Aeronx, there's not more crushes. Take a look at the thread named "level 80 stats" or something like that, there's a lot of discussions about avoidance stats. Keep in mind that Parry is a great stat for DK, though a huge rating is need per each %.
Cryptfiend's Bite is probably better than any of the maces or swords you can get from raiding for dps(being the only ilvl 213 weapon with 3.6 speed) and we don't have weapon spec talents that force us into anything. Aside from them being typically ap instead of strength and medium amounts of agility there is nothing wrong with polearms, especially when they get essentially +6% strike damage by being 3.6 instead of 3.4 speed.
You can't use staffs however, and aggro would probably be a problem with a 137dps 2.4 speed weapon.