I tried to test it with Crusader's Locket, but since its on "melee strikes" the test could be wrong.
But it didn't proc form Icy Touch and DC spam.
Crusader's Locket was super bugged as of maybe three weeks ago, it wasn't proccing off anything but changing zones. I don't know if that is still the case, but IT/DC/HB don't proc fallen crusader so I doubt they will proc any chance on hit things.
I've made another version, this time with fixed bars. It's easy on the eye and compact. I like it the best so far.
Fancy stuff isn't included, I was just testing the idea: Deposit Files
Don't you think that bars are better than circles with text/spirals or moving icons, too?
I happened to be looking at trinkets when you brought this up. Beyond the ones stated already I found two that seemed particularly interesting.
Seal of the Pantheon Treated as another cooldown to our impressive tanking aresenal, at two minutes and with bladed armor could be a really nice initial mitigation tool. Also since this is found the in the normal Halls of Lightning it's likely to be seen on a great deal of tanks heading into their first raids and heroics.
Extract of Necromatic Power Also an interesting dps or tank trinket. It's listed at at 10% chance to proc per tick so with our two base untalented diseases it should go off at least once, netting in the neighborhood of 100dps (gross napkin math estimate).
Thank you. This (and the posts following) is the type of info I'm looking for. Since I do not have a Beta key, I'm gleaning as much as I can from this thread.
What would you say is better, Armor, Defense, of Parry?
Thank you. This (and the posts following) is the type of info I'm looking for. Since I do not have a Beta key, I'm gleaning as much as I can from this thread.
What would you say is better, Armor, Defense, of Parry?
Defense (precap) > Armor > Dodge > Defense (post cap) > Parry... Stick stamina where you want it.
What's the difference between dodge and parry? Aren't they the same functionality and itemcost wise?
No they aren't close. 1 dodge rating is a higher % of dodge than 1 parry rating is of parry %. Additionally due to diminishing returns the parry you get from strength makes parry from gear worse.
I've made another version, this time with fixed bars. It's easy on the eye and compact. I like it the best so far.
Fancy stuff isn't included, I was just testing the idea: Deposit Files
Don't you think that bars are better than circles with text/spirals or moving icons, too?
I like this one a lot better than the previous stuff, if you don't know the mod yet, ShockAndAwe/SquawkAndAwe are pretty similar, during the discussion on the original mod everyone seemed to agree bars that run like that are the best way to quickly process information. I suggest you go take a look on how those mods have it implemented. I would very much like an option to enable icons flashing up in the middle of the screen when a Rune reactivates; a bit like Jim's Cooldown Pulse (or whatever the mod was called) or Power Auras.
Btw for those RAFing, I just did the DK questline, and it's definitely easy to level out of the thing before hitting 58. The best tip was to not do the trainer quest, and not train skills until the end. It's worthless, you don't need to train anything for the prequest, and those 12k xp pretty much guarantee you can't level to 58. I leveled to 58 only after seeing the King in SW, which means you can even go to orgrimmar/SW before gifting your char. I tried not to overkill mobs, but since it's been some time since I actually leveled a DK, I forgot how the quests meshed together, and ended up killing about 25mobs I didn't need. Just skip the trainer quest and you'll be fine.
I like this one a lot better than the previous stuff, if you don't know the mod yet, ShockAndAwe/SquawkAndAwe are pretty similar, during the discussion on the original mod everyone seemed to agree bars that run like that are the best way to quickly process information. I suggest you go take a look on how those mods have it implemented. I would very much like an option to enable icons flashing up in the middle of the screen when a Rune reactivates; a bit like Jim's Cooldown Pulse (or whatever the mod was called) or Power Auras.
But you're on the right track.
I wanted to make a bar flash when it's ready . I've never tested SquawkAndAwe even though I recommended it just yesterday.
I guess I'll have to take a look at their code now.
Btw for those RAFing, I just did the DK questline, and it's definitely easy to level out of the thing before hitting 58. The best tip was to not do the trainer quest, and not train skills until the end. It's worthless, you don't need to train anything for the prequest, and those 12k xp pretty much guarantee you can't level to 58. I leveled to 58 only after seeing the King in SW, which means you can even go to orgrimmar/SW before gifting your char. I tried not to overkill mobs, but since it's been some time since I actually leveled a DK, I forgot how the quests meshed together, and ended up killing about 25mobs I didn't need. Just skip the trainer quest and you'll be fine.
Sorry, but what do you mean by this? Which trainer quests are you referring to? Also, i don't get what you mean when you say that doing the quests which give you exp makes you unable to hit 58?
Crusader's Locket was super bugged as of maybe three weeks ago, it wasn't proccing off anything but changing zones. I don't know if that is still the case, but IT/DC/HB don't proc fallen crusader so I doubt they will proc any chance on hit things.
I'm noticing a severe drop in the price of Darkmoon cards as the expansion approaches. What are people's opinions of the lvl 60/70 cards for leveling purposes? It seems like Darkmoon: Heroism would be fairly effective in getting through Outland, and Vengeance wouldn't be bad for early Northrend. Would they last long enough to justify the price?
Btw for those RAFing, I just did the DK questline, and it's definitely easy to level out of the thing before hitting 58. The best tip was to not do the trainer quest, and not train skills until the end. It's worthless, you don't need to train anything for the prequest, and those 12k xp pretty much guarantee you can't level to 58. I leveled to 58 only after seeing the King in SW, which means you can even go to orgrimmar/SW before gifting your char. I tried not to overkill mobs, but since it's been some time since I actually leveled a DK, I forgot how the quests meshed together, and ended up killing about 25mobs I didn't need. Just skip the trainer quest and you'll be fine.
You actually can train without doing the trainer quest, at least right after doing the light's hope event. One of the quest givers is also a trainer, and doesn't need the trainer quest.
I'm noticing a severe drop in the price of Darkmoon cards as the expansion approaches. What are people's opinions of the lvl 60/70 cards for leveling purposes? It seems like Darkmoon: Heroism would be fairly effective in getting through Outland, and Vengeance wouldn't be bad for early Northrend. Would they last long enough to justify the price?
Heroism isn't bad for most classes, but it would be worthless for a Death Knight.
Sorry, but what do you mean by this? Which trainer quests are you referring to? Also, i don't get what you mean when you say that doing the quests which give you exp makes you unable to hit 58?
NOT doing it makes you unable to hit 58 before being done with the initial instance(which prevent you from granting levels) unless you grind is what I meant. The quest is a quest given by the trainer when you first enter Ebon Hold/Archerus, your trainer gives you a quest that completes instantly for 12k xp, pretty much explaining stuff about training(which is a relic from when there were 3 trainers, one for each tree, but now they all train everything). You don't need to do it to complete the initial instance, so it's a safe way to not hit 58, so you can gift to 60.9, then complete a quest and hit 61 right away, instead of hitting 60. It was discussed a bit before, and I was just confirming that it's really easy to do if you don't do this quest(and quite hard if you do turn in this quest).
And Malcophant yes you can train at the end from Morgraine, but that's also pretty much the end of the "tutorial", so it's not really any useful to train at that point, especially since you'll RAF to 61 right after that and have to come back anyway. It's not like there's anything worth training before 59 anyway ^^.
On the topic of a rune-watching mod, Xperl has a very nice one built right in that I've repositioned directly underneath my character. Going to give this one a try however and see how I like it.
Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.
I'm noticing a severe drop in the price of Darkmoon cards as the expansion approaches. What are people's opinions of the lvl 60/70 cards for leveling purposes? It seems like Darkmoon: Heroism would be fairly effective in getting through Outland, and Vengeance wouldn't be bad for early Northrend. Would they last long enough to justify the price?
The level 60 decks are universally useless, and the trinkets available in the first zones in Northrend are actually quite good, definitely a lot better than the level 70 decks.
NOT doing it makes you unable to hit 58 before being done with the initial instance(which prevent you from granting levels) unless you grind is what I meant. The quest is a quest given by the trainer when you first enter Ebon Hold/Archerus, your trainer gives you a quest that completes instantly for 12k xp, pretty much explaining stuff about training(which is a relic from when there were 3 trainers, one for each tree, but now they all train everything). You don't need to do it to complete the initial instance, so it's a safe way to not hit 58, so you can gift to 60.9, then complete a quest and hit 61 right away, instead of hitting 60. It was discussed a bit before, and I was just confirming that it's really easy to do if you don't do this quest(and quite hard if you do turn in this quest).
And Malcophant yes you can train at the end from Morgraine, but that's also pretty much the end of the "tutorial", so it's not really any useful to train at that point, especially since you'll RAF to 61 right after that and have to come back anyway. It's not like there's anything worth training before 59 anyway ^^.
Please forgive my ignorance, but what is "RAFing?" Are you saying that we get some free leveling?
Please forgive my ignorance, but what is "RAFing?" Are you saying that we get some free leveling?
RAF= Recruit A Friend, it's a Blizzard offer that lets you grant levels to another account after you leveled some chars using it. Check the main board for a thread about it, or check blizzard official website.
I'm noticing a severe drop in the price of Darkmoon cards as the expansion approaches. What are people's opinions of the lvl 60/70 cards for leveling purposes? It seems like Darkmoon: Heroism would be fairly effective in getting through Outland, and Vengeance wouldn't be bad for early Northrend. Would they last long enough to justify the price?
Although these trinkets are fairly useless, would getting a deck or 2 (depending on your current financial situation, of course) be worth adding to the list of "non-binding quest item turn-ins" for the experience, or do the Darkmoon card quests not award experience, I forget? I guess also it would depend when and where the Darkmoon Faire is on release day and the few days following as I haven't checked.
*Edited since I just checked the Darkmoon Faire schedule. The Faire will be up on November 10th - 17th and it's in Shattrath, so if these quests do give experience, you wouldn't be going out of your way to turn them in.
Although these trinkets are fairly useless, would getting a deck or 2 (depending on your current financial situation, of course) be worth adding to the list of "non-binding quest item turn-ins" for the experience, or do the Darkmoon card quests not award experience, I forget? I guess also it would depend when and where the Darkmoon Faire is on release day and the few days following as I haven't checked.
*Edited since I just checked the Darkmoon Faire schedule. The Faire will be up on November 10th - 17th and it's in Shattrath, so if these quests do give experience, you wouldn't be going out of your way to turn them in.
Hello everyone, tried to search the thread for this particular discussion but to no avail....im looking for opinions on desecration, I recently started a thread in the wow beta DK forums, heres my post:
'So theres this talent in deep unholy that seems very appealing for PVE dps, and my guildmates and I have been discussing it back and forth....was hoping to see some opinions from the testing community at large.
this is from the viewpoint of PvE Raid DPS. The simple question is:
what unholy spec will provide the death knight with the best possible combination of raid buffs/utility and solid dps across the majority of PvE encounters.
some arguments for desecration:
5% bonus damage for at least 12 seconds of your rotation, possibly more if you choose to refresh it before your blood plague runs out.
Snares stuff
Looks cool
some arguments against desecration:
takes up 5 talents (that could be used elsewhere on things like unholy aura, dirge, etc)
worthless or near-worthless on fights that emphasize movement
if you choose to refresh the desecration after 12 seconds you give up a potential ScS
here are some examples of the builds with desecration:
If the comment on wowhead, stating that it has a 45-second internal cooldown, is correct, that would result in some 40 dps from that effect, assuming it always procs after the cooldown is up. If that's 4% of your dps, you're doing 1000 dps.
My DPS ranged from 4.3-5.1k depending on fight/adds/etc on a Naxx 25 run, and Bandit's Insignia was 4%. It appears the 45 second CD is either erroneous or the trinket is misappropriating procs to diseases. It seemed a lot closer to a 20 second CD to me in any case.
My DPS ranged from 4.3-5.1k depending on fight/adds/etc on a Naxx 25 run, and Bandit's Insignia was 4%. It appears the 45 second CD is either erroneous or the trinket is misappropriating procs to diseases. It seemed a lot closer to a 20 second CD to me in any case.
"WWS or it didn't happen" is extremely appropriate in this case. The 45 second ICD is pretty well established and it's going to take more than an unsupported anecdote to show me differently.
Hello everyone, tried to search the thread for this particular discussion but to no avail....im looking for opinions on desecration, I recently started a thread in the wow beta DK forums, heres my post:
'So theres this talent in deep unholy that seems very appealing for PVE dps, and my guildmates and I have been discussing it back and forth....was hoping to see some opinions from the testing community at large.
this is from the viewpoint of PvE Raid DPS. The simple question is:
what unholy spec will provide the death knight with the best possible combination of raid buffs/utility and solid dps across the majority of PvE encounters.
some arguments for desecration:
5% bonus damage for at least 12 seconds of your rotation, possibly more if you choose to refresh it before your blood plague runs out.
Snares stuff
Looks cool
some arguments against desecration:
takes up 5 talents (that could be used elsewhere on things like unholy aura, dirge, etc)
worthless or near-worthless on fights that emphasize movement
if you choose to refresh the desecration after 12 seconds you give up a potential ScS
here are some examples of the builds with desecration:
so what does everything think? desecration worth it for your pve dps spec?'
I wouldn't make an Unholy build without it, personally. The snare is priceless on add tanking in PvE, and the 5% extra damage is very nice. Dirge and Reaping are staples of Unholy builds, and so is Desecration for the damage bonus. Note: Many Murmur raids on beta included DK kiting of adds (OS add zerg, Gluth, et al) where spamming Plague Strike was almost required for survival to help keep the adds slowed, so this has contributed to my "omg must have it" mind set.
A couple of side notes on your builds without: Unholy PvE DPS builds will not have Unholy Aura at it's a DPS sacrifice to give your group a movement speed increase that can be provided by a paladin aura as needed (doesn't require talent investment > talent investment). As for Virulence, you'll be hit capped quickly and this talent should be skipped the second you are in favor of higher DPS talent choices. At most I'll usually include one point in it so I can skimp on a piece of gear with hit for more crit or STR, and then only to hit spell hit cap.
I wouldn't make an Unholy build without it, personally. The snare is priceless on add tanking in PvE, and the 5% extra damage is very nice. Dirge and Reaping are staples of Unholy builds, and so is Desecration for the damage bonus. Note: Many Murmur raids on beta included DK kiting of adds (OS add zerg, Gluth, et al) where spamming Plague Strike was almost required for survival to help keep the adds slowed, so this has contributed to my "omg must have it" mind set.
A couple of side notes on your builds without: Unholy PvE DPS builds will not have Unholy Aura at it's a DPS sacrifice to give your group a movement speed increase that can be provided by a paladin aura as needed (doesn't require talent investment > talent investment). As for Virulence, you'll be hit capped quickly and this talent should be skipped the second you are in favor of higher DPS talent choices. At most I'll usually include one point in it so I can skimp on a piece of gear with hit for more crit or STR, and then only to hit spell hit cap.
Previous posters have commented far more on the (varying) utility of Desecration, so I'll just point to their posts and say "It has some issues".
Regarding Unholy Aura in a DPS build, I would absolutely take it, with little thought. A Paladin swapping auras to give movement speed is burning a GCD to do so, and loses out on the benefit provided by the aura being lost, which will either be DPS, mitigation, resist, or some other similarly valuable buff.
As for your point about reaching hit cap quickly, spellhit cap at 80 will be 442 hit rating for 17%. You may indeed be able to get that amount on a DPS set, but I'm not sure you won't be sacrificing more other stats than they're worth. (Not too much plate has large amounts of hit that I have seen.) I don't consider it as vital for a primarily melee class with 2 spells as for a caster, however, so I agree that points there could be sacrificed for better choices.