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Old 06/23/08, 5:41 PM   #376
TheWicked22
Glass Joe
 
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Gnome Death Knight
 
<EC>
Executus
I made a post on the WotLK Wiki forums and got some excellent feedback. With some help I've come up with this as an idea and would like feedback here as well.

From this thread WotLK Wiki &bull; View topic - Rune Swapping

Siphon Power - Leeches power from the enemy, creating a Rune Shard for the Deathknight.
Rune Swap - 10 sec cast, 5 min cooldown. Requires 1-6 Rune Shards. Not useable while in combat.

After using Siphon Power, the target would get a debuff preventing it from being Siphoned again.

When you have 1-6 Rune Shards (depending on how many runes you want to switch) you cast Rune Swap and it opens a menu sort of like a rogue's poison menu, where you can forge the rune shards into specific rune types and immediately "socket" them into your blade.

This way you only need to fill up one inventory slot with the un-forged runes and forge them as you use them.

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Old 06/23/08, 6:32 PM   #377
Pudgeball
King Hippo
 
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Pudgeball
Tauren Druid
 
No WoW Account
Originally Posted by cmecu View Post
Has any one figured or did some crunching yet with current set up of a death Knight on what cycle or the most effective course of abilites will be the best ?
Im sure most of us who have been playing wow for ages know our class well, and know how to maximize our dps in raids.
I play a death knight now, but havent really put alot of time into getting to know him yet. I am sitting here trying to figure out what strikes and or spells to cast to make the most dps in different types of encoutners..

1. solo questing / leveling
2. 5 or 10 man instance killing trash
3. 5 or 10 man bosses
4. Raid instances ( 25 person ) trash
5. Raid instances ( 25 person ) Bosses

and finally

pvp and being the most effective in what to cast and strikes todo .
What? You play a Death Knight now? Wtf is that supposed to mean? Unless you mean on a sandbox server, or you have a F&F invite...

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Old 06/23/08, 7:02 PM   #378
Grizlock
Von Kaiser
 
Tauren Warrior
 
Destromath
Originally Posted by Lhivera View Post
Precisely so that you can have different rune setups for different weapons.
and because I was under the impression that Death Knights use Rune Weapons, not Rune Specs. I'm sure if Blizzard can store Socket and Enchant information for hundreds of weapons they have the database capacity to put in six lines for rune's on weapons.

Edit: I'm sure there would also be a mechanism to re-rune your weapon for some type of opportunity cost.

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Old 06/23/08, 8:27 PM   #379
PSGarak
Bald Bull
 
PSGarak's Avatar
 
Undead Warlock
 
Hyjal
No one's done any math beyond napkin math because a) everything's still very much in flux as this is an early beta b) we're missing important information on many skills c) there's no need to because for all intents and purposes there are no DKs yet. Sorry to say, but you're currently far more prepared to answer your questions than we are. It's doubtful you'll see any serious attempts at it until open beta when skills start settling down.
Also, one way or another you're breaking blizzard's rules, and doing so publically.

The issue with associating runes to weapons isn't storage space, it's database allocation logistics. For weapon-type items only, for DKs only, you need six additional fields in the item database? That would mean that you either have craptons of wasted overhead space on at least the weapons for everyone else (nb: the bigger deal is access time, not storage space), or your database treats DKs in a completely different manner than everyone else, which is itself inefficient. Not to say that their item database couldn't handle the additional strain, I'm just saying it's non-trivial, and the biggest deal would probably be updating the item database on 3.0 patch day to include all the extra empty space.


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Old 06/23/08, 9:07 PM   #380
Lamaros
King Hippo
 
Orc Warlock
 
Dreadmaul
This topic remains as pointless as it was before, but I cannot help but comment on the "rune shard" proposal:

This idea is dumb. I say this as someone who has played a Warlock since day one in Warcraft. Soul shards are dumb. Really dumb. Ignoring all the issues Blizzard had with the original implementation of them the fact is that you have to fill up half your bags with these things. They serve no purpose at all other than to annoy and fill up bag space.

I can collect heaps of these in a short time, it is just annoying because it means I can't carry much stuff around. I can and do collect enough that I can spam every soul shard ability on its CD when I need to (helped by the fact that Blizzard has not been dumb enough to make any of these abilities really key-if SB had a soul shard cost... well you can see how dumb the concept if just from that fact it doesn't). I am not limited by shards in any way except by time to play the game and farm them and space to hold them in my bags. Neither is an unavoidable constraint if I get a big enough reward from them (which, PvP aside, I don't). They do nothing to alter my spell use in any way.

Such a rune shard system for a DK would be similary pointless. It just means that a DK will have ~10 (seems a reasonable guess) less bag spots to use. The only real limiting factor would be the timer, the shard idea is just salt on top. Putting things into the game that do nothing but piss people off is bad design.

The idea is really just:

Rune Swap - 10 sec cast, 5 min cooldown. Requires 1-6 Rune Shards. Not useable while in combat.
With an annoyance component. An Idea that has been mentioned here already. 5 mins, by the way, would basicly mean you can re-rune at will, which makes me wonder why you would even bother putting such a thing in in the first place?

The re-runeing system can be:

1) Trivial: Can re-rune whenever out of combat for no cost.
2) Annoying: Can re-rune whenever out of combat for some (gold/shard/reagent) cost.
3) Limiting: Can re-rune in town/every x mins.
4) Limiting and annoying: Can re-rune in town/every x mins for some (gold/shard/reagent) cost.

As far as raiding goes 2 is completely pointless. If you can gain some advantage form changing runes then people will do it. Unless you make the cost huge so as it serves as a limiting factor, in which case you might as well just do 3.

I dont see what purpose, other than the usual "gold sink" stuff, would be served by systems 2 and 4.

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Old 06/23/08, 10:10 PM   #381
Shakes
Piston Honda
 
Tauren Druid
 
Nagrand
As far as the technical implementation goes, if you can have sockets in weapons (and you can make a new socket in weapons in the expansion), I really don't see how having rune data associated with weapons will be a problem. I'd be very surprised if the decision between per weapon or per character runes was done for technical rather than game play reasons.

As far as annoyance and bag space, that's a dynamic for every class. Warlocks have soul shards, any class with a buff has to carry reagents, shaman carry totems and ankhs, hunters carrying a bag full of ammo, etc. I think it's pretty clear that Blizzard considers minor annoyances to be good for the game, for whatever reason.

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Old 06/23/08, 10:21 PM   #382
Lamaros
King Hippo
 
Orc Warlock
 
Dreadmaul
I know, hence the reference to "gold sink stuff". That all has nothing to do with how balanced the ability to re-rune will be. The need to use a reagent of that sort to re-rune is neither here nor there insofar as it will make any difference as to how often the DKs re-rune, unless the cost is large enough to be a limiting factor, which makes me repeat myself: If the point is to limit then limit through mechanics, not annoyance, because annoyance is not a hard limit and (some) people will feel compelled to min-max past it.

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Old 06/23/08, 10:49 PM   #383
Tulavan
Glass Joe
 
Night Elf Druid
 
Cenarius
Originally Posted by Bluefish View Post
Lets ground this discussion in fact, please. Here are the various spells and abilities that a Death Knight cannot use with a given Rune setup. I'm using information from wotlkwiki.info. Please correct me if I've got some costs or abilities wrong so that I can fix the list.

0 Blood can't use...
* Blood Strike - 60% weapon damage plus XX for each disease effect on the target.
* Blood Presence - Main DPS Presence
* Plague Strike - 100% weapon damage plus XX and plagues the target, dealing XXX shadow damage over 12 sec.
* Death and Decay - 1.5 second cast 8-second AoE
* Rune Tap (Blood Talent) - Eat a Blood Rune, gain hp.
* Mark of Blood (Blood Talent) - Steal heals from an enemy.
* Hysteria (Blood Talent) - Uber melee buff.
* Heart Strike (Blood Talent) - Probably PvE negligible. Chops 20% from target's max hp or 3k, whichever is less.

1 Blood can't use...
* None. Nothing costs 2B.
Death Pact costs 2B - Sac your Ghoul to heal you for 2600.

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Old 06/24/08, 12:13 AM   #384
Draele
Don Flamenco
 
Human Warlock
 
Thunderhorn
I'd be interested in some way to swap runes out of combat perhaps, if only because I'd be interested in getting the Frost 11-pointer for the weapon imbue, but having no interest in using any frost abilities.

Rantings of the Afflicted, a Warlock blog: http://draele.blogspot.com/

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Old 06/24/08, 3:02 AM   #385
Alvira
Don Flamenco
 
Human Mage
 
Dragonblight
Originally Posted by Draele View Post
I'd be interested in some way to swap runes out of combat perhaps, if only because I'd be interested in getting the Frost 11-pointer for the weapon imbue, but having no interest in using any frost abilities.
Use blood tap to change a blood rune to a death rune, which counts as an all purpose rune. I am assuming you aren't going with a 6 unholy runes setup right?

Latest news on the rumur mill is that obliterate now does 100% melee damage + 330 + 122 per disease (consuming the diseases). But the important thing is that it is now 1 frost rune and 1 blood rune in cost. This makes me feel even more certain that changing runes won't be a simple matter of just changing our weapon.

In addition, death and decay now costs 1 frost, 1 unholy and 1 blood rune.

They are in effect making it such that for all practical purposes, most deathknight will have at least one of each rune in their setup. You can customise the remaining 3 as you wish, but you would want at least 1 of each to start with in most cases.

Last edited by Alvira : 06/24/08 at 3:21 AM.

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Old 06/24/08, 7:54 AM   #386
Lamaros
King Hippo
 
Orc Warlock
 
Dreadmaul
It also seems that frozen rune weapon is a 10% frost damage debuff.

Obliterate is an intheresting one. Given the talents it makes sense for it to be blood and frost, however it uses diseases for more damage, which implies unholy runes or a group putting the debuffs up.

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Old 06/24/08, 1:13 PM   #387
Jelu
Glass Joe
 
Troll Rogue
 
Sargeras
Originally Posted by PSGarak View Post
No one's done any math beyond napkin math because a) everything's still very much in flux as this is an early beta b) we're missing important information on many skills c) there's no need to because for all intents and purposes there are no DKs yet. Sorry to say, but you're currently far more prepared to answer your questions than we are. It's doubtful you'll see any serious attempts at it until open beta when skills start settling down.
Also, one way or another you're breaking blizzard's rules, and doing so publically.

The issue with associating runes to weapons isn't storage space, it's database allocation logistics. For weapon-type items only, for DKs only, you need six additional fields in the item database? That would mean that you either have craptons of wasted overhead space on at least the weapons for everyone else (nb: the bigger deal is access time, not storage space), or your database treats DKs in a completely different manner than everyone else, which is itself inefficient. Not to say that their item database couldn't handle the additional strain, I'm just saying it's non-trivial, and the biggest deal would probably be updating the item database on 3.0 patch day to include all the extra empty space.
Not at all, the rune setups can be saved with the Deathknight, allocating a new setup for each weapon id when they first rune them and deleting them when the weapon is sold/destoryed/de. So when the Deathknight switches weapons it uses the item id or GUID of the new weapon, looks it up in a rune layout table saved to the DK and switches to the appropriate setup then. No additional storage per weapon is necessary, only per Deathknight.

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Old 06/24/08, 1:39 PM   #388
Lhivera
Bald Bull
 
Lhivera's Avatar
 
Human Mage
 
Aggramar
Originally Posted by Lamaros View Post
It also seems that frozen rune weapon is a 10% frost damage debuff.
Looks like 1% per stack, 10 stacks for 10%, 20 sec duration -- no idea on proc rate, but high enough that it's practical to stack it and keep it up, just a question of how long it'll take.

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Old 06/24/08, 2:02 PM   #389
Feorthas
King Hippo
 
Blood Elf Death Knight
 
Blackrock
Originally Posted by Lamaros View Post
It also seems that frozen rune weapon is a 10% frost damage debuff.

Obliterate is an interesting one. Given the talents it makes sense for it to be blood and frost, however it uses diseases for more damage, which implies unholy runes or a group putting the debuffs up.
I can see a tank DK leeching from the rest of the raid as far as disease applications go unless they are primarily unholy or minor deep in unholy--although using more than three unholy runes in a tank build seems very unlikely to me as those abilities seem to be focused almost wholly on mitigation and not threat--and burning a Feral Druid & another DK's diseases during threat sensitive periods; however, Obliterate definitely seems to be more focused on providing a way to regularly use Frost/Blood runes in a deep unholy, or Frost/Unholy spec.

Who knows, maybe the additional damage will make Frost/Unholy more tempting than Frost/Blood *shrug*.

Or, just a thought, maybe DW builds will focus on stacking diseases and burning large stacks of them down with Obliterate, possibly outweighing the lower weapon damage with extra diseases--something like this maybe: 0/20/51.

Plusses:
-15% Haste from Icy Touch (1F)
-3% Hit (Passive)
-10% Shadow/Frost Damage (Passive)
-4% Death Rune (passive--had 2 'free' points so I put them here)
-3% Spellhit
-Addl 6 sec Disease duration
-3% Crit & Crit Damage on Plague/Death strikes & degen
-5% Str
-15% Plague Strike
-5% Addl shadow damage added to melee (Scaled by frost's addl 10%?)
-20% Addl AP->Spell scaling
-At least 4 diseases from one DK (Obliterate: 150% Weapon + 1200)

Minuses:
-Basically no solid tanking talents, very minimal CC compared to frost
-Requires time to stack diseases
-Dual Wield Hit penalty
-One handed weapon damage for strikes
-Passed on AoE Talents (Wandering Plague) for more single-target damage

Not sure on:
-Does a Ghoul provide another disease? (if so, you get 5 diseases until your Ghoul dies)
-Would summoning a new ghoul during a fight be an efficient use of runes? (if you have a spare corpse to begin with)

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Old 06/24/08, 3:07 PM   #390
Cayl
Glass Joe
 
Undead Priest
 
Dentarg
I've been looking at similar builds. It has great dps potential but misses out on all the goodies and versatility. The aoe capability of unholy seems reasonable if you take Corpse Explosion and Wandering Plage and Anti-Magic Zone may be incredible for many encounters. Also not taking Frozen Rune Weapon for one point when you had "Extras" seems a bit strange. That is a great dps talent for 1 point.

*Edited for depth.

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Old 06/24/08, 4:36 PM   #391
Tulavan
Glass Joe
 
Night Elf Druid
 
Cenarius
Originally Posted by Feorthas View Post
I can see a tank DK leeching from the rest of the raid as far as disease applications go unless they are primarily unholy or minor deep in unholy--although using more than three unholy runes in a tank build seems very unlikely to me as those abilities seem to be focused almost wholly on mitigation and not threat--and burning a Feral Druid & another DK's diseases during threat sensitive periods; however, Obliterate definitely seems to be more focused on providing a way to regularly use Frost/Blood runes in a deep unholy, or Frost/Unholy spec.

Who knows, maybe the additional damage will make Frost/Unholy more tempting than Frost/Blood *shrug*.

Or, just a thought, maybe DW builds will focus on stacking diseases and burning large stacks of them down with Obliterate, possibly outweighing the lower weapon damage with extra diseases--something like this maybe: 0/20/51.

Plusses:
-15% Haste from Icy Touch (1F)
-3% Hit (Passive)
-10% Shadow/Frost Damage (Passive)
-4% Death Rune (passive--had 2 'free' points so I put them here)
-3% Spellhit
-Addl 6 sec Disease duration
-3% Crit & Crit Damage on Plague/Death strikes & degen
-5% Str
-15% Plague Strike
-5% Addl shadow damage added to melee (Scaled by frost's addl 10%?)
-20% Addl AP->Spell scaling
-At least 4 diseases from one DK (Obliterate: 150% Weapon + 1200)

Minuses:
-Basically no solid tanking talents, very minimal CC compared to frost
-Requires time to stack diseases
-Dual Wield Hit penalty
-One handed weapon damage for strikes
-Passed on AoE Talents (Wandering Plague) for more single-target damage

Not sure on:
-Does a Ghoul provide another disease? (if so, you get 5 diseases until your Ghoul dies)
-Would summoning a new ghoul during a fight be an efficient use of runes? (if you have a spare corpse to begin with)
Annihilation, Frost talent 3/3, Tier 6

Increases the critical strike chance of all your melee special abilities by 3%, in addition there is a 90% chance that your Obliterate will do its damage without consuming a disease.

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Old 06/24/08, 4:51 PM   #392
Feorthas
King Hippo
 
Blood Elf Death Knight
 
Blackrock
Originally Posted by Cayl View Post
I've been looking at similar builds. It has great dps potential but misses out on all the goodies and versatility. The aoe capability of unholy seems reasonable if you take Corpse Explosion and Wandering Plage and Anti-Magic Zone may be incredible for many encounters. Also not taking Frozen Rune Weapon for one point when you had "Extras" seems a bit strange. That is a great dps talent for 1 point.

*Edited for depth.
Passed on Frozen Rune Weapon so that I wouldn't have to worry about Windfury/FRW interactions (that, and you may not have a noticeable number of frost users to make the debuff worthwhile). I also passed on Corpse Explosion because it seems to have such an atrocious Damage/RP ratio (~15 Damage / 10 RP when _improved_, not counting the disease). Admittedly, Unholy Blight isn't all that great either but, at the very least, you can use it without a corpse handy ~and~ it does more damage--which is what I was going for anyway. The whole point of the build, at least at first glance, appears to be "swing really, really fast so that you always have two diseases (Ebon Plague & Blood-Caked Blades' 'Plague') on the target to obliterate with"; heck, your AP and +Damage will probably matter more than your weapons since a fair amount of your output will be coming from diseases so this could be a really solid, albeit horribly selfish, entry-level build. It will almost certainly become limited by threat issues though as it has no threat reduction :-/.

Originally Posted by Tulavan View Post
Annihilation, Frost talent 3/3, Tier 6

Increases the critical strike chance of all your melee special abilities by 3%, in addition there is a 90% chance that your Obliterate will do its damage without consuming a disease.
Can't reach it without losing access to Unholy Blight and the additional disease that it provides :-/. Additionally, it would serve a better role if a 2h were equipped as you cannot depend on your weapon to swing nearly as quickly to reapply the two diseases that your weapon can proc.

To me, annihilation seems like a tanking or off-dps talent as it will allow a Frost DK to leech from Disease casters without consuming their diseases prematurely.

Last edited by Feorthas : 06/24/08 at 8:06 PM. Reason: grammar/wording

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Old 06/24/08, 7:11 PM   #393
Apaine
Piston Honda
 
Tauren Druid
 
Blood Furnace
Still uncertain if you'd need a very fast weapon to assure diesease hit, or a very slow 2h weapon. All depends on the implementation - if it's a set % - like windfury - then the faster the better. If it's a PPM mechanic - then the slower the weapon, the greater chance for it to proc. Also PPM procs are unaffected by haste - a relatively bad decision.

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Old 06/24/08, 9:46 PM   #394
cmecu
Glass Joe
 
Dwarf Rogue
 
Dalaran
Places to level at 55.. Where will you be doing it ? I was thinking Burning Steppes at first, but then got to thinking, WPL quests give alot of exp. EPL is a mess of quests all over the place..

I do know one item id like to go after, is todo Black rock depths and try to get that Trinket
Hand of Justice . Probably getting some guildies ( if their not busy leveling themselves ) to power run you through BRD, BRS lower and upper, scholo, and strath.. doing all the quests.. by then should be 58 or higher to start Hellfire TBC content.

guess another good part is you wont have to deal with new zones with other people, if your busy leveling a death knight.. that is if everyone and their mother is playing a DK

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Old 06/25/08, 12:21 AM   #395
Lamaros
King Hippo
 
Orc Warlock
 
Dreadmaul
I'm pretty sure that the DK starting zone and quests will get you close enough to 58 that you can go from them to Outlands without having to do much in the way of questing or grinding. The two starting zones we've seen (before and after, so to speak) are reasonably large.

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Old 06/25/08, 12:44 AM   #396
belgann
Glass Joe
 
Dwarf Hunter
 
Dragonmaw
Speaking of leveling:

I know it is a bit trivial at this point (knowing as little as we do), but has anyone speculated as to what would be the best spec to level with right out at 55? It is my intention to level as quickly as possible, so I would assume the best DPS spec would of course be necessary. Is there any indication of what that spec would be? I've read a good portion of this thread, and from what I could gather it is still unclear as to what tree is mostly focused on DPS.

I think it would be awesome if we could hammer out the generally accepted spec at 55, I'm still getting familiar with the talent trees, so I might have some ideas soon.

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Old 06/25/08, 1:00 AM   #397
PSGarak
Bald Bull
 
PSGarak's Avatar
 
Undead Warlock
 
Hyjal
Leveling specs are not always DPS specs. They're often much more concerned with efficiency and the reduction of incoming damage. I think there's enough damage-reduction talents across the trees that frost's tanking talents may not edge out. I would anticipate either Unholy spec for the mount- and run-speed increase on Unholy presence, or a Blood life-return spec for downtime reduction. While grinding, Unholy is also much more able to take advantage of corpses for both Ghouls and explosions.

Personally I am not considering any spec without Corpse Explosion, because Corpse Explosion is the best spell in the game in any game that has a spell named Corpse Explosion. I could see myself going for a dumbassed 33/0/27 spec for blood worms and iCE, but this is unlikely in favor of 50 Unholy first, then to Forceful Deflection some frost speed reductions.


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Old 06/25/08, 2:05 AM   #398
Azurai
Von Kaiser
 
Azurai's Avatar
 
Human Death Knight
 
Bonechewer
Hmmm, after playing around a bit more on the talent calculator, I'm not sure I understand why they homogenized the trees each into a tank/dps hybrid with a different twist but left tank talents singular.

What I mean is, if you look at feral druids, almost every talent affects both dps and tanking somehow. DK builds will by necessity simply be either pure dps or tank/dps hybrid for tanking. Putting tank talents in every tree is fine, but dps builds will simply spec around them and not take them, disallowing 'innate hybrid ability'.

It doesn't need to be overbearing like the feral tree, but it would be nice to see more tanking things come with dps talents instead of having to waste talent points if you want to tank outside of raids.

Thoughts?

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Old 06/25/08, 2:16 AM   #399
Anedris
King Hippo
 
Troll Priest
 
Steamwheedle Cartel
I think that's a very pertinent point Azurai and is the kind of thing Blizzard would overlook (because they often assume players will choose "reasonable" and "balanced" specs/consumables/whatever and continue in this benign assumption until people min-max over and over and over again and Blizz finally cottons on). We may end up with three flavours of DK tank but be back to the situation of a paucity of players who are specced to tank an instance (or specced such that they can tank an instance relatively painlessly).

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Old 06/25/08, 7:44 AM   #400
Lamaros
King Hippo
 
Orc Warlock
 
Dreadmaul
IIRC, and I have not played a druid so I might be wrong, Druids had issues with feral because you couldn't really tank without certain talents and you didn't go tank spec because it just wasn't that great a spec. Druids were not great MTs and pretty shoddy DPS as a bear so people would always spec for cat if they went feral because you could at least do one thing kind of well then. The fixed it up because Druids were not working that well just by themselves; a cat couldn't tank well and a bear couldn't dps, and neither were groundbreaking with what they speced to do either. Now they can do both better and in addition have the much desired flexibility to do both, making up for the limitations of their ability as a pure class in either.

Look at Warriors and Paladins though, a much closer comparison. You have dps and taking trees, even more clearly defined than the DK talents.

DKs are loking for a middle-ground of sorts, and combined with the way DKs will gain threat (and Warriors tanks in looks like) will mean that the talent spec will not as clearly define what you can and cannot do as in the past. DKs can be a pure dps class and a pure tanking class, supposedly, so it makes no sense to make us as flexibile in one spec as the Feral. That would put us ahead of them, Warriors, and Paladins.

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