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Old 06/24/08, 3:36 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, 3:51 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 7:06 PM. Reason: grammar/wording

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Old 06/24/08, 6:11 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, 8:46 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 06/24/08, 11:21 PM   #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 06/24/08, 11:44 PM   #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, 12:00 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, 1:05 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, 1:16 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, 6:44 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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Old 06/26/08, 1:44 PM   #401
Azurai
Von Kaiser
 
Azurai's Avatar
 
Human Death Knight
 
Bonechewer
Originally Posted by Lamaros View Post
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.
Why shouldn't DKs be ahead of paladins and druids? They're 3 and 4 role hybrids respectively, with the druid getting double talent points in one tree because they whined too much about having to respec like every other class in game to fulfill two roles. While the rough ability of each tank spec will be somewhat equivalent if they are specced properly, the only thing DKs would have going for them is the same flexibility of a feral but with more utility/higher dps. The DK is easily the worst physical tank, the second best caster tank and the second best ranged tank currently. How do DKs shine at being mediocre at two things while having to respec between them while hybrid classes offer much better with additional flexibility? The druids will always have in combat flexibility over the DK, because they gain avoidance from agility and threat from damage in addition to requiring less defense, whereas plate tank gear necessitates defense, parry, dodge, block, block value, etc. This means they can dps fairly well in tank gear whereas the DK will be handicapped without a gear and possibly rune swap.

The raw mitigation and avoidance a warrior has means they will never be replaced as the premier raid tank. The removal of CBs is a moot point too, as most heavy-hitting bosses can't crush in TBC anyway. The problem is DKs inherently can't be pure tanks because none of the trees allow this. They have nothing to make up the obscene armor values of ferals or the block skill of paladins or warriors. Avoidance just simply isn't reliable like mitigation, especially when the avoidance is proc based. Thus, they have to be more flexible in role or else they are simply a bad warrior clone. Judging by the presences, the difference is supposed to be in flexibility much like a feral druid's.

Also, as I mentioned above, I'm kind of curious how DKs are meant to fulfill their role as THE 'caster tank'. AMS has a 20 second cooldown and is 75% reduction only increased to immunity deep in the caster-dps tree. Meanwhile, spell reflect is on a 10 second cooldown. It seems like besides gimmick abilities that are absorbed by AMS but not reflectable, warriors are still the best anti-caster tank. Look at warlocks vs. DKs for ranged tanking, too. Fel Armor's 20% more healing > difference hps, especially with DKs only having 4% hp to their frost presence if talented deep in frost. Warlock threat will be higher too, unless they remove the add'l threat component of searing pain in order to artificially create a niche for DKs as the only thing you can do at range is icy touch spam.

Don't get me wrong, I love the DK class so far and I think the DPS aspects are already well on their way to finished. I just don't see the same in the tanking department, which is kinda odd because the first thing Blizzard said about DKs is that they would be a tank since that role is the most needed one on most servers.

Last edited by Azurai : 06/26/08 at 2:04 PM.

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Old 06/26/08, 5:46 PM   #402
Apaine
Piston Honda
 
Tauren Druid
 
Blood Furnace
@Azurai - all the things you are mentioning about druids have no place in Wotlk. They are based on TBC, and what little we do know about WotLK, a lot of tanking stuff about druids are changing.

#1 - Druids will get no defence on gear - all their crit needs are via talents in WotLK.
#2 - Druids will no longer get obsene armor - all the green text high armor leather has been removed. Obsene armor for druids was meant to cover crushing blows that druids couldn't avoid. As you've said - crushing mobs go bye bye, and so does high armor for druids.
#3 - Druids will no longer get very high dodge % too - their super good agi -> dodge modifier is getting nerfed to correspond to what rogues have.


Also unlike druids - DK's can parry with a weapon... they just can't block - but block on a 8000 hit is still just 200-300 max.
Based from what I see DK's will be #1 at melee elemental (most of their talents point to that), and decent at aoe tanking - that's it. Remember you can't block elemental melee bosses. You can still dodge or parry their attacks. Ranged tanking is hard when the class is supposed to hit something with a sword.... and hopefully will compete on dps charts with fury warriors (cross fingers).

Last edited by Apaine : 06/26/08 at 7:39 PM.

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Old 06/26/08, 8:32 PM   #403
Azurai
Von Kaiser
 
Azurai's Avatar
 
Human Death Knight
 
Bonechewer
Those changes are good, didn't know they were changing druids that much. But your block value amounts are kinda skewed. Our MT has 670 block in miti gear and 850 in threat gear right now. That's a huge amount of damage mitigation.

The elemental boss thing is true, but that seems to be such a small niche it doesn't even really matter, because you'll still have to wear full resist gear to tank it. DK's need to take less damage from magic passively than warriors and be able to go immune to spells more often without talents. Frankly if AMZ were no longer talented as well, it would make it a little more reasonable to call DKs the anti-caster tank. I just don't see the advantage when warriors have 16% reduced spell damage and can reflect every 10 sec, while DKs have 0% spell damage reduction and can go immune (only with talents) every 20 sec.

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Old 06/27/08, 1:43 AM   #404
Lamaros
King Hippo
 
Orc Warlock
 
Dreadmaul
DK tanking advantages as it currently stands/is indicated:

Higher Parry than other tanking classes. With talents it could go as high as 70%+ at times.
Spell Damage reduction from DD spells at 30% of parry rating. Which, depending on the parry a DK has, could be 10-20+%.
Anti-Magic Shell, which can absorb damage from many sources that spell reflect cannot.
Magic Suppression.
Acclimation.

AMZ is useful, but it's not going to change a whole heap if all DKs have it. The real advantage at the moment looks to be in Spell Deflection and the Parry talents. However there may well be a few abilities that have not been put into the game yet that they are intending to include.

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Old 06/27/08, 3:00 AM   #405
Azurai
Von Kaiser
 
Azurai's Avatar
 
Human Death Knight
 
Bonechewer
Originally Posted by Lamaros View Post
DK tanking advantages as it currently stands/is indicated:

Higher Parry than other tanking classes. With talents it could go as high as 70%+ at times.
This is based on procs. While this is currently what allows DKs TO tank physical damage, its still the worst way to do it. DKs are still dead last in terms of mitigation. Which is fine as long as they get other benefits.

Originally Posted by Lamaros View Post
Spell Damage reduction from DD spells at 30% of parry rating. Which, depending on the parry a DK has, could be 10-20+%.
This talent is really good... but again, proc based mitigation isn't very reliable.

Originally Posted by Lamaros View Post
Anti-Magic Shell, which can absorb damage from many sources that spell reflect cannot.
As I said earlier, this is a gimmick mechanic. They could easily make stuff reflectable. An entire class built on the niche of a single raid boss that does an attack which isn't reflectable isn't DKs being good at something, its blizzard hard coding a boss to be anti-warrior.

Originally Posted by Lamaros View Post
Magic Suppression.
It's talented AND strictly worse than warriors by 11%

Originally Posted by Lamaros View Post
Acclimation.
PvP talent. In no way will you ever tank an elemental boss without capped resist and expect to live as long as its new content. I just don't see this skill amounting to anything until it's changed to flat % damage reduction.

Originally Posted by Lamaros View Post
AMZ is useful, but it's not going to change a whole heap if all DKs have it. The real advantage at the moment looks to be in Spell Deflection and the Parry talents. However there may well be a few abilities that have not been put into the game yet that they are intending to include.
AMZ, though, is exactly the sort of skill which would make DKs truly anti-caster. The ability to use a skill like AMZ and apply it to any boss with an AoE and trivialize it for a group of people who are taking damage from another source on the fly is the type of thing DKs should be for. Gimmicked fights where you have to use a DK because they basically coded a boss that way is a completely artificial niche. Yes, shear, I'm looking at you and your bastard cousins sure to poke their heads up in WotLK.

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