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Old 06/04/08, 10:26 AM   #151
Buanna
Piston Honda
 
Troll Shaman
 
Hellscream
Originally Posted by Pintofbrew View Post
It does seem like the Frost tree is very much fun and has a shit-load of various CC, but as pointed out by another poster, it's unlikely the later talents work due to boss frost-immunity. Frost from where I'm standing looks solidly like the DK's AoE tanking tree if there ever was one.
I'm not sure about that. 1 minute cooldowns on their AoEs are pretty harsh.

Sure, one could supplement that with Death and Decay, but that'd only leave 3 frost runes.


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Old 06/04/08, 10:41 AM   #152
Tulavan
Glass Joe
 
Night Elf Druid
 
Cenarius
Originally Posted by Pintofbrew View Post
Spell reflect is about as relevant to anti-magic shell as owning a cow is to eating a slice of cheese. 80% magic absorbption on AM shield is much much more powerful than "the next spell is reflected" once every 10sec, for 25 rage.
Thats 75% Anti-Magic Shell, untalented, or 100% if fully talented. that's self-buff iirc.
Anti-Magic Zone is entirely different spell, only available if specced unholy that deep. And it is only 75%, and cannot be talented further.

They are in my understanding on a separate CDs

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Old 06/04/08, 10:51 AM   #153
PSGarak
Bald Bull
 
PSGarak's Avatar
 
Undead Warlock
 
Hyjal
If you have a chain-casting boss, I'd be far more excited about passively parrying spells than a long-cooldown bubble like AM or SR (even though I think SR got taken down to 15 rage?). And yeah, if AM works against AoEs the DK has even further advantages.


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Old 06/04/08, 11:08 AM   #154
uber
Von Kaiser
 
uber's Avatar
 
Undead Rogue
 
Mal'Ganis
Originally Posted by rhea View Post
Bone armor is good thought and so here's some idea of combining unholy and frost for a good tank spec:
War Pirate :: Talent tree Deathknight
Bone Armor does look nice, but at this moment the Blood tree seems way to valuable to pass up with all the +parry it provides. Blade Barrier looks to be a phenomenal talent assuming you can dump your runes fast enough, and I can't imagine a tank passing up on it unless there is some gimmick where a boss becomes unparryable.

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Old 06/04/08, 11:11 AM   #155
uber
Von Kaiser
 
uber's Avatar
 
Undead Rogue
 
Mal'Ganis
Originally Posted by Tulavan View Post
Thats 75% Anti-Magic Shell, untalented, or 100% if fully talented. that's self-buff iirc.
Anti-Magic Zone is entirely different spell, only available if specced unholy that deep. And it is only 75%, and cannot be talented further.

They are in my understanding on a separate CDs
They will most likely be on the same cooldown in the same way that Dragon's Breath/Cone of Cold are on the same cooldown.

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Old 06/04/08, 11:12 AM   #156
gorsameth
Von Kaiser
 
Tauren Death Knight
 
Draenor (EU)
The problem I have with Blade Barrier is that atm it is to good. I highly doubt Blizzard is going to let us get away with what is in essence a permanent 30% parry.

Ofc if it doesnt have an internal cooldown it will be a no brain talent for every single tanking DK.

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Old 06/04/08, 11:17 AM   #157
uber
Von Kaiser
 
uber's Avatar
 
Undead Rogue
 
Mal'Ganis
An internal cooldown on Blade Barrier would, in my mind, severely gimp the talent. It is my understanding that tanks need to rely on passive (or at least quasi-passive) talents and abilities in order reduce the randomness and volatility of an encounter and a talent that provides +30% parry for 8 sec. every 30 seconds or so is not going to do that. Especially if you don't have absolute direct control over its activation.

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Old 06/04/08, 11:45 AM   #158
Baern
Von Kaiser
 
Tauren Druid
 
Jaedenar (EU)
It would gimp the talent compared to it's current form, but that's probably because it's just not that well designed a talent. 30% permanent parry is far too strong for 3 talent points (just look at Deflection) so it's safe to assume it won't be permanent come release. If it has a cooldown you may find yourself keeping one Rune up at all times and dropping it as a mini-evasion, or during parts of a boss fight that have extreme damage (during a Stomp, for example).
I don't like that idea really, but 30% passive parry is far, far too much for 3 talent points.


A lot of DK tanking abilities seem a little volatile right now, it's the main issue I have personally, but it remains to be seen how it will work.

Also when it comes to spell damage tanking all of the DK damage reducing abilities are untyped, so it allows for bosses that have lots of spell damage from different schools.

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Old 06/04/08, 12:15 PM   #159
uber
Von Kaiser
 
uber's Avatar
 
Undead Rogue
 
Mal'Ganis
Originally Posted by Baern View Post
It would gimp the talent compared to it's current form, but that's probably because it's just not that well designed a talent. 30% permanent parry is far too strong for 3 talent points (just look at Deflection) so it's safe to assume it won't be permanent come release. If it has a cooldown you may find yourself keeping one Rune up at all times and dropping it as a mini-evasion, or during parts of a boss fight that have extreme damage (during a Stomp, for example).
I don't like that idea really, but 30% passive parry is far, far too much for 3 talent points.
If they tone it done to 5/10/15% then I think the talent has a chance of lasting all the way until the live release. But we'll have to see, they may choose to scrap the entire ability and replace it with something that accomplishes the same thing, but in a different style.

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Old 06/04/08, 6:59 PM   #160
Eetabeetay
Von Kaiser
 
Tauren Warrior
 
Destromath
Anyone have any info on rune CD times, and some spell descriptions (with things such as ability CDs, and rune and RP reqs)?

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Old 06/04/08, 10:25 PM   #161
Alvira
Don Flamenco
 
Human Mage
 
Dragonblight
Think because its Alpha, so these things keep changing. I heard that now there is a new obliterate that is similar to the old heartstrike in effect, but heart strike still exists. So, some more info about the rune costs, and cooldown of this new obliterate would be good. Because it apparently does 150% melee damage plus 300 which is really good.

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Old 06/04/08, 11:23 PM   #162
Lurker
Von Kaiser
 
Lurker's Avatar
 
Blood Elf Mage
 
Moon Guard
Originally Posted by Eetabeetay View Post
Anyone have any info on rune CD times, and some spell descriptions (with things such as ability CDs, and rune and RP reqs)?
WotLK Information Wiki: WotLK Alpha Official Wiki

DeathKnight.info

Runes are 10s cooldowns.

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Old 06/05/08, 9:57 AM   #163
Lamaros
King Hippo
 
Orc Warlock
 
Dreadmaul
Thought I'd post some questions/thoughts about some of the talents. If anyone knows answers please let me know.

Butchery: How will this work in regards to the 1 "runic power per 3 seconds". Does this mean you will lose runic power out of combat at 1 runic power less per 3 seconds and gain 1 runic power more per three seconds in combat? Or will you gain 1 runic power per three seconds out of combat also, effectively meaning you don't lose runic power out of combat?

Blood Rune Mastery: Does this apply to all hits, abilities only, or blood abilities only?

Are Blood Gorged and Bloody Vengeance applicable to melee hits and abilities or only one or the other?

Merciless Combat: Does this apply to Frost abilities or abilities that deal frost damage?

Is Frost Strike considered a spell or not? Will it crit for 300% with Chill of the Grave?

Wandering Plague: Does this cause threat?

What do the diseases of Blood-Caked Blade and Unholy Blight do? Are they unique from other disease and do they also have a DoT effect? Does Unholy Blight cause 120 damage per second, or does it just damage on first hitting a target and simply stack diseases afterwards?

Why would anyone bother getting the following talents:

Will of the Necropolis
Death Rune Mastery
Shadow of Death

Also, I made a Disease talent spec:

War Pirate :: Talent tree Deathknight

The point is dual wielding with fast weapons, Unholy Presence and Icy Talons (30% faster!) to take advantage of blood-caked blade, lots of diseases and boosts to spell damage. It might be better to drop Unholy Blight and Wandering Plague for Imp. Blood Strike. Lots of good AoE fun with Unholy Blight, Corpse Explosion and Wandering Plague, though.

Last edited by Lamaros : 06/05/08 at 10:08 AM.

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Old 06/05/08, 12:15 PM   #164
Eetabeetay
Von Kaiser
 
Tauren Warrior
 
Destromath
Can anyone confirm that Degeneration Stacks, and does plague strike stack too. Also, I assume that dancing runeblade applies diseases also, so if in fact both of those abilities stack then it might be good to use dancing runeblade at the start of the fight (if the threat ceiling is high enough to allow it) to get as many diseases up as possible before the first blood strike.

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Old 06/05/08, 12:42 PM   #165
Baern
Von Kaiser
 
Tauren Druid
 
Jaedenar (EU)
It's a guess, but seeing as Butchery has a very similar description to Anger Management it'll probably work in the same manner.
Frost Strike is considered a spell and crits for 150% untalented, 200 talented.
Shadow of Death is a PvP talent. It lasts 45 seconds and Ghouls have decent abilites (a stun, a shadowstep, a spell interupt).

Your build needs Dirge, and you'd do more damage in Blood Presence with 15% haste because Blood Presence adds 15% to all abilities, rather than just increasing white damage.
I read somewhere the Blood Caked Blade would stack up to 3 times, but can't find it anywhere now, so haste isn't that important unless you're Obliterating a lot.

Would probably be inclined to go something more like this for a DW Unholy/Frost build. One of the points in Imp. Corpse Explosion or the point from Lichborne may end up in Frozen Rune weapon for off hand use if there's a Frost mage about.

Corpse Explosion looks like fun, but it remains to be seen just how useful it will be.

Degeneration stacks three times.

Last edited by Baern : 06/05/08 at 12:42 PM. Reason: degen

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Old 06/05/08, 12:56 PM   #166
Eetabeetay
Von Kaiser
 
Tauren Warrior
 
Destromath
This is the dps rotation I came up with. It assumes that using abilities that require Runes generates Runic Power (10 currently) as it says here. It also assumes that Degeneration stacks, although it wouldn't change the rotation if it did due to the runic power generation mechanic. I also added a couple lines at the top to show butchery tics (assuming u specced into it) and your runic power.

Also, I'd like some feedback on this dps spec i came up with War Pirate :: Talent tree Deathknight

Last edited by Eetabeetay : 06/05/08 at 1:07 PM. Reason: fixed to assume that only degen stacks

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Old 06/05/08, 1:03 PM   #167
Floria
Piston Honda
 
Blood Elf Paladin
 
Kil'Jaeden
Originally Posted by Alvira View Post
I have one big issue with unholy's style of play right now. The disease part is ok. All the other talents and spells relying on ghouls and corpses are not. The problem is that even though unholy seems to have more pvp applications, this reliance on having a convenient corpse nearby is just too iffy.

In arena, just when you need to use some of your nifty unholy abilities, you can't cos nobody is dead yet, so no corpse. And in pve, there's no gaurantee there will be a convenient corpse nearby for you to utilise. Same for pvp. Say you are guarding a tower or a flag, no corpse nearby, then half your unholy abilities are unusable.

Either they need to give deathknights a way to generate corpses. Like for one unholy rune, 2 corpses will appear bearby. Or raise dead will just cause a ghoul to crawl its way out of the earth without having to have a corpse on hand. And when the ghoul dies, it will conveniently leave a corpse. Make the spells treat ghouls as corpses as well, so that once the ghoul is raised, it can be used rather than waiting for it to die.

So, for example. Say you want to use corpse explosion. And there just isn't any corpses nearby. So, you cast raise dead and a ghoul crawls its way out of the earth. Then you target it and case corpse explosion and it goes off immediately. This is still noticably combersome and places the unholy deathknight at a disadvantage compared to other aoes which can go off immediately rather than this "two state" process. But at least, the unholy DK can now use his corpse explosion ability as and when he wishes to.

Right now, I don't believe the corpse using abilities are so overpowered given the huge limitations of requiring a corpse on hand.

So, I am hoping Blizzard allows deathknights to generate corpses, or like use ghoul like I suggested, otherwise, all the nifty abilities right now like corpse explosion that uses corpses are just too iffy and restrictive, whether in pve or even in pvp.
Corpses in the Arena should not be a problem. There are multiple skeletons in the staging areas, as well as a few scattered around the arenas proper. They just need to tag these as actual corpses, and make sure they can't despawn (except maybe due to DK abilities), and you're set. Battlegrounds could just start with a few corpses from "previous battles" in certain locations, and then corpses pretty much happen from there. Maybe Blizzard will allow ghouls from the bones that are left after a player resurrects?

In grinding, 5-mans, etc, there should always be a trail of corpses behind you, so that's not much of a concern.

In raids, well, unless the boss has OCD (Kael'Thas, maybe?), it would not hurt, and could possibly help flavor by having some corpses lying around the fight area. How could the lair of a giant frostwyrm not have the bones of a few foolhardy adventurers who got there before you did? How could the laboratory of an evil necromancer not have a few of his "work supplies" lying around? So long as your guild isn't raiding the CEO of the Lysol company, corpses, bones, etc. would be easy to put in.

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Old 06/05/08, 1:19 PM   #168
Baern
Von Kaiser
 
Tauren Druid
 
Jaedenar (EU)
Plague Strike doesn't stack.
The build is pretty much identicle to the one I came up with, and almost everyone else from a dps perspective. My build drops all the utility stuff in early Blood for parry talents, but that's just because early blood is crap for dps.

Might turn out to be more dps to drop 3 in Shadow of Death and one from elsewhere and get Dirge (1 Degen and PS per rotation is 90 RP per 30 seconds, 5/5 Shadow of Death is effectively one free DC every 25 seconds, 2/5 would be every 60-70ish seconds, although with 2/5 you run a good chance of going several minutes without a proc). The main selling point for Dirge is that it can be used on any RP dump, rather than just DC.

It could be a Blood/Frost build does more damage. Changes things though, seeing as you'd need a Frost rune. Either works though.

Unless I am reading it wrong, which is more than possible, your rotation doesn't work as there is a 5 second cooldown on Blood Strike.

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Old 06/05/08, 1:22 PM   #169
Eetabeetay
Von Kaiser
 
Tauren Warrior
 
Destromath
Originally Posted by Baern View Post
Unless I am reading it wrong, which is more than possible, your rotation doesn't work as there is a 5 second cooldown on Blood Strike.
oops, missed that CD

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Old 06/05/08, 1:30 PM   #170
Alvira
Don Flamenco
 
Human Mage
 
Dragonblight
Yeah, but which is easier, just allowing the deathknight to be able to self generate corpses, or having to have the developers now and in future always have to remember to put in non-disappearing corpses in every single convenient part of instances, arenas and even BGs.

BGs are pretty big. And its really not possible to ensure every strategic area has some corpse around because a fight may erupt anywhere. Take inside a tower at the flag area. Will they have to now put a corpse inside each and every tower?

If an ability just can't be relied on, after a while, it will automatically get used much less in favour of abilities that are 100% reliable.

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Old 06/05/08, 1:43 PM   #171
Baern
Von Kaiser
 
Tauren Druid
 
Jaedenar (EU)
Corpse Explosion seems like a good fun in theory, a bit crap in practice type of talent. It should probably be reworked.
I'm assuming the balance is worked around you needing a corpse, so perhaps if you instead summoned a Ghoul at your feet, who would then run to a targetted location and explode.

For PvP you now allow people to run away/avoid the blast to counter balance no longer needing a corpse. Even give the ghoul a limited number of hit points to allow the possibilty of it being killed (and exploding) before it reaches the target.

I don't think Ghouls should require a corpse either, unless you want to "resurect" a player. The places we are fighting have usually been the staging grounds for large battles, it's not unreasonable that there'd be some dead people under your feet at any time.

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Old 06/05/08, 2:14 PM   #172
Lhivera
Bald Bull
 
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Human Mage
 
Aggramar
Has anyone figured out what the "vulnerable to frost damage" effect that procs on Frozen Rune Weapon does?

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Old 06/05/08, 2:29 PM   #173
uber
Von Kaiser
 
uber's Avatar
 
Undead Rogue
 
Mal'Ganis
Originally Posted by Lhivera View Post
Has anyone figured out what the "vulnerable to frost damage" effect that procs on Frozen Rune Weapon does?
I do not believe that any progress has been made in deciphering this.

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Old 06/06/08, 1:08 AM   #174
Lamaros
King Hippo
 
Orc Warlock
 
Dreadmaul
Originally Posted by Baern View Post
Frost Strike is considered a spell and crits for 150% untalented, 200 talented.
So does it use +hit, +spell hit, +crit, +spell crit, and/or +spell damage talents?

Rather confusing at this point as to whether or not it will benifit from Dark Conviction (+crit), Black Ice (+frost spell damage), Nerves of Cold Steel (+1H hit), Blood of Icewater (+spell crit), Deathchill (+100% frost spell crit), Virulence (+spell hit), and Impurity (+20% from spell damage).

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Old 06/06/08, 4:48 AM   #175
uber
Von Kaiser
 
uber's Avatar
 
Undead Rogue
 
Mal'Ganis
None of the Death Knight abilities use +spell damage as a stat; instead, they all take advantage of attack power. For more information see Wotlk Wiki :: Death Knight.

It is unclear yet as what stats are actually used when calculating DK hits/crits. Currently I belive that some of them use spellhit, some melee hit and the same with spellcrit vs. crit. There are rumours that Blizz plans to consolodate the hit, crit and haste stats so as to remove many issues with melee/spellcaster hybrids (Shammy, DK and Palladins).

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