Reaping with the scourge strike glyph is how unholy DKs generate sustained DPS. It's not optional, unless recent testing proves that we're better off using those runes for extra blood strikes every rotation. Which is of course possible. Even then, it offers a great deal of flexibility and is probably worthwhile.
Desecration, AMZ, and a couple other talents (corpse explosion, unholy command, outbreak, OAPH, night of the dead, maybe necrosis) offer markedly lower or situational value and should probably be looked at closely before investing points.
This was never really an issue when I tanked on my paladin, but since we're running with slow 2handers I have to ask:
When we parry, do we get the haste from it still? I know there was a blue post saying parryhaste was removed for certain bosses (Patchwerk) so I was wondering if it worked for players, considering it's one of the two forms of avoidance we have tanking. Since we're using such slow weapons and we have stuff like Rune Strike I was curious if we still get the haste.
I have googled and I have been searching EJ for nearly 10 min and can't find anything about this. My first assumption is that Glyph of the Ghoul doesn't work on Army of the Dead. Will anyone confirm/deny this for me?
It's giving me 40 RP on a killing blow instead of 20 like the tooltip states. I have a pretty standard unholy spec and no weird glyphs or anything (SS, IT, Bone Shield and Pestilence). Is there something I'm missing?
As a long time priest I'm new to the world of metal armour and hitting things with a sword/axe/etc. Having started a Death knight, and having read these forums about DKs since beta I've been playing around with a profile and thinking about gearing. The profile linked has easy to obtain (ish) blue gear. Am i right in thinking that for a tanking DK; armour is for tanking stats and weapon is for str. etc? Am I off the mark with my itemization? Or are the figures in the right sort of place?
Do auto attacks like necro suffer from spell hit rating issues? Does Blood caked bake suffer from melee hit issues?
TY
Yes, and yes on the hit chance, though only a handful of our abilities use spell hit: Icy Touch, Howling Blast, and Deathcoil. Virulence in the Unholy tree will bring your spell hit more in line with your melee hit, and if you're a draenei, you're even more in luck due to the racial +hit aura.
Necrosis shouldn't get a separate hit check, though the shadow damage it inflicts should be able to be partially resisted, or absorbed.
BCB as far as I know won't miss if it procs, but it can be blocked, dodged or parried. Somebody please correct me about the miss if I'm wrong.
Last edited by Noraj : 11/27/08 at 8:42 PM.
"The question is not how far we are going to take it... the question is, do you possess the constitution to go as far as needed?" - Il Duce
What stat values should I use in addons like Pawn to measure Frost (and other builds) tank gear? (Like the stat weights given on the dps compendium section 6.1)
Am i right in thinking that for a tanking DK; armour is for tanking stats and weapon is for str. etc?
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You are completely correct with your reasoning. Weapons are for threat while armor is for our tanking stats (+def, +stam).
Originally Posted by jacclark
Do auto attacks like necro suffer from spell hit rating issues? Does Blood caked bake suffer from melee hit issues?
I've seen no indication of Necro being dependent on Spell Hit. Our only talents are IT, HB, DC(?) that are effected by Spell Hit. This is what is leading non-frost specs to lean away from Virulence in the Unholy tree.
Originally Posted by jpej
What stat values should I use in addons like Pawn to measure Frost (and other builds) tank gear? (Like the stat weights given on the dps compendium section 6.1)
What stat values should I use in addons like Pawn to measure Frost (and other builds) tank gear? (Like the stat weights given on the dps compendium section 6.1)
Are you +def capped?
Erm... Not really I am not even 80 :P I was asking more as a way to evaluate gear as I level and do 5 men dungeons... But your answer also tells me that first I need to cap my def :P
Erm... Not really I am not even 80 :P I was asking more as a way to evaluate gear as I level and do 5 men dungeons... But your answer also tells me that first I need to cap my def :P
I simply picked all the tanking blues quests offered me and with 6 blue tanking items I have no problem tanking any leveling instance. It's not like you need every bit of AP and Crit to solo efficiently as a DK
Erm... Not really I am not even 80 :P I was asking more as a way to evaluate gear as I level and do 5 men dungeons... But your answer also tells me that first I need to cap my def :P
It's become a little bit hard to say "Just stack parry!" or "You need tons of dodge!" mainly because all the defensive stats are on a system of diminishing returns now: The more rating you have, the more rating you need to add one percent to the skill. While you should be able to focus more on one of the two than the other, it's probably best to try and keep your dodge and parry within a few percent of one another to get the highest avoidance possible without running into really bad diminished returns from stacking only one of the two.
"The question is not how far we are going to take it... the question is, do you possess the constitution to go as far as needed?" - Il Duce
It's become a little bit hard to say "Just stack parry!" or "You need tons of dodge!" mainly because all the defensive stats are on a system of diminishing returns now: The more rating you have, the more rating you need to add one percent to the skill. While you should be able to focus more on one of the two than the other, it's probably best to try and keep your dodge and parry within a few percent of one another to get the highest avoidance possible without running into really bad diminished returns from stacking only one of the two.
Taking a quick look at the tier sets for DK, it seems we'll mostly be stacking dodge. From what I've been able to add up so far, parry stays well ahead of Dodge while we gather tier 7.1 and tier 7.25 gear and remain above the defense floor. This is assuming the 5% dodge from talents does not affect diminishing returns in any way, and that it is included on the character sheet. I'm fairly certain both are true, but I'm enough of a novice around here that I always state my assumptions.
I have browsed through this thread for some answers but I haven't seen them, hence me posting here for the first time.
I have a couple of questions regarding Blood DPS. I will probably be specced 51/13/7, but might consider 50/0/21.
1) Someone in this thread that Virulence isn't worth the points due to the fact that the only abilities affected by spell hit are IT and DC. I am currently melee/special hit capped, but is it worth trying to get any more hit to reach towards the spell hit cap? (For example using [Snapper Extreme] over [Dragonfin Filet] )
2) Due to Blood using a lot of GCDs, I read once that it is worth using Unholy Presence over Blood Presence so that there is time to dump RP. Is this the case or is Blood Presence superior?
3) Finally, when Sudden Doom procs - is it worth interrupting the rune rotation to get a DC off, or should that wait until all the runes are on cooldown?
Why is the generic "overall DK DPS compendium" thread closed? I feel there were several great contributions in there and yet the thread was locked and broken down into individual threads. Having one great DK DPS bible was oh-so useful.
Perhaps I am simply missing the link for the new one?
Anyway, I wanted to add to that thread that absolute 2H hit cap is 445.91 (no raid buffs, no food buffs, no talents, etc) if I'm reading correctly. If that is not right, please correct me so I know what to shoot for, thanks!
I'm currently using a Unholy tank build with lichborne.
Something I'm asking myself for a moment : What's best ?
- Use both Lichborne and Bone shield at the same time : With 25 % miss chance, Bone shield will last longer but how much ?
- Use first Lichborne and only when he's down, get your Bone shield up. This willl provide you longer time with some protective thing on.
I'm still far away from my 80 and I haven't played enough as a Tank in Dungeons. So if someone has a clear answer ?
Thanks.
Will depend on the fight pretty much. On fights with no specific controlled burst or low environnemental damage, I'll just pop all cooldowns one after the other, so I always have something else to mitigate incoming dmg(I use the badge dodge trinket in combination with lichborne though). On some fights however, you want bone shield to stick for longer, and using lichborne at the same time is a great way to do that. Fights like long berzerk timers, or pulsing AE damage or dot. I don't believe there's one best way to use your cooldowns, unless you only consider it as overall mitigation during a whole fight, which isn't particularly useful.
Why is the generic "overall DK DPS compendium" thread closed? I feel there were several great contributions in there and yet the thread was locked and broken down into individual threads. Having one great DK DPS bible was oh-so useful.
Perhaps I am simply missing the link for the new one?
Anyway, I wanted to add to that thread that absolute 2H hit cap is 445.91 (no raid buffs, no food buffs, no talents, etc) if I'm reading correctly. If that is not right, please correct me so I know what to shoot for, thanks!
The cap for specials/2h white swings is 295 hit rating.