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Old 07/07/09, 12:47 AM   1 links from elsewhere to this Post. Click to view. #1826
Raatar
Glass Joe
 
Draenei Death Knight
 
Vashj
Help with hit rating and staying capped

First off, does anyone know what percent 39 hit rating is equal to?
Second; I'm planning on getting Might of the Leviathan as a new neck piece soon, and that's +34hit over my current neck. I'd like to know how much 34 hit rating is as a percent of Hit Chance. And since I'm already capped with my heroic Presence getting me to 8.20% (7.20% on character page) I'm over cap and I have room to switch out some hit rating gear when I get the opportunity.
 
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Old 07/07/09, 12:57 AM   #1827
Consider
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Draenei Death Knight
 
Laughing Skull
32.79 hit rating reduces your change to hit by 1%, soooo:

39 hit rating is approximately 1.19% hit.
34 hit rating is approximately 1.04% hit.
 
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Old 07/07/09, 1:06 PM   #1828
StickManPD
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Night Elf Hunter
 
Malfurion
Originally Posted by shopshopshop View Post
That video link is no longer valid, does anyone have another, or a forum link which explains this?
 
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Old 07/07/09, 2:24 PM   #1829
shopshopshop
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Night Elf Death Knight
 
Medivh
Originally Posted by StickManPD View Post
That video link is no longer valid, does anyone have another, or a forum link which explains this?
If you scroll down on that page, near the bottom there's a section called "Other Mirrors" and a Filefront link. That download appears to still work.

edit: In case the Filefront link breaks or something, the starter rotation goes like this:

IT – BS – OB – FS – BT – IT – FS – OB – FS

And follow a priority system like this: (for single target damage)

1) FF
2) FS (KM up)(or to avoid capping RP)
3) Howling Blast (rime proc, use before casting Obliterate to avoid overwriting proc)
4) Obliterate (U/F runes up)
5) IT (Death Runes up)
6) FS (no runes up)

As best you can, try to keep your U/F runes refreshing in pairs, which means attempting to never have 4 death runes up at once or IT will use up two unholy runes first and mess with your rotation. Use all death runes for IT to generate RP and try not to waste KM on IT procs, though it will happen every now and then.

Last edited by shopshopshop : 07/07/09 at 2:29 PM.
 
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Old 07/07/09, 10:08 PM   #1830
coldbear
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Night Elf Druid
 
Ravenholdt
Wondering whether or not to pick an argument with a Blood DK in our raids about who should or should not get Hysteria on progression fights - and not entirely sure I trust the folks over on the druid forums to give totally unbiased opinions (nor here, I suppose). Tried searching this forum but didn't find too much. On second thought I'll keep searching each thread.

Wow Web Stats Wow Web Stats (best I could find, been weird raiding around 4th of July holidays
http://www.quickarmory.com/?n=cambrio&r=Ravenholdt (might well be in pvp gear)

FYI our guild is still working on getting our 2nd Yogg kill.

Source of my confusion:

Cat DPS Guide for Dummies

Topic: Hysteria

Cats are the best target for Hysteria:

Arms Warrior - Does not stack with Wrecking Crew. Besides, they don't have strong Cooldowns to blow while Hysteria is up.
Death Knights - A significant portion of their damage is elemental and not physical. Dancing Rune Weapon scales only half with Hysteria, summon Gargoyle doesn't at all
Enhancer Shamans - A good portion of their damage is elemental. Feral spirit, their Cooldown, is not affected by Hysteria
Fury Warrior - Although all of their damage is physical, they cannot blow their big Cooldown Death Wish with Hysteria, because it doesn't stack.
Hunter - A good portion of their damage is elemental and their pet wouldn't benefit from Hysteria.
Retribution Paladins - A very big portion of their damage is elemental.
Rogues - A good portion of their damage is elemental.

Cats benefit by far the most from Hysteria. As long as you are quite close to the top DPS in your raid, try to convince your Blood-DK or your raidleader, that you should get Hysteria!

Last edited by coldbear : 07/07/09 at 11:58 PM.

Author of "Every Boss In The Game" (3.0.9), "100 Dead Death Knights", "Fun In Ulduar", "Guide: How To Feral DPS" videos:
http://www.warcraftmovies.com/pv.php?t=3&l=parl2001
 
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Old 07/07/09, 11:42 PM   #1831
 frmorrison
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Blood Elf Paladin
 
Mal'Ganis
Regarding your linked Blood DK comment, I looked up a log a full Ulduar geared Blood on GV Hard (a fight you mostly just hit in one spot). He had 75% physical damage (this number includes the DRW's attacks). I am pretty sure DRW scales 100% with hysteria, assuming you use physical strikes while it is up.

I agree that Cats are the best target, but Blood DKs are pretty good targets as well (unholy and frost dks are poor targets).

DK - Ashbane Failure is the condiment that gives success its flavor.
 
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Old 07/08/09, 12:47 PM   #1832
Durendale
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Shattered Halls (EU)
I'm still in the process of trying to maximize the dps on my alt death knight, using the unholy dps discussion thread. One thing that confuses me is that the unholy rotation requires a scourge strike glyph, which means you will not cast an awful lot of icy touch and plague strike. The 0/10/61 spec has its first frost points in improved icy touch, a spell not really overly used. Is this spec really competitive compared to the 12/0/59 spec? (bearing in mind that my DK is not that geared yet)
 
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Old 07/08/09, 3:42 PM   #1833
 Asphyxialol
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Orc Death Knight
 
Mal'Ganis
Originally Posted by Durendale View Post
I'm still in the process of trying to maximize the dps on my alt death knight, using the unholy dps discussion thread. One thing that confuses me is that the unholy rotation requires a scourge strike glyph, which means you will not cast an awful lot of icy touch and plague strike. The 0/10/61 spec has its first frost points in improved icy touch, a spell not really overly used. Is this spec really competitive compared to the 12/0/59 spec? (bearing in mind that my DK is not that geared yet)
You will see a larger gain in dps with 12/0/59 in your current gear. 0/10/61 is a build that scales via percentages, thus it is reliant on having an amount of gear to make it beat out the static scaling that 12/0/59 provides. You should start seeing a difference between the two around late tier 7 (next to BiS) and of course into tier 8 gear. The reason Improved Icy Touch is taken is because it *is* a dps upgrade over 3/5 Toughness because you no longer receive benefit from armor to AP as you would with Bladed Armor.
 
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Old 07/09/09, 2:42 AM   #1834
Kaejin
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Troll Death Knight
 
Mal'Ganis
Has anyone been experiencing odd rune refresh glitches lately? Not sure when exactly it started, but it never happened to me before 3.1.

What happens is that if I use a rune precisely as it comes off cooldown, the rune will jam, and won't show cooldown progress even though the rune was used and is on cooldown. When they rune refresh is done, I can use the rune again and it will show the cooldown progress again provided I don't manage to jam it once more.

It usually only happens to me with blood runes. I thought it was a bug with my rune display addon at first, but it happens with Blizzard's default rune display as well. It's rather distracting when I think I have a blood rune off cooldown and try to use it only to get an insufficient resource error. Guessing when my blood runes are off cooldown isn't much fun either.

Apologies if this has been discussed before. I did searched back a handful of pages for mention of runes and this didn't come up.
 
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Old 07/09/09, 12:05 PM   #1835
Griefknight
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Orc Death Knight
 
Detheroc
Originally Posted by Kaejin View Post
Has anyone been experiencing odd rune refresh glitches lately? Not sure when exactly it started, but it never happened to me before 3.1.

What happens is that if I use a rune precisely as it comes off cooldown, the rune will jam, and won't show cooldown progress even though the rune was used and is on cooldown. When they rune refresh is done, I can use the rune again and it will show the cooldown progress again provided I don't manage to jam it once more.

It usually only happens to me with blood runes. I thought it was a bug with my rune display addon at first, but it happens with Blizzard's default rune display as well. It's rather distracting when I think I have a blood rune off cooldown and try to use it only to get an insufficient resource error. Guessing when my blood runes are off cooldown isn't much fun either.

Apologies if this has been discussed before. I did searched back a handful of pages for mention of runes and this didn't come up.
I've noticed this as well with Blood runes, Frost runes, and Unholy runes. It would happen to me in arena a lot more then in raids, maybe it is a result from button mashing but I really don't know why it happens.
 
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Old 07/09/09, 3:27 PM   #1836
nono92
Glass Joe
 
Human Rogue
 
Archimonde (EU)
Hi, Im wondering if arpen gemming is a good choice for an unholy dk ? And can you please help me to optimise my stuff/spec ? There is my armory link : The World of Warcraft Armory
Thanks
 
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Old 07/09/09, 3:44 PM   #1837
Consider
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Draenei Death Knight
 
Laughing Skull
@nono92 | Armor Pen is not optimal to gem (or to focus gearing around) as an unholy DK. Gem strength as unholy. Everything strength. No other stat comes remotely close to str's value.

@Kaejin/Griefknight | Yeah, I've experienced the same problem, although only in raids as well. I've always brushed it off as a UI error, since I do not use the default rune display, but it is interesting to hear that that's not the case. More of an annoyance than anything, but still. Odd.
 
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Old 07/09/09, 5:08 PM   #1838
Griefknight
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Detheroc
Originally Posted by Consider View Post
@Kaejin/Griefknight | Yeah, I've experienced the same problem, although only in raids as well. I've always brushed it off as a UI error, since I do not use the default rune display, but it is interesting to hear that that's not the case. More of an annoyance than anything, but still. Odd.
I actually had a different version of this problem today. I was in Heroic AN and while on the first boss I used HB>BS>BS>OB//OB>OB>ERW>OB>OB>OB//. The ERW didn't reset the visual CD of my runes but after each of the three Obliterates they would reset to a 9 second CD because I just used them.

---

Originally Posted by Consider View Post
@nono92 | Armor Pen is not optimal to gem (or to focus gearing around) as an unholy DK. Gem strength as unholy. Everything strength. No other stat comes remotely close to str's value.
The reason gemming for armor pen is so bad for Unholy is because most of the damage Unholy does isn't even effected by armor pen.

Armor pen gems for Blood is a different story. What Darkside said 1 page ago sort of sums it up for a lot of players in Ulduar.
Originally Posted by Darkside View Post
I've seen that number tossed around, but I don't recall ever seeing any math behind it. I've thought about switching to ArPen gems myself in order to see if there is a noticeable DPS increase, but the amount of spec-swapping I do (I commonly swap to Frost or Unholy depending on my 10man's group composition) demands that I keep strength gems in my gear or spend a ridiculous amount of money.

Last edited by Griefknight : 07/09/09 at 5:13 PM.
 
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Old 07/09/09, 10:49 PM   #1839
Redhorn
Glass Joe
 
Gnome Death Knight
 
Nagrand
I am curious if this is going the same with other Unholy DKs making their way through Ulduar. As I am getting upgrades, I am getting a massive amount of ArPen (I already have 277, 22% ArPen rate) and I know that ArPen is quite useless to Unholy DKs but they are upgrades after all. Are most other Unholy DKs just taking in the ArPen as per normal or are there other bits of gear I should be looking out for? I haven't gotten any T8 yet though, should I only be looking at T8 specifically as Unholy (Or rather, is T8 the only worthwhile upgrades for Unholy)?

Last edited by Redhorn : 07/09/09 at 11:06 PM.
 
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Old 07/10/09, 12:26 AM   #1840
Griefknight
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Orc Death Knight
 
Detheroc
Optimal gearing: the BiS thread

Even the BiS Unholy gear has 147 armor pen on it. I personally went Frost DPS because I'm at 250 armor pen in my DPS gear and I didn't feel like using 4pc T7 instead of this Ulduar 25 gear.
 
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Old 07/10/09, 8:23 AM   #1841
Vyluis
Glass Joe
 
Blood Elf Mage
 
Bloodscalp
Looking for some help on Frost tanking...When should frost strike be used over rune strike or vice versa. Im thinking only use frost strike when you have a KM proc and/or getting close to being rp capped or have a stupid threat lead over everyone. Thanks in advance for replies.
 
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Old 07/10/09, 9:17 AM   #1842
crazy dodo
Von Kaiser
 
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Draenei Death Knight
 
Khaz Modan
I can't figure out why but I'm still having a hard time fitting things like Ghoul Frenzy and Bone Shield in my rotation.
GF was such a nuisance for me that I completely dropped it but I'm noticing that my BS keeps wearing off during long fights and whenever I try to rebuff it it throws off my rotation quite a bit.
So far I've been doing this manualy using BT > Bone Shield > cancel BT but i plan to switch to 1 button macro
#showtooltip Bone Shield
/cast Blood Tap
/cast Bone Shield
/cancelaura Blood Tap

However I'd like some advice on when is the best time to use this (I know after SS). Seems to me that it would be right after you burn both death runes with SS

Last edited by crazy dodo : 07/10/09 at 9:48 AM.
 
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Old 07/10/09, 9:29 AM   #1843
crazy dodo
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Khaz Modan
Originally Posted by frmorrison View Post
Melee hit cap is 8% (7% for Draeni), spell hit cap is 17% (14% with Moonkin/spriest, this is important for Death Coil and Howling Blast to hit).

Crit and Haste have a cap, but no competent dps will reach it anytime soon. Exp cap is 26 (6.5% dodge removed) for dps, much higher (more than double) for a tank.
If spell hit cap is 17% at what point does it become useless for an unholy DK to stack hit. I've been good with 8.5% hit (7.5% +1% being draenei) for a while but recent gear upgrades have made my hit jump to 10% (spell hit 11.13%) at the cost of 2% crit and i'm not quite sure if it's worth it (and that's with putting on an Arpen belt to further reduce my hit). Any suggestions?

Last edited by crazy dodo : 07/10/09 at 2:51 PM.
 
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Old 07/10/09, 7:02 PM   #1844
Tesal22
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Orc Shaman
 
Runetotem
I have been trying to find an answer in Suno's Fireside Chat - DK Endgame Tanking but I missed it or it wasn't brought up. I am not sure if this post should be made their instead but I normally feel that most of my questions belong under this thread.

Anyways I am a frost tanking DK and my first question is in regards to the rotation Suno suggests:
Single Target Rotation - IT-BS-OB-(Blood Tap if no Death Rune)OB RPDUMP = RS/FS

While Fenita from Ensidia suggests the rotation should be PS – IT – OB – BS – BS – OB – OB – PS – IT. While I am not as interested in the orders or BS and OB what I am interested in is why isn't PS used in Suno's rotation?

Second both Suno's and Fenita's spec call for using Scent of Blood, but Fenita picks up Morbidity while Suno does not. I really like having Morbidity and I was just wondering which blood points would be best to give to get this talent. Would it be best to give up Scent of Blood or maybe 2 handed weapon spec and 1 point in bladed armor?
 
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Old 07/10/09, 10:07 PM   #1845
coldbear
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Ravenholdt
Feral dps (mostly) druid here finding myself constantly having extreme threat issues with DK tanks in my guild. My threat dump (Cower) is not a very good option for hard mode dps races, and holding back dps early and mid-fight is an issue on the hard modes we're starting to knock down. The warrior tanks are either better geared or give me Vigilance.

How can I help my DK tanks maximize their early-fight threat? The 2-3 DK tanks have somewhat widely ranging skill and gear levels. Depending on spec, what would the absolutely maximum early-fight (say, first 5-7 GCD's for the tank) threat generation look like for a Frost/Unholy/Blood tank, assuming MD and TotT are not available?

Again, holding back early dps in the first 30sec is a bad solution in a few hard mode fights, though certainly the answer to some of my problems (I myself am not terribly skilled, but have learned enough to capitalize on the current OP feral dps).

Also, thanks Frmorrison for the info on Hysteria/Blood damage. Helped solve a bit of drama.

Last edited by coldbear : 07/10/09 at 10:37 PM.

Author of "Every Boss In The Game" (3.0.9), "100 Dead Death Knights", "Fun In Ulduar", "Guide: How To Feral DPS" videos:
http://www.warcraftmovies.com/pv.php?t=3&l=parl2001
 
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Old 07/11/09, 12:02 AM   #1846
 Asphyxialol
Almost a teddy bear... but with long, sharp teeth
 
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Orc Death Knight
 
Mal'Ganis
Originally Posted by coldbear View Post
Feral dps (mostly) druid here finding myself constantly having extreme threat issues with DK tanks in my guild. My threat dump (Cower) is not a very good option for hard mode dps races, and holding back dps early and mid-fight is an issue on the hard modes we're starting to knock down. The warrior tanks are either better geared or give me Vigilance.

How can I help my DK tanks maximize their early-fight threat? The 2-3 DK tanks have somewhat widely ranging skill and gear levels. Depending on spec, what would the absolutely maximum early-fight (say, first 5-7 GCD's for the tank) threat generation look like for a Frost/Unholy/Blood tank, assuming MD and TotT are not available?

Again, holding back early dps in the first 30sec is a bad solution in a few hard mode fights, though certainly the answer to some of my problems (I myself am not terribly skilled, but have learned enough to capitalize on the current OP feral dps).

Also, thanks Frmorrison for the info on Hysteria/Blood damage. Helped solve a bit of drama.
While your best bet is definitely to check out Suno's Fireside Chat - DK Endgame Tanking (Updated) and DK Tanking Discussion for death knight tanking information I can help summarize a little bit.

First off, if you are doing HMs you need to be Blood or Frost, unholy is out of the question for fights which are threat sensitive. Frost and Blood both share superior raw Mitigation (Frost > Blood), Effective Health (Blood > Frost), and definitely on TPS, effectively making Unholy the worst choice in almost all cases. Frost may have higher base mitigation; however Blood has, by far, a larger benefit on Effective Health. For hard modes Effective Health means more breathing room for healers, and the large benefit Blood provides over Frost in this regards pushes Blood above Frost overall.

If Misdirect and Tricks of the Trade are not up for the tank then you, as a dps, need to understand that a DK needs his diseases up and to have about 5-10 seconds to finish the first half of his rotation before you should be able to go all out (similar to how mages need a few seconds to setup scorches to improve their primary nuke, etc.).

Threat rotations are pretty much identical to dps rotations, with the exception of runic power dump phases. The threat rotations are as follows...

As Blood you maintain a rather static rotation. Since all of Bloods cool downs use Blood Runes and you generally have 2 Bloods and 4 death Runes up most of the fight you can throw in the cool down pretty much anywhere, which is where I feel Blood really shines above Frost. When I say 'dump phase' that means use death coil, however, unlike dps, as a tank you *only* use death coil if you are high on runic power (over 60 is generally where I will use one), this is important because our two non-Rune cool downs are Icebound Fortitude and Anti Magic Shell, which both require 20 RP to use, this is also important because Rune Strike (another Runic Power ability) is by far our greatest TPS tool.

IT > PS > DS > HS > HS > Dump Phase
DS > HS > HS > HS > HS > Dump Phase

As Frost your rotation is much more of a priority system over a static rotation. The priority system is as follows... Keep Frost Fever (IT Debuff) up at all times, use Frost Strike on Killing Machine procs and when you will be Runic Power capped if you use a Rune ability, use Howling Blast on Rime procs, make Blood Runes into Death Runes with Blood Strike and use Obliterate whenever the disease is up and you have a Frost Rune and Unholy Rune pair or Frost Rune and Death Rune, or Death Rune / Death Rune (unless your disease is about to expire). Personally I use Howling Blast glyph, which means my rotation is greatly simplified as Howling Blast applies the Frost Fever debuff, making Icy Touch unnecessary. If they decide to use HB glyph they should consider the following rotation, with similar priorities to the above...

HB > BS > BS OB > Dump Phase
OB > OB > OB > Dump Phase

The main priority here is that you use Howling B in place of Obliterate whenever Frost Fever is about to go off. Another reminder here is that Rime procs reset the cool down on Howling Blast and make the next Howling Blast consume no runes. In the frost DPS topic there is a better explained idea as to how to use Howling Blast effectively in this rotation.

Another big threat boost relies on talents. The common specs used are present in both of the threads I linked above (since we are talking HMs, treat Suno's as a better guide than the standard tanking thread, considering it is high end oriented).

The next biggest one, and the one I find most common with death knights, is that they are manually triggering Rune Strike rather than macro'ing it to commonly used abilities. All spells your tank uses commonly should be replaced by a macro like this...

#showtooltip <Spell Name>
/cast !Rune Strike
/cast <Spell Name>

As an example to clear any confusion, it should be like this for Heart Strike...

#showtooltip Heart Strike
/cast !Rune Strike
/cast Heart Strike

The "!" before Rune Strike means that if the ability has been triggered (as Rune Strike is an 'on next melee swing' type attack, just like Heroic Strike / Bash) it won't deactivated by rapidly pressing buttons (where /cast Rune Strike will activate and deactivate the ability and reactivate it again based on button presses).

I hope this helps you a little bit with getting your DK tanks on the right track, and be sure to check out the two threads I linked above for further assistance, they are full of great information.
 
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Old 07/11/09, 12:56 AM   #1847
Blackteddy
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Night Elf Death Knight
 
Magtheridon
Originally Posted by crazy dodo View Post
I can't figure out why but I'm still having a hard time fitting things like Ghoul Frenzy and Bone Shield in my rotation.
GF was such a nuisance for me that I completely dropped it but I'm noticing that my BS keeps wearing off during long fights and whenever I try to rebuff it it throws off my rotation quite a bit.
So far I've been doing this manualy using BT > Bone Shield > cancel BT but i plan to switch to 1 button macro
#showtooltip Bone Shield
/cast Blood Tap
/cast Bone Shield
/cancelaura Blood Tap

However I'd like some advice on when is the best time to use this (I know after SS). Seems to me that it would be right after you burn both death runes with SS
I use ghoul frenzy the same way as your bone shield macro. At the very end of my rotation before runic dump, i just double tap X to pop blood tap and ghoul frenzy and to cancel the aura.
 
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Old 07/13/09, 3:55 AM   #1848
mosgoth
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Undead Rogue
 
Durotan
N00b DK question..

I apologize if this has been posted elsewhere on the forums, I did a few searches and they came up inconclusive.

Is flasking Endless Rage in a raid, beneficial if a DK already has that 6200 Atk Pwr? Is there any gain or benefit at all? Are the returns diminishing?

Last edited by mosgoth : 07/13/09 at 4:41 AM.
 
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Old 07/13/09, 12:25 PM   #1849
lewo
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Blood Elf Warlock
 
Karazhan (EU)
Last night at Ulduar, I've got a new weapon for my Dk but I'm not sure if it's better than my current weapon. I've checked at the forum, can't find much about weapon speed, as far as I know slower weapons are better for blood dk's as the abilities mainly depend uppon weapon damage. The weapon I accuired was Relentless Edge from Ignis 10men, and I'm currently using Jawbone.
Based on maxdps website, Relentless Edge is better but as I tested on training dummy they tend to have the smillar dps. I'm kind of confused, could you help me out please? and I guess their dps might change based on the raid buffs.
 
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Old 07/13/09, 1:06 PM   #1850
Taidaisher
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Night Elf Hunter
 
Stormscale
Does the hit percentage shown on my player frame take into consideration my racial bonus? For example, my current hit % is 8.03 (I think) does that mean, as a Draenei, I'm actually at 9, or does that mean I am at 7 + 1 from being Draenei?
 
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