Its very easy to test the Morbidity bug. Have anyone that doesn't believe you, go with you to Onyxia. Kill Ony (or don't if you already had), have the DK pull 30-50 whelps (I just jumped off the bridge and pulled the whole left side, if facing where Ony spawns). Drop DnD, anyone in the instance will DC.
This is a user-based problem, not a game one. DnD does nothing to my framerate or connection, even against all those whelps. I have 3/3 Morbidity.
This is a user-based problem, not a game one. DnD does nothing to my framerate or connection, even against all those whelps. I have 3/3 Morbidity.
Please read my above post. It is not a user based problem, but a programming error for the graphics code and how it interacts with some video cards. It was way worse in beta when the same vertex shader code that appears to be used when you have any pts in morb was used in all the new fog effects they put it. It would cause a lot of users with nvidia cards or older ati cards to insta lag then dc and be unable to log back into that area without a dc till the weather changed and the fog was gone.
This is a user-based problem, not a game one. DnD does nothing to my framerate or connection, even against all those whelps. I have 3/3 Morbidity.
Please... one person's anecdotal experience doesn't come close to refuting the numerous tests that have been done and shared on this thread. Try reading a thread, at least the last few pages, before replying. This topic has been covered in depth over the last three pages at least.
Please read my above post. It is not a user based problem, but a programming error for the graphics code and how it interacts with some video cards. It was way worse in beta when the same vertex shader code that appears to be used when you have any pts in morb was used in all the new fog effects they put it. It would cause a lot of users with nvidia cards or older ati cards to insta lag then dc and be unable to log back into that area without a dc till the weather changed and the fog was gone.
This is possible, but it doesn't account for why people are allegedly experiencing *additional* framerate drops with the Morbidity talent - it doesn't change anything about the graphics code that we can tell. It would seem to have something to do with the combat log or with the client info buffer but I'm not sure we have a good way of testing that.
Originally Posted by Apate
Yeah, I'm barely OK with myself being in the room while I have sex
So with the new runeforge weapon coming out next patch, I was looking forward to switching my 84 defense trinket out with a monarch crab(with 2 41 stam gems in it). Do you guys think this will be worth the loss of 4 parry from swordshattering?
edit: Or perhaps I should replace valor medal with crab right now and just keep swordshattering+defense trinket after patch? I suck at weighing stats.
First off I'd like to ask, for DK's is 540 def the def cap? As far as I believed it 540 is the def cap for a class that has 3 mitigation types, I.e Dodge parry and block, so to be uncrittable is actually a % of mitigation and 540 def shouldn't be discussed here.
So for a DK 540 def wouldn't even come close to def cap seeing as we can't block and have no talents to lower our chance to be crit.
If this is true and 540 isn't our def cap, can someone please offer up the % of mitigation needed to ACTUALLY be uncrittable, because as I read it now we, as a DK tank you have no effective way of stopping ourselves being crit.
Block/Dodge/Parry have nothing to do with being uncritable. These values were used to push crushoff the table, not crit; and crush isn't around anymore.
I have some passionate hate for Unholy Blight, i just cannot work it around in my rotation, how much of a tps increase would unholy blight be on bossfights? I am not worried at all about trash tanking because i usually have enough threat on those without UB.
I have Rune Strike bound to all my attacks, and we don't have an active prot paladin in our raiding team, so I usually dont have BoSanc. This means i'm allways low on runic power, and 60 seems to be alot to keep up ever 20 seconds, so what I am wondering is if UB is a TPS increase over 4/5 Bladed Armor?
First off I'd like to ask, for DK's is 540 def the def cap? As far as I believed it 540 is the def cap for a class that has 3 mitigation types, I.e Dodge parry and block, so to be uncrittable is actually a % of mitigation and 540 def shouldn't be discussed here.
So for a DK 540 def wouldn't even come close to def cap seeing as we can't block and have no talents to lower our chance to be crit.
If this is true and 540 isn't our def cap, can someone please offer up the % of mitigation needed to ACTUALLY be uncrittable, because as I read it now we, as a DK tank you have no effective way of stopping ourselves being crit.
You mean avoidance, not mitigation, and it has nothing to do with being crit (unless you had 100% avoidance). Defense specifically and literally provides a % chance to avoid being crit; 540 defense skill provides a 5.6% chance for this, which is equal to a boss mob's chance to crit you. Result = no crits. You're confusing this with old crushing blow mechanics which aren't applicable any longer.
Originally Posted by Apate
Yeah, I'm barely OK with myself being in the room while I have sex
Please read my above post. It is not a user based problem, but a programming error for the graphics code and how it interacts with some video cards. It was way worse in beta when the same vertex shader code that appears to be used when you have any pts in morb was used in all the new fog effects they put it. It would cause a lot of users with nvidia cards or older ati cards to insta lag then dc and be unable to log back into that area without a dc till the weather changed and the fog was gone.
edit: fixed spelling.
I experience this problem with an ATI Radeon 4850, certainly not Nvidia or an old card.
Is it possible that it is not related to the type or age of the card, but instead the quality? The 4850 is a little bit lower-level card than the 4870, is it possible that it doesn't feature the same vertex shaders?
I have some passionate hate for Unholy Blight, i just cannot work it around in my rotation, how much of a tps increase would unholy blight be on bossfights? I am not worried at all about trash tanking because i usually have enough threat on those without UB.
I have Rune Strike bound to all my attacks, and we don't have an active prot paladin in our raiding team, so I usually dont have BoSanc. This means i'm allways low on runic power, and 60 seems to be alot to keep up ever 20 seconds, so what I am wondering is if UB is a TPS increase over 4/5 Bladed Armor?
After the patch UB will be 40 RP which will help, but I have had no problems using it when in excess. Granted I don't spam Death Coil very often and usually just use my RP for Rune Strikes. The biggest advantage I've found having UB up is on waves or straglers where I don't necessarily have runes up to grab them.
And I have a few dupts. Im tanking at Naxx 25, and now that to much people is getting better geared, Im starting to notice some aggro dificults vs locks and other tanks. I think Im using a good rotation and I've got good talents, so, anyone could tell me a good rotation for Frost Tanking? Also, anyone is seeing aggro problems?
And I have a few dupts. Im tanking at Naxx 25, and now that to much people is getting better geared, Im starting to notice some aggro dificults vs locks and other tanks. I think Im using a good rotation and I've got good talents, so, anyone could tell me a good rotation for Frost Tanking? Also, anyone is seeing aggro problems?
Please... read the thread. Frost tanking rotations, threat generation... all of this has been discussed within the last 10 pages... and probably within the last 5. New people asking the same questions, over and over is a quick way to make this thread useless.
atm i am running this spec http://talent.mmo-champion.com/?deat...h=041117050104, i have no big aggro probs, only prot palas at the beginning and mages with buggy images give me trouble, but i have the feeling this spec wont give me much more aggro in the future. another problem is, i am not the only unholy dk and with the crypt fever bug, i do less aggro.
so with the upcoming blood changes, blood could be a nice tank spec, so i respeced totay just to test the damage u can do with hearth strike and blood specced obliterate with this spec http://talent.mmo-champion.com/?deat...h=201203050104 and i was rly shocked, selfbuffed heartstrikes only hit for 1k and crit for 2,3k, obliterate hit für 1,7k and crit like 3-4k, how can u hold aggro with this?
so with the thinking of i never will get the inevitable defeat, i tryed this frost spec http://talent.mmo-champion.com/?deat...h=191115050104 with the upcoming killing mashine change and the new IT sigil, this would be a nice aggro boost and wow icy touch spam for 1,2k hits 2-2,5k crits, froststrikes hit for 1,7k, 4-4,2k crits, howling blast hits for 2k, 4,5k crits. this spec rly hits hard and u dont need expertise at all.
the problem i see in frost u dont have much to survive, i have 3% more avoidance against melee and unbreakable armor as a nice anti melee cd but u dont have any tool against magic damage. maybe its just me, but i have the feeling alot of incoming damage isnt melee in this game and as a frost tank u cant rly mitigate them like blood or unholy. u also have the lowest health pool.
so what do you think? aggro<>mitigation?
Last edited by Christie1983 : 01/17/09 at 1:04 AM.
I experience this problem with an ATI Radeon 4850, certainly not Nvidia or an old card.
Is it possible that it is not related to the type or age of the card, but instead the quality? The 4850 is a little bit lower-level card than the 4870, is it possible that it doesn't feature the same vertex shaders?
That's not how the hardware works. It's more likely that the bug is in the drivers, and that would make it effect an entire family of cards. A shader unit is a shader unit. They just vary in clock-speed, and number...but not capability.
atm i am running this spec http://talent.mmo-champion.com/?deat...h=041117050104, i have no big aggro probs, only prot palas at the beginning and mages with buggy images give me trouble, but i have the feeling this spec wont give me much more aggro in the future. another problem is, i am not the only unholy dk and with the crypt fever bug, i do less aggro.
so with the upcoming blood changes, blood could be a nice tank spec, so i respeced totay just to test the damage u can do with hearth strike and blood specced obliterate with this spec http://talent.mmo-champion.com/?deat...h=201203050104 and i was rly shocked, selfbuffed heartstrikes only hit for 1k and crit for 2,3k, obliterate hit für 1,7k and crit like 3-4k, how can u hold aggro with this?
so with the thinking of i never will get the inevitable defeat, i tryed this frost spec http://talent.mmo-champion.com/?deat...h=191115050104 with the upcoming killing mashine change and the new IT sigil, this would be a nice aggro boost and wow icy touch spam for 1,2k hits 2-2,5k crits, froststrikes hit for 1,7k, 4-4,2k crits, howling blast hits for 2k, 4,5k crits. this spec rly hits hard and u dont need expertise at all.
the problem i see in frost u dont have much to survive, i have 3% more avoidance against melee and unbreakable armor as a nice anti melee cd but u dont have any tool against magic damage. maybe its just me, but i have the feeling alot of incoming damage isnt melee in this game and as a frost tank u cant rly mitigate them like blood or unholy. u also have the lowest health pool.
so what do you think? aggro<>mitigation?
It all depends on what you want to tank. For example, on Sarth 3D, I was dual wielding just so I would get that extra stamina and avoidance and expertise. ( Not that I hit him after 2 drakes were dead anyway :P ) Another thing is, I believe that Blood indeed will the best tanking spec, for the fact that u will have Vampiric Blood up 50% of the time. And having Will of the Necropolis is nice as well. The only that that concerns me in a blood spec is the effectiveness of AoE. Like I said before It's all about your raid setup and how you raid, and what your role is, for example my role is being the 3rd tank, so that means I have to DPS alot of the fights as well, we don't know what Ulduar will bring us It's very experimental and you can go alot of specs. Too bad they removed the Cooldown on Howling Blast, else Frost would definatly have been the best spec, because you don't need any expertise at all Oh besides , having a prot pally is so amazing :P BoSanc spams us with Runic Power, which is find amazing btw
Please... read the thread. Frost tanking rotations, threat generation... all of this has been discussed within the last 10 pages... and probably within the last 5. New people asking the same questions, over and over is a quick way to make this thread useless.
These questions would come up a lot less if we had an active OP who was updating the front page with new information so that people who have a question can check there first.
My only question is how many mobs in a pull does it take for morbidity to bug people? The only time I had trouble with it is when I ran BWL on nef when he summons all his adds back, I would drop DnD, put UB and then not see anything for a minute and just be staring at a paused screen.
I'd like to discuss the upcoming changes to blood tanking as it looks to me like it will be quite a powerful tanking spec.
At first it seems pretty lackluster but when you start playing with the specs/glyphs it looks great, on paper.
The rotation is simple: simply use DS instead of OB in the 2xOB Blood DPS Rotation
In the end I decided to take DRW because it can apply two more diseases to the boss, therefore increasing healing from Death Strike. Would allow the tank to prepare for a known incoming burst of damage. But before going further, I have a few questions...
1) Is Self healing from the different abilities affected by Frost Presence's extra threat gen?
2) What about Glyph of Rune Tap, the heals on your group counts as threat towards the DK?
3) Is Death Strike affected by the 2 extra diseases DRW can apply?
4) Can DRW cast Mark of Blood? (Geez, I should know this..)
If all of this is positive, then the blood DK tank will be quite something next patch, I can already see myself replacing all thoses +def gems by +stam.
These questions would come up a lot less if we had an active OP who was updating the front page with new information so that people who have a question can check there first.
Actually I have been collecting some questions that seem to be frequently asked here in this thread. You have to admit for new people its a bit daunting to look at 75 pages of this thread; and therefore just ask instead of actually reading or looking for the answer.
The only true way we can tune these repeat offender posts is by creating a new post of FAQ with answers.
I've been collected some of the bigger offenders in this thread and willing to post/keep updated a FAQ on Death Knights. But in order to make this the best we can I would need the community's help. If there is a bit of information you would like to see in it, please shoot me the link or Q&A via PM so I can add it to the growing list. The faster I get the info the faster I can post up a thread so perhaps we can deflect the repeat questions before they get asked.
Again, if we as a theorycrafting community are serious about stopping these repeat questions please let me know what other things to include. I've only browsed the other threads in this DK forum so my knowledge on the DPS threads isn't as complete. This is why I'm asking for help.
Depending on the feedback I get will determine if I undergo this seemingly massive undertaking.
That's not how the hardware works. It's more likely that the bug is in the drivers, and that would make it effect an entire family of cards. A shader unit is a shader unit. They just vary in clock-speed, and number...but not capability.
I stand corrected; however, the fact remains it is not a Nvidia or age-related problem. Maybe it would help if everybody listed their card, driver versions and whether they are affected?
I'll start:
Card: ATI Radeon HD 4850 512MB GDDR3 (from diamond multimedia if it matters)
Driver version: will be edited in when I get back to my computer
I'd like to discuss the upcoming changes to blood tanking as it looks to me like it will be quite a powerful tanking spec.
At first it seems pretty lackluster but when you start playing with the specs/glyphs it looks great, on paper.
The rotation is simple: simply use DS instead of OB in the 2xOB Blood DPS Rotation
In the end I decided to take DRW because it can apply two more diseases to the boss, therefore increasing healing from Death Strike. Would allow the tank to prepare for a known incoming burst of damage. But before going further, I have a few questions...
1) Is Self healing from the different abilities affected by Frost Presence's extra threat gen?
2) What about Glyph of Rune Tap, the heals on your group counts as threat towards the DK?
3) Is Death Strike affected by the 2 extra diseases DRW can apply?
4) Can DRW cast Mark of Blood? (Geez, I should know this..)
If all of this is positive, then the blood DK tank will be quite something next patch, I can already see myself replacing all thoses +def gems by +stam.
Lichborne
10% dmg on icy touch
3 expertise and about 5% dmg
But gain:
5% Str
2% Stam
Corpse Explosion
30% more dmg on PS
I fail to see how you can think post-patch blood looks like a quite powerful tanking spec, even after all the buffs it still falls way behind Frost and Unholy. It still has the worst AoE, almost no mitigation (be it magical or physical), and it's only benefits of very situational abilities. Not to mention that anyone interested in a soaking tank will have far better results with a bear.
About your comments on DS, using DS as an UF spammable is a poor idea. First and foremost, it is a very situational skill on any MT situation. Unless you are standing there waiting for the right moment and basicaly not doing anything, it will overheal most of the times if your taking any significant amount of damage, specially with how high our avoidance is, which completely negates any of the possible benefits and results in very low threat. Even if it does indeed benefit from the two extra diseases it still isn't realiable threat or healing by any stretch of the imagination, and that is something that you can't afford as a tank. Obliterate is for all intents and purposes a superior skill to spend those runes on, not to mention its glyph is getting buffed, while the DS is getting nerfed.
The same goes for Rune Tap, way too situational ability, and whats the deal with healing aggro anyway? Not saying it isn't situationally useful, but we do have much better tools at our disposal for tanking, that don't require someone taking damage first for them to be useful.
Blood still needs a lot of work to be viable as a MT spec. As it is now, even with all the improvements it's just a fun mess around spec, something different to spec into for 5 mans or farmed content just to have a laugh and have a change of playstile. It's just not a viable option for progression.
I fail to see how you can think post-patch blood looks like a quite powerful tanking spec, even after all the buffs it still falls way behind Frost and Unholy. It still has the worst AoE, almost no mitigation (be it magical or physical), and it's only benefits of very situational abilities. Not to mention that anyone interested in a soaking tank will have far better results with a bear.
I fail to see how blood doesn't have the highest mitigation.
Blood
15% less damage taken on any attack that would put you < 35% (thats how I am going to assume it works)
A chance equal to your parry to take 30% less damage from spells
6% more stam
6 more expertise (expertise being a slight mitigation stat)
strongest deathstrike, runetap, and mark of blood (none of these being anything special, but better than nothing)
AND by far the best of the three one minute cooldowns. 15% more hp, 35% more healing for 30 seconds
Frost
Acclimation
3% miss
6 second longer IBF
UA
Unholy
5% magic mit
10 second AMZ & 100% AMS
20% bone shield
But really it comes down to 3% miss, 5% magic mit, and 15% less damage <35% aswell as the cooldowns. I think blood wins this, and wins the cooldown comparison.
Granted you are right that it has the worst aoe, but it easily has the best overall mitigation in my opinion. All that remains to be seen as far as I am concerned is if A. single target threat is good enough, and B. the loss of aoe ability is worth the gain in mitigation.