I'm starting to think that having an AP on use trinket is basically required for gargoyle for max DPS. Since swapping to the hit/AP on trinket from Nexus heroic my gargoyle has been around 14% of my dps on any fight where it doesn't fall out of the sky from AoE.
The Darkmoon proc is up every time the internal CD is up which is 40-45 seconds, it also procs off basically anything a DK does, and each damage tick has twice the change to proc it since a heal from Blood Presence will also activate it. It's very easy to get a garg up with that trinket. Mirror of Truth does proc a lot less, so it might not be worth waiting for it, another good proc to watch for is the tailoring cloak enchant.
People still seem to not understand that UB does more damage per cast time than DC, and now it will cost the same runic power, too. But, even at 60 RP, it's more dps. Even his damage numbers prove it.
Average UB tick from his WWS = 243
21 ticks per 1 UB cast (test it and you'll see it's 21 and not 20) = 5103 damage per UB
Average DC hit = 2424, 5 hits
Average DC crit = 5163, 3 hits
no DC misses
Average damage per DC = 2424*5/8 + 5163*3/8 = 3451 damage per DC
His crits barely exceed a single UB.
No more talk about DC being better than UB unless some mechanics drastically change, please.
Sadly, no, it's not more single-target DPS. You'll basically always have free GCDs as Unholy (at least, with SS glyph, I certainly have), so using just your numbers:
(2) Unholy Blights, 10206 damage
(3) Death Coils, 10353 damage
Looking at my last Naxx run, comparing just bosses, I got 99.2 DRP from DC, and 89.4 from UB, so UB is effectively out of my rotation on single targets.
For those to lazy to click, things that pertain to unholy:
All multi-rune abilities generate 15 runic power
Many death knight glyphs have been changed. In many cases the negative consequences were removed.
New death knight sigils are now available, primarily from vendors, including a tanking-oriented sigil.
Anti-Magic Shell -- cooldown lowered to 45 sec from 60 sec.
Bone Shield -- mitigation reduced from 40% to 20%.
Corpse Explosion -- damage increased substantially, added 5 sec cooldown, and changed cost to 40 runic power.
Night of the Dead -- now grants 40/70% passive area spell avoidance to your pet in addition to its current effects.
Outbreak – this talent no longer receive bonus damage from Pestilence. The bonus from Plague Strike and Blood Boil has been increased slightly.
Pestilence -- no longer has a 10 sec cooldown.
Raise Dead -- now split into two spells: Raise Dead now raises a ghoul or pet ghoul (if talented). Raise Ally now raises a fallen party member (at no reagent cost).
Shadow of Death -- duration reduced from 45 seconds to 25 seconds.
Unholy Blight – cost reduced from 60 to 40 runic power.
The focus of the changes is on tanking, but the cheaper UB and the new NotD are great for DPS; it should make 2/2 NotD worthwhile for all those who were uncertain. The new corpse explosion will probably out-dps DC in AoE situations, but that will be very situational.
It's kind of strange, I'm wondering if NotD will make itself redundant: with the extra survivability we get from speccing into it, the benefit of a reduced cooldown will be drastically lowered. Yes, it will still be very useful, just funny to see an ability that nerfs itself.
People still seem to not understand that UB does more damage per cast time than DC, and now it will cost the same runic power, too. But, even at 60 RP, it's more dps. Even his damage numbers prove it.
Average UB tick from his WWS = 243
21 ticks per 1 UB cast (test it and you'll see it's 21 and not 20) = 5103 damage per UB
Average DC hit = 2424, 5 hits
Average DC crit = 5163, 3 hits
no DC misses
Average damage per DC = 2424*5/8 + 5163*3/8 = 3451 damage per DC
His crits barely exceed a single UB.
No more talk about DC being better than UB unless some mechanics drastically change, please.
I didn't take into account the fact that that crits don't register as hits on WWS reports. So my numbers were skewed. In any case, (40/60)* 5103 = 3402 < 3451. Just a different way of stating what Alandriel already said.
Anyway, you're correct that this won't be the case with the upcoming change to UB so I don't want to linger on it.
It's kind of strange, I'm wondering if NotD will make itself redundant: with the extra survivability we get from speccing into it, the benefit of a reduced cooldown will be drastically lowered. Yes, it will still be very useful, just funny to see an ability that nerfs itself.
The uses could be two-fold; if the damage of CE has been improved on the pet (and if you can /cast [target=pet] Corpse Explosion after the patch as well) to fall in line with the damage increase to the normal spell you can sacrifice your pet more often because A) CE won't suck and B) You'll always have him back in less than a minute anyways with NotD.
This would give your pet more survivability in receiving AoE and more usefulness in doing AoE.
Besides that, you can always Explode your pet, wait 5 seconds, and then explode his corpse, then raise a new one depending on how powerful the new CE is.
Personally I love CE, it's been my favorite ability since I rolled a DK. I'm glad they're improving it.
The one funny thing I could see coming from NotD would be if the pet took 70% less damage from CEing itself; as in it would survive and you could continuously blow it up every 5 seconds as long as it had health. I assume this won't happen, but I would laugh if it did due to an oversight.
Any suggestions? Also, I can't manage to do a good and quick rotation. I do PS - IT - BS - BS - BS - Plague, SS - long wait - SS.
As for gear, what would you focus in? Critical rating, hit rating, etc.?
Help is appreciated,
Regards
5/5 Desecration makes me wonder if you actually have read this thread. It's still a short thread - and it isn't much to ask. You should put 2 of those points into Unholy Aura to maximise RDPS. Hit until hit capped, then strength, crit, raw AP, haste, etc. It's almost as if you signed your post but forgot to finish, also.
EJ Discourages experimentation with unique play-styles/specs/glyphs
Birdemani: fric sleeps with the world and has nothing, zyla gets laid once last year and it nearly kills him
+Sporks • Bryne: I OFFERED
+Sporks • and you're like oh no i'm allergic to malan
Bandit's Insignia procs slightly less than Extract, but it does more dps. Crits for around 3500, hits for a little over 2200 (avg). ~2% of my dps.
Protip: Haste < Agility for cloak enchant.
Wow Web Stats Spider/Abom wing of Naxx10 from tonight. Crushed on pretty much all of the fights, but you can't tell because my ghoul never got counted.
Has anyone else had problems with the AOE damage from Wandering Plague? In 10 man Naxx tonight, we decided to go for the spore-less Loatheb (before finding out it's bugged). And at least one spore died solely from Wandering Plague, when the tank had slightly slow reaction time. I respecced out of it, but I wasn't entirely sure where the points should go for maximum DPS. I chose to cap out necrosis and put 2/5 in desecration, but I was wondering if this has been an issue for anyone else?
Has anyone else had problems with the AOE damage from Wandering Plague? In 10 man Naxx tonight, we decided to go for the spore-less Loatheb (before finding out it's bugged). And at least one spore died solely from Wandering Plague, when the tank had slightly slow reaction time. I respecced out of it, but I wasn't entirely sure where the points should go for maximum DPS. I chose to cap out necrosis and put 2/5 in desecration, but I was wondering if this has been an issue for anyone else?
It would be an issue if you're going for the achievement - otherwise, I really haven't noticed it.
5/5 Desecration makes me wonder if you actually have read this thread. It's still a short thread - and it isn't much to ask. You should put 2 of those points into Unholy Aura to maximise RDPS. Hit until hit capped, then strength, crit, raw AP, haste, etc. It's almost as if you signed your post but forgot to finish, also.
Lol, sorry. The whole thread is kind of confusing and it is quiet a bit to read and understand which actually works better as almost everyone has a different opinion on quiet a few things. :P But thanks!
It would be an issue if you're going for the achievement - otherwise, I really haven't noticed it.
If the tank gets the spore debuff he will no longer generate threat, people who haven't got it yet would probably need to stop healing / hitting the boss before they get one.
I also had a problem with WP on Jedoga in Ahn Kahet, we tried to kill the boss near the exit of the tunnel (right after the 2nd boss), by the time she runs back from calling one of her minions to that spot she lose the buff. On her way she might run near other mobs, normally there's no problem but if WP ticks when she's near them they will come along.
If it's a problem, just stop attacking when there's a spore nearby or hit obliterate.
I actually had the same issue yesterday - at least I think it was me since it was in the heat of battle, didn't check my combat log to be sure. A spore was pretty near the boss, the tank didn't move away enough, ranged was still moving in so I didn't swap to the spore yet, and wandering plague killed it (or at least, helped at that). Had no runes off cd for an Obliterate, nothing much to do about that I guess but hope the tank is awake. What good would stop attacking do?
Hey guys... I was curious about Wandering Plague....
I haven't really seen an answer anywhere so I figured I'd come and ask the experts...
Wandering Plague... I have 30% crit buffed when fighting solo ... I usually take on 5 to 6 mobs at once. Thats 6 npcs with blood plague and frost fever spread on them ticking every 3 sec... so thats 12 ticks every 3 seconds. I fight those 6 for about 30 seconds, yet I only see about 3 wandering plague procs. Half of them go down in the first rotation of those diseases so for the sake of arguing, we'll say I fight them for 12 sec so a total of 48 ticks of disease damage. In theory according to the tooltip description of Wandering plague I should be getting about 14 procs in that time.. however I'm only getting 3.
Could someone explain if they have extensive testing on this ... is only the original target of the diseases affected, or is there a hidden cooldown of maybe 6 seconds?
I was wondering because I have a way to get unbuffed 50% crit rate (or REALLY close to it), that I've been theorizing exclusively for this wandering plague. Thanks in advance for any answers.
After raiding last night, I feel that I greatly undervalued the importance of 4pc T7. With it, I was able to continue channeling gargoyle AND still keep UB up at ALL times. In addition, [Darkmoon Card: Greatness] was every bit as amazing as I had thought.
I actually did very well tonight, even though I didn't get [Sigil of Awareness], [Aged Winter Cloak], and [Betrayer of Humanity] until after patchwerk, I was still able to do 5100 DPS on him (WWS doesn't show ghoul, but recounts from the guild put me anywhere between 5086 and 5124). I'm really excited to try Patchwerk next week with the sigil and weapon, they both provided a sizeable and very noticeable increase in my damage output.
As a side note, the rogues were using the bugged HAT spec. Rokabud was trying Marksman, Leneson was still BM. On all the recounts, I placed 5th, above Darkstarrz.
Originally Posted by Ironwill
Wandering Plague... I have 30% crit buffed when fighting solo ... I usually take on 5 to 6 mobs at once. Thats 6 npcs with blood plague and frost fever spread on them ticking every 3 sec... so thats 12 ticks every 3 seconds. I fight those 6 for about 30 seconds, yet I only see about 3 wandering plague procs. Half of them go down in the first rotation of those diseases so for the sake of arguing, we'll say I fight them for 12 sec so a total of 48 ticks of disease damage. In theory according to the tooltip description of Wandering plague I should be getting about 14 procs in that time.. however I'm only getting 3.
Wandering plague has an internal cooldown (I *think* it's three seconds... I might be wrong). In beta, when it didn't, AOE packs just exploded.
Last edited by Zurm : 12/11/08 at 10:37 AM.
Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.
(WWS doesn't show ghoul, but recounts from the guild put me anywhere between 5086 and 5124). I'm really excited to try Patchwerk next week with the sigil and weapon, they both provided a sizeable and very noticeable increase in my damage output.
It's kind of strange, I'm wondering if NotD will make itself redundant: with the extra survivability we get from speccing into it, the benefit of a reduced cooldown will be drastically lowered. Yes, it will still be very useful, just funny to see an ability that nerfs itself.
That is precisely why they put into NotD. If it was put into Master of Ghouls, NotD would have had 0 appeal and they would have had to replace the talent.
5/5 Desecration makes me wonder if you actually have read this thread. It's still a short thread - and it isn't much to ask. You should put 2 of those points into Unholy Aura to maximise RDPS. Hit until hit capped, then strength, crit, raw AP, haste, etc. It's almost as if you signed your post but forgot to finish, also.
Sorry to ask a silly question, but where should expertise fit into this?
((Ive been working under the "Cap it to smooth out rotation" assumption, but if I am wrong please tell me__
After raiding last night, I feel that I greatly undervalued the importance of 4pc T7. With it, I was able to continue channeling gargoyle AND still keep UB up at ALL times.
Glad to hear my assumptions are true. 30 RP on a strike we use so much is awesome. Now if I can just get my hands on that helm...
Originally Posted by Ten
Protip: Haste > Agility for cloak enchant.
Care to elaborate? I've had a rough time valuing Haste and ArP. The melee crit from Agility is quite nice, and haste is very iffy. Choosing between items like [Melancholy Sabatons] and [Sabatons of Sudden Reprisal] makes my head spin.
As far as capping expertise, I try to keep mine at ~136 rating with gems, then add 40 expertise food [Item not found!] to get to the 6.50% cap. I would imagine that is best, especially with the loss of death runes from a dodged Scourge Strike. Losing GCDs in general can mess you up. I don't understand why so many DPS'ers in general devalue expertise so much. Each class has some mechanic that makes it a bit less important than hit, but it's still very important to not "miss" and is fairly easy to cap out.
Sorry to ask a silly question, but where should expertise fit into this?
((Ive been working under the "Cap it to smooth out rotation" assumption, but if I am wrong please tell me__
It isn't horrible for us but not as good as it would be for a pure melee class (As we have spells that don't get dodged/parried). Pick it up on gear, but don't go out of your way to stack it.
I have a question regarding Army of the Dead. I have heard conflicting reports about it being a DPS increase to use it. Is this true at all? If so, when would the best time to channel it be?