Not sure how important or huge DRW and Blood Gorged are, though they may outweigh NOCS with further testing.
Going to give it a try and post the results. Thank you for including your parses and rotation, I have never played Blood so that information helps a lot.
Rotation i used and tried to keep to at best: PS-->IT-->DS-->HS-->HS-->Dump-->DS-->HS-->HS-->HS-->HS-->Dump
I didn't like not have the extra 3 seconds on the diseases as they dropped off before the last HS or two.
I have a WWS being uploaded by a guildie as i post this so will edit it in. The only thing i have myself is a midfight SS of recount on XT-002. My DPS ended up being around 6157 in the end.
Rotation i used and tried to keep to at best: PS-->IT-->DS-->HS-->HS-->Dump-->DS-->HS-->HS-->HS-->HS-->Dump
I didn't like not have the extra 3 seconds on the diseases as they dropped off before the last HS or two.
I have a WWS being uploaded by a guildie as i post this so will edit it in. The only thing i have myself is a midfight SS of recount on XT-002. My DPS ended up being around 6157 in the end.
For some of the fights i was 0/17/54 Unholy, i kept jumping between the two.
You also did 85,459/2,061,565 damage to your raid members through light bombs. Subtracting this damage brings your DPS down to 5,952 from 6,209. With the same gear, you should be able to do at least 600-700dps more in an Unholy DW Build(0/17/54 or 0/13/58), if not upwards of 1k.
Not sure how important or huge DRW and Blood Gorged are, though they may outweigh NOCS with further testing.
Going to give it a try and post the results. Thank you for including your parses and rotation, I have never played Blood so that information helps a lot.
DRW is still a solid talent to pick up, not sure on Blood Gorged vs NOCS but right now the position of NOCS makes it really unattractive for Blood DW since its at tier 2 in the tree. RPM has no use because we are already RP starved and IIT does very little to increase DPS since you use it once per full rotation. Basically DW Blood right now follows the 2H Blood rules.
If NOCS gets moved to tier 1 then maybe its worth dropping BCB for it.
Also I'm thinking DW will be more effective for Yoggs brain phase because its so short that it makes quantity>quality because I also fall behind rogues and druids for brain damage done.
This is a theorycraft for Veritas post which can be found HERE.
To sum up the post it basically states that as DW tanks, we should avoid attacks like Obliterate and Frost Strike that rely on Weapon damage and focus more on HB and DC. I would like to say that this seems like a sound idea since threat can be related to damage done and therefore as a DW Tank a DK would want to maximize damage in order to maximize threat.
After looking at the glyphs out there and searching this forum and the internet, I was unable to find a good rotation to use for this BUILD. As I always want to keep all my runes on c/d and minimize runic power through dumps such as Rune Strike and Death Coil.
The rotation I found and am using is based loosely off of my rotation for frost dps with a 2h weapon. It goes
HB>BS(BB)>BS(BB)>DS and repeats. For single target I BS due to the crit damage and for AOE I BB.
After a few days of testing out this spec, I really liked it, I haven't had a problem getting or holding aggro, but something seemed off. Blood of the North seemed to be pretty redundant. While a 15% boost to BS seems like a good idea in theory, I have found that converting blood runes to death runes is a waste of a feat since this spec avoids Obliterate at all costs. I did some looking around in the Frost tree to see if I could find a better place for these 5 talents and Placed them in Endless Winter and Glacier Rot. Endless Winter gives free interupts with Mind Freeze and Glacier Rot increase damage of HB by 20% when the target is diseased. I also figured that I don't like using Death Strike as it doesn't hit for more than BB or BS so by moving the Points from Morbidity to Death Rune Mastery My rotation becomes
HB>BB(BS)>BB(BS)>DS Runic Power Dump
HB>BB(BS)>BB(BS)>BB(BS)>BB(BS)> Runic Power Dump and Repeat
And the Final Build looks like THIS.
I was wondering if anyone else had tried anything like this? I am only lvl 65 on my "Tank" DK so I'm not sure how this is going to work at lvl 80. I do know the other day in Blood Furnace I was ripping aggro from a pally tank in blood presence. He had all his buffs on including righteous fury, but he couldn't keep aggro off of me and he was one level above me.
Build(0/17/54 or 0/13/58)
^ Do those builds have any real specific rotation mainly questioning [17/58]. I have ran 17/58 in 10man uld. Boss Fights with adds i would be 4k+ dps. Others fights that had less adds like iron council I could barely keep 3kdps. The made up rotation was basically using gf,ps,it,bs in (any order) building runic power for dc. Guess I am questioning whether this is a solid dw build or am i doing something horribly wrong.
I also got 2 1handers razorscale talon and bloodcrush cudgel put FC on both weps from uld and just for fun as blood spec put them on and did decent dps compared it to what i was doing with[17/54] its was way better single target at least.
* Due to significant talent changes, all death knight talents will be reset for players.
* Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease. (Must be an error)
* Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving.
* Frost Presence: 10% bonus health reduced to 6% bonus stamina.
* Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%.
* Icebound Fortitude: Cooldown increased to 2 minutes.
* Talents
o Blood
+ Dancing Rune Weapon: This ability now has a fixed duration of 12 seconds (which can still be modified by its glyph) and a fixed cost of 60 runic power.
+ Veteran of the Third War: Stamina bonus reduced to 1/2/3%.
o Frost
+ Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 5/10/15%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.
+ Lichborne: Duration reduced to 10 seconds, and cooldown reduced to 2 minutes. + Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike.
+ Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes.
o Unholy
+ Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the death knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent.
+ Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the death knight deals by 1/2/3/4/5% for 12 seconds.
+ Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%.
+ Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power.
+ Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.
Seeing as how the new talent affects DS and HS as well as FS, I sincerely doubt it would be placed too deep in the Frost tree. Which means we'll have a choice between Blood and Frost dw, at the very least. Woot!
Seeing as how the new talent affects DS and HS as well as FS, I sincerely doubt it would be placed too deep in the Frost tree. Which means we'll have a choice between Blood and Frost dw, at the very least. Woot!
No. DS is just in, because Blizz expects you to heal yourself with it. Frost is more or less the DW tree now.
+ Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike.
It does not effect Heart Strike. The fact that it also affects FS would suggest that it will be deep enough to only make a deep Frost build viable.
Frost Tree using OB as primary attack with FS, two new attacks hitting with both weapons, alternating with HB, depending on how deep the talent is it could be usefull to take Blood for more White Hit Damage, or Unholy for more magical Damage... we just need to wait for the PTR
Also it will be interesting how the hitting with 2 weapons is calculated... 2 slow weapons for now?
The Blue Post suggests that the OH damage is based on MH damage. If that is indeed true, the weapon setup of choice would probably be Slow/Fast.
mmmm.... i think that it's probably based on 100% of OH damage. That's how i read it. So, 50% damage of what your OH's potential would be if it were equipped in your MH.
Off-hand strikes are roughly one half the effect of the original strike.
Sounds more like this:
After the effect of the strike with MH is calculated like it is done now when hitting with a strike (for example Obliterate) the OH will do the same but only for about half of the dmg.
So if the MH hits for 3000 dmg after applying calculation for diseases etc... the OH would deal another 1500 dmg (roughly).
Just curious if the AP coefficient / bonus will be calculated after cutting the effect in half or before.
And if DS will do kind of "double" healing
This is how i read it (for a new frost strike): (MH damage(.55) + OHdamage(.225) +damage from strike) as the base for the rest of the spell calculation. However it will be easy for blizz to mess up, as they could accidentally make it double dip, causing it to be severely OP (I.E. MH damage(.55)+ damage from strike, + OH damage(.225) +damage from strike) as the base for it, which would then buff off of all the wonderful talents in the frost tree. (The reason I assume frost is because Blizz has said that in a future content patch they would try and make frost more viable for DW)
This should also make DW tanking a bit better, as it will greatly increase threat generation.
The way the talent is written the OH damage contribution is 50% of the original MH strike total. I would be very surprised if they want DW to run two slow weapons because it would significantly narrow itemization for DW.
The way the talent is written the OH damage contribution is 50% of the original MH strike total. I would be very surprised if they want DW to run two slow weapons because it would significantly narrow itemization for DW.
Fact is, if we're talking Ulduar25 no hardmodes, there's 1 mace and 1 sword for slow/slow both are One-Hand though, but yeah the way i read the new talent i think their going for slow/fast as explained above in how the damage would be calculated.
Doesn't the offhand hit for about 50% main hand damage with Nerves of Cold Steel? Assuming same weapon and AP and what not, of course.
What I'm interested about is this: Will Sigils/"+x damage" start to double dip? If it works like the other 'hit with both hands' attacks, it hits twice in the combat log. So, for example would the frost strike sigil would add 380 to the first hit and 380 to the second hit for 760 total?
What I'm interested about is this: Will Sigils/"+x damage" start to double dip? If it works like the other 'hit with both hands' attacks, it hits twice in the combat log. So, for example would the frost strike sigil would add 380 to the first hit and 380 to the second hit for 760 total?
If the new talent behaves like other multi-strike abilities. Yes, Vengeful Heart would indeed modify both hits.