Well that certainly is a good thing, and I'm glad they have made that change.
As for the Glyph of Blood Strike, I have no clue why they can't just make it the same as [Glyph of Obliterate] and let it be a flat damage modifier without having to jump through hoops to make it work.
Well that certainly is a good thing, and I'm glad they have made that change.
As for the Glyph of Blood Strike, I have no clue why they can't just make it the same as [Glyph of Obliterate] and let it be a flat damage modifier without having to jump through hoops to make it work.
Well they obviously dont want to have the same mechanic and they love having that glyph its own mechanic. Thats not the big problem.
The problem is that blood dks have no chance of achtivating that glyph on their own, when they want to dps. Chains of ice isnt obviously. If they made bosses vulnerable against the new heart strike glyph, well, i would reconsider it. They could just simply nerf it to lets say 10%, but then let it work with eg frost fever or simply diseases.
As someone said, changing it to work like TotW and having it work on melee attack speed reductions as well as movement speed reductions would fix the issue, and encourage DK's further into playing with diseases which has been their main focus with 3.1 Blood.
Anyway slight deviation of topic but looking at the new t8 sets it's possible to go for the 4piece bonus without picking up a single bit of haste (2parts hit/crit, 1 part arp/crit 1 part exp/crit and leg slot saved for a non set piece)
Trying to work out how much exactly the 4 part gives, tooltip reads - "Increases the bonus damage done per disease by 20% on Blood Strike, Heart Strike, Obliterate, and Scourge Strike." While I'd like to ponder on why DS isn't included, considering they've got both Blood and Heart as well as the other two FU combos I just want to check my maths is right and this means a 20% increase on 10% per disease so Heart Strike would end up being 74% (Glyph excluded) weapon damage with BP/FF up?
Trying to work out how much exactly the 4 part gives, tooltip reads - "Increases the bonus damage done per disease by 20% on Blood Strike, Heart Strike, Obliterate, and Scourge Strike." While I'd like to ponder on why DS isn't included, considering they've got both Blood and Heart as well as the other two FU combos I just want to check my maths is right and this means a 20% increase on 10% per disease so Heart Strike would end up being 74% (Glyph excluded) weapon damage with BP/FF up?
DS has no damage bonuses per disease, only (self)healing. So thats why this isnt included.
From what i see, the bonus works like this:
You do eg 100 Damge with HS and no diseases. So with both diseases up, you deal 20% more, so you deal 120%. The setbonus adds another 20% disease bonus, so its 12% per disease, making up to 24% for both diseases up. So the setboni would overall be 0% with zero diseases on heart strike, 1.8% with one disease up and 3.3% with both diseases up. So the whole setbonus would bring at maximum just 3.3% more damage per HS which is better than now, but not really good.
I doubt that because DRW does only clone your attacks, not your talents/glyphs so the DRW DC will deal a lot less dmg than your own.
But i start to consider dropping DS or BS glyph in order to get the DC glyph, especially if it will be true that IW no longer triggers the BS glyph.
The same. Couldnt anyone here make a post in the officials forum concerning the bloodstrike glyph? I would really love to see a comment on that one.
Its really unbalanceable. That glyph gives overpowered damage contribution when you get a rare support (you often dont have a scecond dk, i rarely had a dps feral und frostfirebolts mages are about to die out), but has no contribution if there isnt, than they should change it a way that a blood dk can apply the snare effect himself. To compensate they could nerf the glyph to 10%, it would still be a great glyph for blood (Frost and Unholy would nevertheless use the glyph).
Possibly beating a dead horse, but I'm going to ask the question anyway despite having read this entire thread. I'm sure others are wondering the same thing.
At the moment, is Blood without a viable (equivalent) non-ghoul spec? Since the phase out of frost subspecs with the death of OB blood builds, going unholy seems to be the only option. Once there, not getting the perma-ghoul doesn't make sense of course. However, I fucking loath the idea of having a ghoul pet if I'm not unholy because I don't want to be bothered micro-managing the bastard. (hell I don't want a pet at all...hence going blood initially) NotD AE avoidance was implemented for a reason, so where is the alternative blood build that doesn't get a non-NotD ghoul pet?
Possibly beating a dead horse, but I'm going to ask the question anyway despite having read this entire thread. I'm sure others are wondering the same thing.
At the moment, is Blood without a viable (equivalent) non-ghoul spec? Since the phase out of frost subspecs with the death of OB blood builds, going unholy seems to be the only option. Once there, not getting the perma-ghoul doesn't make sense of course. However, I fucking loath the idea of having a ghoul pet if I'm not unholy because I don't want to be bothered micro-managing the bastard. (hell I don't want a pet at all...hence going blood initially) NotD AE avoidance was implemented for a reason, so where is the alternative blood build that doesn't get a non-NotD ghoul pet?
Currently there is no build idea for 3.1 for blood that doesn't include the ghoul. There are no extra talents that will give you the same dps benefit that our undead friend can. Besides even with out notd giving the ghoul extra survivability, he still ads a decent amount of damage. Right now blood is looking to be very competitive for 3.1, so to me as long as blood is competitive I'll deal with having our brain eating minion.
Just curious, but I don't see discussion about the Glyph of Heart Strike I see on PTR. It reads as "Your Heart Strike also reduces the movement speed of your target by 50% for 5 sec.". Did I miss that somewhere in the thread?
Just curious, but I don't see discussion about the Glyph of Heart Strike I see on PTR. It reads as "Your Heart Strike also reduces the movement speed of your target by 50% for 5 sec.". Did I miss that somewhere in the thread?
We are aware that this Glyph was implemented, and of the possible results from stacking it with the Blood Strike Glyph, however with a handful of now viable Major's to choose from this one is generally considered to be not worth it over DRW, Ghoul, Dark Death or Death Strike.
So what is the current "accepted" version of the 51.0.20 build. More specifically I guess what I'm asking is what should I throw points into on the unholy tree?
On the PTR a few days ago during deconstructor testing (we were able to get sub 20% with 21 raid members) I was able to pull top DPS on deconstructor with this build. No army. My perma ghoul was dead most of the time. I was around 4700-ish dps with coming off the boss to kill adds during the AoE phase. I didn't think that was bad at all considering how long I was running around killing random adds.
Note: I used the haunted dream sigil and I have Death's Bite. Full Raid Buffs / speed pot.
I have some questions and issues on this build and I am looking for suggestions.
I have the perma ghoul, but with the massive amount of AoE going out I doubt it's worth it.
I tried putting RPM in my build but the rotation seems crowded with the extra death coils. Speaking of Death Coil is morbidity + dark death additive or multiplicative? Dark Death glyph seems amazing with Sudden Doom. I don't know what kind of DPS the DC sigil will bring. I think the update to sigil of awareness is pretty cool, but DC is used WAY more often than deathstrike.
In my rotation I use Death Strike and diseases. I enjoy the new Death Strike and it sure is handy keeping myself topped with all this crazy AoE damage on these Ulduar fights. I would like to grab outbreak and maybe epidemic, but I would have to drop necrosis or BcB in order to do this.
I'm not sure how useful epidemic would be. I am having trouble monitoring my diseases (and therefore my rotation; too much moving) on the PTR because the mod I use to track my disease timers isn't working at the moment.
I've seen alot of talk about the BS glyph, and frankly to me it seems random. I'm sure everyone else is disappointed as well. Would it be worth it to drop the BS glyph get outbreak and glyph of plague strike? Or glyph of Death Strike?
Sorry, this post is kind of random. I've been looking through this thread for hours. If I've missed a couple posts I apologize. There's a million ideas bouncing around my head atm.
So what is the current "accepted" version of the 51.0.20 build. More specifically I guess what I'm asking is what should I throw points into on the unholy tree?
Currently the most "accepted" Blood setup is taking one or two points in RPM for the Dancing Rune Weapon duration buff (3 seconds per point) and then going down Unholy to Master of Ghouls (51/2/18 or 51/1/19). Unholy has a lot of significant filler, I'm personally leaning towards something like this 51/2/18 MMOC Link.
Originally Posted by Zimbambadu
I have the perma ghoul, but with the massive amount of AoE going out I doubt it's worth it.
Even if you get minimal use out of your Undead friend, it is still the best DPS increase for one talent point that you can take at that point in Unholy.
Originally Posted by Zimbambadu
I would like to grab outbreak and maybe epidemic
Outbreak is a waste of points as you will only be using Plague Strike once per rotation and you can find much better all around filler in the UH tree. One point in Epidemic is pretty much required for the Death Strike rotations, two points allows you to ease up a little bit but you can get away with just the one if you want to.
When it comes to a 51/2/18 build what are people's feelings about taking 1 point in Morbidity and 2 points in BCB vs. just taking 3 points in Morbidity?
I think it is accepted that BCB gets you about a 1% damage increase per point. For Morbidity to be better than that on a per point basis at least 20% of your overall damage would have to come from Death Coil (I'm ignoring Mobidity's reduction in D&D cooldown for this discussion). As I understand it the changes to Sudden Doom are not going to increase the number of Death Coils we are going to get off, they are just giving us more GCDs to do something else. Also our overall crit rate for Death Coil should be much lower since we don't have the guaranteed crit anymore. This leads me to believe our overall % of damage from Death Coil will be significantly lower, thus making BCB more worthwhile.
I would love to hear what % of total damage Death Coil is for folks who are raiding on the PTR.
How is the new Sudden Doom not going to increase your number of Death Coils? Even if it goes off once every 10 seconds it will still potentially do more damage than the old Sudden Doom. e.g. if you are doing HS-HS-HS-HS-DC-DC and Sudden Doom proc'd once in that, it would make your first DC crit giving you effectively 3 DCs of damage. In the new system, you would get a free DC firing during one of your HS's giving you 3 DCs worth of damage, except that extra DC can crit giving you a higher top end.
How is the new Sudden Doom not going to increase your number of Death Coils? Even if it goes off once every 10 seconds it will still potentially do more damage than the old Sudden Doom. e.g. if you are doing HS-HS-HS-HS-DC-DC and Sudden Doom proc'd once in that, it would make your first DC crit giving you effectively 3 DCs of damage. In the new system, you would get a free DC firing during one of your HS's giving you 3 DCs worth of damage, except that extra DC can crit giving you a higher top end.
I guess I should have said I don't thik the new Sudden Doom is not going to increase the total damage done by Death Coils significantly. The new Sudden Doom is going to provide you with more free GCDs but a much lower overall crit rate on your Death Coil. Now you could use those free GCDs to cast more Death Coils but depending on how good you are with your rotation you will probably be using that extra GCD to cast something more damaging such as HS or whatever. So while you will get more Death Coils off with the new system, the total damage from them could be less. The Sudden Doom change will definitely be an overall DPS increase (to things other than DC) though due to more free GCDs.
All of this is kinda irrelevant to my original question, which was how much of overall damage is Death Coil going to be after the patch and thus which is a better use of talent points, Morbidity or Blood-caked Blade.
Morb is generally considered better then bcb. DC usually accounts for 8-11% of our overall damage (while max bcb is 2-3%), combined with the new sigil, 2 piece and glyph it will be a bit higher. You can get both; you just don’t have enough points to max bcb. From PTR bosses, DC damage % contribution does not change using a standard diseased rotation (DC glyphed), will try the new sigil on Miri tonight.
Morb is generally considered better then bcb. DC usually accounts for 8-11% of our overall damage(while max bcb is 2-3%), combined with the new sigil, 2 piece and glyph it will be a bit higher. You can get both; you just don’t have enough points to max bcb.
You are assuming that points in bcb are equal in value.
I think a few people previously mentioned one of the issues with bcb on movement fights (most Ulduar bosses require decent movement). From my own experience I would definitely put one point in bcb but I wouldn’t put more then 2.
Maybe I am misunderstanding bcb mechanics, but here goes:
The first point guarantees you a chance to proc bcb, subsequent points allow you to proc it more frequently (The first point is worth more than subsequent points if all else is equal). To fully use 3/3 bcb you have to be attacking something all the time(since it’s a 30% proc rate), in most Ulduar fights there are game mechanics that force you to do something else every so often, from moving to killing adds/whatever, when you are not swinging you can’t proc bcb.
each point is an equal number of procs. it seems you are treating it as multiplicative procs rather than the additive it is. you seem to be thinking that each point is 10% of the remaining non procs become procs rather than 10% of the total. So the 2nd point is 11% of remaining attacks become procs and the 3rd is 12.5% of the remaining attacks.
Edit: The movement issue affects all number of points equally. So if with movement already factored BCB is still better for the 1st point it will still be better for the 3rd point.