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Old 09/17/09, 2:15 AM   #1741
Thx_138
Glass Joe
 
Orc Death Knight
 
Eldre'Thalas
Originally Posted by Amroo View Post
I don't think we are allowed to discuss Colisseum hard modes yet, but without spoiling anything, the static worm on Beasts is awful to tank as a DK (this is not exclusively limited to heroic mode) since it's only casting all the time and there are no melee hits at all (except whirl).
Wow working on Hard mode beasts tonight I really noticed (my dps did as well) that my threat was horrible on the static worm. I didnt even put together the reasoning until I just read your post...guess thats the problem with depending almost 100% on a single strike for threat.

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Old 09/17/09, 10:19 AM   #1742
okkita
Von Kaiser
 
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Orc Death Knight
 
The Maelstrom (EU)
I've specifically been tanking Northrend Beasts Hardmode as Unholy because of how superior it is to both Blood and Frost throughout the whole fight. Won't go into details about specific hardmode information; the stuff below applies all the same to normal mode if you're having difficulties in this fight.

If you're swapping tanks at 2 impale stacks, you can keep a 100% Bone Shield tank uptime in that fight, _including the offtank bleed periods_ by popping avoidance trinkets through the times you're actually getting hit. To do this, you have to run out of range of the Staggering Stomp to prevent it from eating charges away (which it does). With 60% unbuffed avoidance (Ulduar gear + Swordshattering) you literally keep Bone Shield up throughout the whole Gormok phase (unless you get a Snobold on our head). That's 20% mitigation and makes a huge difference in this fight.

As Unholy, you also have superior cooldowns for dealing with the stationary worm's damage. AMZ to help with the healing at that hectic phase transition moment, AMS when you get knocked back to dampen potential healer out-of-range issues and both of them as you need during the worm enrage. Along with the spell damage reduction of unholy, I believe this makes the spec superior in this phase as well.

For Icehowl, Frost is probably better, but you're gonna get pounded really badly regardless of spec. Bone Shield gives you an extra, effective mini-cooldown for those nasty Arctic Breath into Ferocious Bites combos right after a Trample, when your healers are still topping up the raid from the Arctic Breath.

As for worm aggro, with a DnD at the floor at the spot where the worm is gonna appear and Tricks from two rogues, I've never been even close to losing aggro on him. For the DnD, the spot is always the same for the 1st "emerge" and easily trackable by following the cloud of dust on the floor for subsequent "emerges".

On top of all that, you can also provide CF and EP on the snobolds while you're sitting out the bleed with quick Icy Touches.

TLDR: In my opinion, Unholy is a very good tank spec for the Northrend Beasts fight due to the peculiarities of the encounter. Unholy cooldowns are extremely good to deal with the specifics of the fight. Aggro on the stationary worm shouldn't be an issue if you're diligent about precasting DnD on the worm spawn locations.

Last edited by okkita : 09/17/09 at 10:20 AM. Reason: Fixed minor spelling mistake

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Old 09/17/09, 10:21 AM   #1743
mastermod
Glass Joe
 
Night Elf Death Knight
 
Arathor (EU)
Originally Posted by Amroo View Post
I don't think we are allowed to discuss Colisseum hard modes yet, but without spoiling anything, the static worm on Beasts is awful to tank as a DK (this is not exclusively limited to heroic mode) since it's only casting all the time and there are no melee hits at all (except whirl). So a spec that doesn't include many DPS talents will certainly get into trouble with your resident warlocks and such. Jaraxxus isn't much fun, as well, but due to the mechanics of the encounter on heroic a DK tank can probably perform just as well. The point is, considering hard modes (Colisseum, but also Ulduar) I don't really see a need for an AoE-threat-spec at all. The only exception might be one Colisseum hard mode, but that one sucks for DK Tanks anyways due to other reasons.
I'm aware of the fight, as i'm doing it myself also. I agree that you shouldn't be reliant on rs at all really. But I think you missed the point of the build. It isn't reliant on rs at all really. it takes all the best bits from Uh (good sustained tps) including great aoe and goes into blood for ST.

I just don't notice the ST threat issues that you believe there are and was just wondering whether Frost and Blood kick out more than 7k+ tps for you? I personally tried various builds with the other 2 trees and found my ST threat drop quite a lot tbh.

Last edited by mastermod : 09/17/09 at 10:54 AM.

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Old 09/17/09, 8:41 PM   #1744
Amroo
LF sun
 
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Blood Elf Death Knight
 
Anub'arak (EU)
Originally Posted by mastermod View Post
I'm aware of the fight, as i'm doing it myself also. I agree that you shouldn't be reliant on rs at all really. But I think you missed the point of the build. It isn't reliant on rs at all really. it takes all the best bits from Uh (good sustained tps) including great aoe and goes into blood for ST.

I just don't notice the ST threat issues that you believe there are and was just wondering whether Frost and Blood kick out more than 7k+ tps for you? I personally tried various builds with the other 2 trees and found my ST threat drop quite a lot tbh.
On Thorim hard I do >8k TPS normally and 12k TPS during BL. That was with the Aura of Celerity buff, though, but it's definitely a chunk more than 7k. More is probably possible if I wouldn't spend most time looking nervously at the Unbalancing Strike timer. That is in more or less exclsuively Ulduar 25N gear, except for 2 Colisseum 10H pieces and 2 pieces lower that Ulduar 25N and with Blood spec (tanking is just my 2nd spec). Looking at the Strength on most of the Colisseum gear a 245 equipped tank should probably be able to be constantly at 9k and more TPS and considering that our top warlock is at home within the range of 8 to 13k TPS, this seems very necessary.

I am absolutely convinced that on most encounters, a Blood spec will be superior TPS-wise to your proposed spec - the sole exception being perhaps the Twin Worms due to reasons mentioned. For AoE-threat your spec will probably do okay, as well, but as I said previously, I honestly don't see the point of an AoE-tankspec with sub-par ST TPS.

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Old 09/18/09, 4:05 AM   #1745
mastermod
Glass Joe
 
Night Elf Death Knight
 
Arathor (EU)
Originally Posted by Amroo View Post
On Thorim hard I do >8k TPS normally and 12k TPS during BL. That was with the Aura of Celerity buff, though, but it's definitely a chunk more than 7k. More is probably possible if I wouldn't spend most time looking nervously at the Unbalancing Strike timer. That is in more or less exclsuively Ulduar 25N gear, except for 2 Colisseum 10H pieces and 2 pieces lower that Ulduar 25N and with Blood spec (tanking is just my 2nd spec). Looking at the Strength on most of the Colisseum gear a 245 equipped tank should probably be able to be constantly at 9k and more TPS and considering that our top warlock is at home within the range of 8 to 13k TPS, this seems very necessary.

I am absolutely convinced that on most encounters, a Blood spec will be superior TPS-wise to your proposed spec - the sole exception being perhaps the Twin Worms due to reasons mentioned. For AoE-threat your spec will probably do okay, as well, but as I said previously, I honestly don't see the point of an AoE-tankspec with sub-par ST TPS.
Sounds about the same as me tbh.. the 7k rubbish example was the bare minimum i go to.

Anyway just specced blood as my off-spec and will run some figures.

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Old 09/19/09, 5:08 PM   #1746
Furiosa
Off the Deep End
 
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Furi
Orc Death Knight
 
No WoW Account
As far as TPS goes, I get the feeling both of you are talking very much out of your ass considering your gear.

WoW Meter Online - Combatlog Replay

HM Jara. I was on the boss from start to finish, two piece t9, Justicebringer, heart strike heavy rotation and I pulled 6,664 over 6 minutes 22 seconds.

There is no reason for threat to spike to 12k during bloodlust. All it does is increase your haste (white / rune strike frequency) by 30%. That does not account for a supposed 5k spike in threat for 40 seconds. You are getting misdirections from your rogues and hunters. I generally open with 15k threat per second on bosses but that does not mean that is what I personally am doing.

As a tank you will always be dependent on rune strike. Feel free to glace at what I linked earlier, rune strike is 27% of my threat on Jarax, who is not a fast hitting boss. There is no way to 'remove dependence' on that, regardless of if you approve or not.

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Old 09/19/09, 10:03 PM   #1747
keebz
Von Kaiser
 
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Human Death Knight
 
Whisperwind
Has anyone checked further into the notion of transferring the 1 talent point from Hungering Cold into Death Chill? Hungering cold is awesome and all (very useful for Faction Champions as an opener) but Deathchill would be perfect for instant snap aggro if you lose aggro randomly on more than 1 mob, and of course on bosses too. This combined with the Glyph of Howling Blast of course. Was checking around the net and saw this so I figured we'd get some discussion going on it. Just think of the snap aggro possibilities.

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Old 09/19/09, 10:42 PM   #1748
Amroo
LF sun
 
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Blood Elf Death Knight
 
Anub'arak (EU)
Originally Posted by Furiosa View Post
As far as TPS goes, I get the feeling both of you are talking very much out of your ass considering your gear.

WoW Meter Online - Combatlog Replay

HM Jara. I was on the boss from start to finish, two piece t9, Justicebringer, heart strike heavy rotation and I pulled 6,664 over 6 minutes 22 seconds.

There is no reason for threat to spike to 12k during bloodlust. All it does is increase your haste (white / rune strike frequency) by 30%. That does not account for a supposed 5k spike in threat for 40 seconds. You are getting misdirections from your rogues and hunters. I generally open with 15k threat per second on bosses but that does not mean that is what I personally am doing.

As a tank you will always be dependent on rune strike. Feel free to glace at what I linked earlier, rune strike is 27% of my threat on Jarax, who is not a fast hitting boss. There is no way to 'remove dependence' on that, regardless of if you approve or not.
Actually I think you're pretty much just reiterating what I wrote. Jaraxxus is slow hitting, often casting, so DK threat it way less than on, say, Algalon, where pretty much every autohit is a Rune Strike (and, as you said, even there Rune Strike is your most threatening attack). On most fights, Rune Strike is actually also your most damaging attack (even more than HS), so it's absolutely logical that TPS should be way higher than in this fight.
Of course, 12k spikes are not exclusively due to BL, but also due to a lucky chain of Rune Strike crits, but essentially, that's what the word "spike" means, that you can sustain high TPS for a couple of seconds and it's just a piece of information, what counts in the end, is the general TPS over the fight.

[edit] Oh, and last time I checked you could see how many Misdirects / TotT you got in the "Buffs and Debuffs" tab, so I can very well tell if my threat is partially due to outside sources.

Last edited by Amroo : 09/19/09 at 10:50 PM.

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Old 09/20/09, 12:50 AM   #1749
Furiosa
Off the Deep End
 
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Furi
Orc Death Knight
 
No WoW Account
Originally Posted by Amroo View Post
Actually I think you're pretty much just reiterating what I wrote. Jaraxxus is slow hitting, often casting, so DK threat it way less than on, say, Algalon, where pretty much every autohit is a Rune Strike (and, as you said, even there Rune Strike is your most threatening attack). On most fights, Rune Strike is actually also your most damaging attack (even more than HS), so it's absolutely logical that TPS should be way higher than in this fight.
Of course, 12k spikes are not exclusively due to BL, but also due to a lucky chain of Rune Strike crits, but essentially, that's what the word "spike" means, that you can sustain high TPS for a couple of seconds and it's just a piece of information, what counts in the end, is the general TPS over the fight.

[edit] Oh, and last time I checked you could see how many Misdirects / TotT you got in the "Buffs and Debuffs" tab, so I can very well tell if my threat is partially due to outside sources.
My most recent Algalon parse gave me 8500 TPS over ~3 minutes. I consider that a personal best, and I have my doubts it's going to go much higher than that on that fight. Considering most fights are not against duel wielding freaks of nature, I would say that 7.5k-8k is the top threat you can pull on an average boss with best in slot gear, not 9k+ like you're insinuating.

Yes, a rune strike crit will spike your threat into 5 digits, but that is not what you said in your post. You claimed to do 12k TPS during bloodlust, which is flat out impossible to sustain for 40 seconds without an unbelievable amount of crits and is incredibly misleading. Yes, omen will show your TPS spike, but that does not indicate how much TPS you can sustain over a fight, just what your peak is. With a miss / parry your TPS might spike down into 3k range, but that's not indicative of how much you've pulled over the fight.

Has anyone checked further into the notion of transferring the 1 talent point from Hungering Cold into Death Chill? Hungering cold is awesome and all (very useful for Faction Champions as an opener) but Deathchill would be perfect for instant snap aggro if you lose aggro randomly on more than 1 mob, and of course on bosses too. This combined with the Glyph of Howling Blast of course. Was checking around the net and saw this so I figured we'd get some discussion going on it. Just think of the snap aggro possibilities.
It comes down to personal preference. On the rare times I spec frost I use HC to quickly apply FF, following with a howling blast for a good amount of opening aggro or using it for emergency cc / utility. Deathchill serves nearly the same threat function but applies to single target for the opener.

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Old 09/20/09, 9:18 AM   #1750
Amroo
LF sun
 
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Blood Elf Death Knight
 
Anub'arak (EU)
Originally Posted by Furiosa View Post
My most recent Algalon parse gave me 8500 TPS over ~3 minutes. I consider that a personal best, and I have my doubts it's going to go much higher than that on that fight. Considering most fights are not against duel wielding freaks of nature, I would say that 7.5k-8k is the top threat you can pull on an average boss with best in slot gear, not 9k+ like you're insinuating.

Yes, a rune strike crit will spike your threat into 5 digits, but that is not what you said in your post. You claimed to do 12k TPS during bloodlust, which is flat out impossible to sustain for 40 seconds without an unbelievable amount of crits and is incredibly misleading. Yes, omen will show your TPS spike, but that does not indicate how much TPS you can sustain over a fight, just what your peak is. With a miss / parry your TPS might spike down into 3k range, but that's not indicative of how much you've pulled over the fight.
Oh, I just realized I didn't write "12k spikes" although I meant to. Sorry about that. However, I did mention the Aura of Celerity buff on Thorim, which should increase threat by about 5-10% (20% haste). Did you correct your Algalon parse for times where you weren't the tanking tank?

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Old 09/22/09, 10:25 AM   #1751
Tay
Glass Joe
 
Human Death Knight
 
Lethon
My guild has been attempting Heroic Beasts and Sunday finally downed them. I was not there because I have been replaced during the fight in favor of a druid tank. Normally, I make up our top 3 tanks, but I was replaced by an offspec due to the larger health pool.

Will the added 3% damage reduction be enough to make me viable again, or will I have to look into a different build? I have been using Blood 56/8/7 and popping trinkets/CDs on the taunt. I still tend to get nailed for a big hit when Impale and Melee come together. All buffed I am around 47k.

Will I need to look at a possible Unholy spec for this fight? Does the Impale tick off bones from Bone Shield? What is the best way to avoid a stomp?

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Old 09/22/09, 10:40 AM   #1752
 frmorrison
Protector
 
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Ashstrike
Human Paladin
 
No WoW Account
In addition to taking 3% less damage, you may have Vamp Blood up more often (due to using it every 1 minute, you would not worry as much about "saving" the cooldown).

Also, if you don't have a Black Heart or higher stamina trinket, you can just chain run Brewfest to get two 170 stamina ones, which will help out a lot.

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Old 09/22/09, 12:03 PM   #1753
Goldengiff
Von Kaiser
 
Worgen Hunter
 
Tichondrius
Tay: I have just over 50K raid buffed HP, and I go to about 1K when he gets a melee + impale + DoT tick if not outright dead. It's not something you can control and I'd be very surprised if that druid could live through those 3 all coming within 1 sec of each other. It's a limitation of game mechanics and we have to live with it. If you want advice, once his stacking +dmg buff gets to like 2 each tank should be using saves when they are tanking.

Blood is still generally accepted to be the best end-game tanking spec and that isn't going to change this patch unless we see some very high BS uptimes with Unholy. Can't see your tanking gear on armory but 47K raid buffed isn't terrible. Focus on some more stam if you can but otherwise you're fine.

Other news: 3.2.2 live today. Re-posting DK changes for people who missed them:

Pets

* Gnaw: This death knight ghoul ability now has a 1-minute cooldown.

Blood

* Heart Strike: Secondary targets of Heart Strike now take half as much damage.
* Subversion: Now also increases the critical strike chance of Scourge Strike by 3/6/9%.
* Vampiric Blood: Cooldown reduced to 1 minute and duration reduced to 10 seconds.

Frost

* Threat of Thassarian now also causes Rune Strike to use both weapons when dual-wielding.
* Unbreakable Armor: Cooldown reduced to 1 minute and changed back to granting 25% additional armor while active instead of flat damage reduction based on armor. The amount of strength granted has been reduced to 10%.
* Frost Presence: The damage reduction granted by this ability has been increased from 5% to 8%.

Unholy

* Bone Shield: This ability now has 3 charges instead of 4. Cooldown reduced to 1 minute.
* Dirge: This talent no longer grants additional runic power from using Obliterate.

Glyphs

* Glyph of Bone Shield: This glyph now grants 1 additional charge instead of 2.
* Glyph of Scourge Strike: Redesigned. This glyph now causes Scourge Strike to extend the duration of Frost Fever and Blood Plague by 3 seconds each time Scourge Strike is used on a target, up to a maximum of 9 seconds.
* Glyph of Unbreakable Armor: Now increases the armor gained from Unbreakable Armor by 20%.
* Glyph of Vampiric Blood: The glyph now increases the duration of Vampiric Blood by 5 seconds instead of 10.

Items

* Death Knight Tier-9 Tanking 4-Piece Set Bonus: Now decreases the cooldown on Vampiric Blood, Unbreakable Armor, and Bone Shield by 10 seconds instead of 20.

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Old 09/22/09, 1:34 PM   #1754
Pyrius
Von Kaiser
 
Troll Druid
 
Proudmoore
Looking at the Onyxia loot table, it seems that the Reinforced Thunderstrike might be a nice side grade from Worldcarver. That weapon speed negates the increased DPS though.

Reinforced Thunderstrike - Items - Sigrie

I was hoping for a replacement weapon before ToC 25 hard mode.

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Old 09/22/09, 2:15 PM   #1755
Cloudgatherer
Piston Honda
 
Night Elf Death Knight
 
Lightbringer
As far as weapons go, a 2Hander with +hit seems like the way to go. There are significant amounts of expertise on the tanking gear at iLvl 245 and 258, while +hit seems to be lacking. Starting with my current weapon, my upgrade plan is the following:
[Hammer of Crushing Whispers] (232) -> [Lothar's Edge] (245) -> [Decimation] (258, not in wowhead yet so click --> MMO-Link).

The lack of +hit tanking items is a bit concerning. As far as BiS set-ups go that attempt to maximize threat stats (exp/hit), the following items are the hit ones (assuming 258 set pieces are out of immediate reach for these items):
[Greaves of the Lingering Vortex] 47 hit, 258 alternative is the [Dawnbreaker Greaves]
[Dreadscale Armguards] 44 hit, 258 Alternative is the [Armguards of the Shieldmaiden]
[Thassarian's Faceguard of Triumph] 53 hit
[Thassarian's Pauldrons of Triumph] 43 hit
For a total of 187 Hit rating, optimal being ~263, a 76 rating difference that is made up for by a weapon. This unfortunately means a good tanking set up will include items from ToGC10, notably the boots/wrists/weapon.

Edit: Updated item IDs, items named the same...

Last edited by Cloudgatherer : 09/22/09 at 2:32 PM.

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