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06/28/09, 8:39 AM
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#1261
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Von Kaiser
Gnome Death Knight
Arthas
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Originally Posted by Griefknight
Unholy still has BS, Improved AMS, AMZ, EP, and WP. Unholy will also have the new UB which should help a bit with ST threat (even after the small SS nerf).
I know my first time going into the coliseum I'll be Unholy and then work from there. I'm going to take a guess here and say that some fights Unholy will be the best, Frost for some, and Blood for the others.
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BS is really nowhere as good as it was pre 3.1, 4 hits (6 glyphed) on 2 minute CD can't really compare to Vampiric Blood plus higher EHP and Unbreakable Armor plus Frost's higher mitigation and avoidance.
UB basically moves the single target damage from UB into DC. On most fights I see DC doing 10-15% of my DPS, and UB doing 3-5% of my DPS. Giving 30% extra damage from DC basically means the same total DPS from DC+UB. It's not a buff at all.
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06/28/09, 2:37 PM
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#1262
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Banned
Orc Death Knight
Detheroc
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Originally Posted by Taizu
BS is really nowhere as good as it was pre 3.1, 4 hits (6 glyphed) on 2 minute CD can't really compare to Vampiric Blood plus higher EHP and Unbreakable Armor plus Frost's higher mitigation and avoidance.
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Taken from Fenita's DK tanking guide on the Ensidia website.
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In my personal opinion this is the weakest of all timers. It works like a Last Stand ability and increases your healing received, so the best time to use it is when you get low on health. It only costs a Blood Rune which shouldn't cause any problems, even if no Blood or Death Runes are up you can still use Blood Tap to activate this ability. It's pretty hard to know when to use this ability at the right time because you never know when you will receive heals or when your healers are struggling for whatever reason, but used at the right time Vampiric Blood will save your life.
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Assuming you agree with this statement then you have BS and UA to work with.
BS and UA are both on a 2minute CD
UA will last 20 seconds no matter what and absorbs 1800-2250 (glyphed) from each hit.
BS has a very random duration due to having 6 charges.
The only fights where UA is better then BS is when you are being hit extremely fast because the boss is using two weapons (Algalon) or when you are tanking multiple trash mobs (very few fights). Assuming most of the bosses in Ulduar have a 2second swing timer BS has the ability to last longer then UA and will most likely mitigate more damage. Lets say Vezax is hitting you for 22k, BS will absorb double of what UA will. You can't compare 3% avoidance and 2% damage reduction to 6% magic reduction and AMZ (Absorbs ~20k). There will be fights were the 3% avoidance and 2% damage reduction is better then Unholy's magic damage reduction and fights where the magic damage reduction is better.
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06/28/09, 3:33 PM
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#1263
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Von Kaiser
Draenei Death Knight
Aman'Thul
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Originally Posted by SpoonfulOfMacheath
Main concerns of mine are as follows:
The Frost Strike nerf and the way it is going to affect Frost tanking builds.
-Does this mean that its no longer worth it as an RP dump? The damage change does not seem to be THAT extreme (5% reduction atm) but with it now able to be blocked/parried/dodged its going to lose a significant chunk of damage/threat output.
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The degree to which you will be affected by the Frost Strike nerf probably depends on the degree to which you've been ignoring hit and expertise in your gearing. There is enough tanking equipment with both stats on them to minimize the impact of that particular change.
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06/28/09, 7:13 PM
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#1264
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Piston Honda
Human Warrior
Eldre'Thalas
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Originally Posted by Taizu
BS is really nowhere as good as it was pre 3.1, 4 hits (6 glyphed) on 2 minute CD can't really compare to Vampiric Blood plus higher EHP and Unbreakable Armor plus Frost's higher mitigation and avoidance.
UB basically moves the single target damage from UB into DC. On most fights I see DC doing 10-15% of my DPS, and UB doing 3-5% of my DPS. Giving 30% extra damage from DC basically means the same total DPS from DC+UB. It's not a buff at all.
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Even with an armor trinket popped, glyphed UA absorbs less than 2k damage for me. A boss only needs to swing for 10k for bone shield to provide more mitigation. Expected uptime with six charges even against a fairly fast-swinging boss (1.8s swing timer debuffed) and a measly 50% avoidance is still more than 20 seconds, and many bosses swing slower (2.4s debuffed). Now, correct me if I'm wrong, but the ~2.5s internal cooldown on BS charges being removed means the worst-case uptime is still 12.5s. Most notably, BS is pretty reliable for two fusion punches on Steelbreaker. I mean, frost certainly has better physical mitigation and avoidance, but I don't see how you can argue that UA is as good as BS (maybe you weren't arguing this, but it seems fairly obvious to me).
Your UB calculations ignore the fact that you no longer have to _cast_ UB. That amounts to an additoinal DC every cycle against single target, and the corresponding UB damage. Without 4t7 or UB glyph but with butchery (generating 133 RP per cycle), that's over a 40% increase in the number of death coils you cast. Even with 4t7 and UB glyph, it's still over a 20% increase in the number of death coils cast (and of course the new UB glyph will further increase the bonus damage). Rough calculations of course don't take gargoyle or AMS into account, but regardless, it's a massive increase in DC damage against a single target.
Originally Posted by Griefknight
Taken from Fenita's DK tanking guide on the Ensidia website.
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I really don't agree with his assessment, especially of UA. I mean, the strength boost is great for threat and provides a little parry, but calling it a "mini shield wall" is just ridiculous when it mitigates maybe 10-15% of hits against a hard-hitting boss, and even less against Big Damage(TM). I find it pretty lackluster and just tend to pop it on cooldown for a little bit of extra mitigation and threat. BS provides 20% and lasts longer in most cases (i.e. not horrible luck and not algalon), and VB, as he says, will save your life if used intelligently, plus it lasts 30s and saves your healers mana the whole time.
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06/28/09, 11:06 PM
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#1265
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Von Kaiser
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Originally Posted by Griefknight
I think you all are forgetting that Blizzard wants DW DPS to be viable. They haven't said if DW tanking should be viable but if it is then either way it won't out play 2hand.
EDIT: Yes, SSG gives about 60 Stam which puts it ahead of DW stamina.
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I agree with DW tanking not being viable but we do have 2 one hander runeforges that are designed for tanking. I'm not sure if I've ever caught a blue post saying DW tanking was not viable. I don't want to actually discuses DW tanking I just wanted to make that point.
Can anyone on the PTR that has around 39.7k hp unbuffed with 26.6k armor in Blood spec comment on what their numbers came out to be with the recent nerfs? I have had trouble downloading and seeing for myself. I estimated 2.5-3k hp nerf unbuffed to hp, I'm curious to know how close I was. Thanks.
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06/29/09, 12:07 AM
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#1266
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Banned
Orc Death Knight
Detheroc
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Originally Posted by teiglin
I really don't agree with his assessment, especially of UA. I mean, the strength boost is great for threat and provides a little parry, but calling it a "mini shield wall" is just ridiculous when it mitigates maybe 10-15% of hits against a hard-hitting boss, and even less against Big Damage(TM). I find it pretty lackluster and just tend to pop it on cooldown for a little bit of extra mitigation and threat. BS provides 20% and lasts longer in most cases (i.e. not horrible luck and not algalon), and VB, as he says, will save your life if used intelligently, plus it lasts 30s and saves your healers mana the whole time.
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I meant the statement about VB being the weakest. I know for a fact that UA is NOT a mini shieldwall and I posted in his thread telling him it only absorbs 1800 to 2250 (he said it was about 4k).
The way I look at it is that VB gives you ~8k HP and increases healing.
Lets say you're tanking Thorim hard mode, VB will leave more room for error but BS will absorb roughly 24k-29k damage depending on when you use it during the fight and assuming you take 6 hits from Thorim and none from Sif. The same applying for General Vezax easy mode, because you won't be unholy for hard mode, BS will absorb about 20k-26k. VB doesn't save healers mana because your healers shouldn't stop healing you or heal you less because of VB.
Originally Posted by Kaveli
Can anyone on the PTR that has around 39.7k hp unbuffed with 26.6k armor in Blood spec comment on what their numbers came out to be with the recent nerfs? I have had trouble downloading and seeing for myself. I estimated 2.5-3k hp nerf unbuffed to hp, I'm curious to know how close I was. Thanks.
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I'm at 27200 ish armor on live and 26125 armor on the PTR. I'm at 39.1k unbuffed HP as Blood on live and 38.4k unbuffed HP on the PTR, with 100% 30stam gems instead of 24stam gems. I'm loosing about 700 HP as Blood and about 500 HP as Frost or Unholy going into 3.2 and using 100% 30stam gems instead of 24stam gems. I get about 950 HP by upgrading to 30stam gems.
Last edited by Griefknight : 06/29/09 at 12:17 AM.
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06/29/09, 9:22 AM
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#1267
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Piston Honda
Blood Elf Death Knight
Kul Tiras
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Edit:Removed. Overlooked the fact there aren't any slow ulduar tanking weapons. Makes DW tanking tps much lower than I'd thought.
Last edited by Qaenyin : 06/29/09 at 10:00 AM.
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06/29/09, 9:22 AM
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#1268
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Von Kaiser
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Originally Posted by Griefknight
I'm at 27200 ish armor on live and 26125 armor on the PTR. I'm at 39.1k unbuffed HP as Blood on live and 38.4k unbuffed HP on the PTR, with 100% 30stam gems instead of 24stam gems. I'm loosing about 700 HP as Blood and about 500 HP as Frost or Unholy going into 3.2 and using 100% 30stam gems instead of 24stam gems. I get about 950 HP by upgrading to 30stam gems.
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Jeez that isn't as bad as I expected. This is a long shot though... have you had a chance to be full raid buffed, flask and food as well or are those numbers to hard to come by? I would just try to math it out but that was fail since I didn't math it out right to begin with.
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06/29/09, 9:45 AM
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#1269
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Banned
Orc Death Knight
Detheroc
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Originally Posted by Kaveli
Jeez that isn't as bad as I expected. This is a long shot though... have you had a chance to be full raid buffed, flask and food as well or are those numbers to hard to come by? I would just try to math it out but that was fail since I didn't math it out right to begin with.
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I only logged into the PTR to prospect my titanium ore and see my unbuffed HP difference. I didn't take the time to get raid buffed because I think its to early because the changes to our class will probably be changed even more in a later build. I plan on doing a lot more when that time comes as well.
@Qaenyin
You really can't compare ~1% avoidance to ~800HP because it depends on the fight. I think DW may be a viable option for some fights but it would depend on if avoidance is the better choice and if the boss is subject to parryhaste.
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06/29/09, 10:20 AM
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#1270
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Piston Honda
Pandaren Monk
Moonglade (EU)
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Originally Posted by Griefknight
I'm at 27200 ish armor on live and 26125 armor on the PTR. I'm at 39.1k unbuffed HP as Blood on live and 38.4k unbuffed HP on the PTR, with 100% 30stam gems instead of 24stam gems. I'm loosing about 700 HP as Blood and about 500 HP as Frost or Unholy going into 3.2 and using 100% 30stam gems instead of 24stam gems. I get about 950 HP by upgrading to 30stam gems.
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You have to remember that you'll end up losing more fully buffed because 10% health affects stuff like Commanding Shout and Flasks, and other tanks will also be switching to 30 stamina gems. Fully raid buffed 10% health is 4500-4800 health, while 6% stamina is about 2000 health. Frost and Unholy tanks will be losing something like 2500+ health, while Blood tanks will be losing 3500+ health overall fully buffed. While you can make up that with epic stamina gems compared to your current 3.1 situation, we will be losing that health advantage compared to other tanks.
We will have fairly equal health with Warriors in 3.2, and a little lower health than an equally geared Paladin. Additionally the Paladin will be getting hit for 2-3k less per hit thanks to a better basic damage reduction and block, and will have the new Ardent Defender as well. The passive effect on AD effectively works like an extenction of your health pool. It is worth 15% health at minimum, but is actually quite a bit better than having an extra 15% health, since it additionally reduces the amount of healing you need to be brought back to a safe health.
Divine Protection is better than Icebound Fortitude, and the new 2 minute cooldown effect on AD is at least comparable to our tree specific 2 minute cooldowns for most situations. We still have Anti-magic Shell though, which is a big help on magical damage. Our cooldowns are still a bit better for magical fights overall, but I don't think it is enough to compensate for the huge difference in basic mitigation and effective health.
With the big gap between Paladin and Death Knight tanks in 3.2, I'm thinking about letting our Paladin main tank more, and taking up a more offtank position. I'll likely end up only taking up one tanking spec, and dual-speccing into a dps spec for those fights that don't need all tanks to be tanking if things stay the way they are on the PTR.
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06/29/09, 10:51 AM
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#1271
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Piston Honda
Blood Elf Death Knight
Kul Tiras
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I ran some numbers for the hell of it using rawr's estimated best in slot, using obliterate to check strike damage. Assuming furious 2h vs (uld 25 weapon), max rank obliterate with no glyph and no naxx25 sigil(naxx25 sigil would overinflate dual wield's advantage and glyph affects both DW and 2h equally), avg Oblit damage on 0 armor target would be 2550.41 2h, vs 2873.78 DW. About an 11.3% difference in damage. The problem however is the fact that you'd lose about 50% damage on Rune Strike per hit, but the boss' attack speed and your RP gain would limit the number of mainhand swings you could convert into rune strikes, meaning you'd probably lose about 40%ish of your rune strike threat. Maybe a little less.
Unfortunately I don't know how to model Rune Strike accurately, especially since the DW Tanking build I'm looking at incorporates Scent of Blood, which would favor dual wield due to ICD being removed but also make your RP generation spiky as all hell(which, considering rune strike's availability being reliant on chance, specifically your avoidance chance, makes the tps generation difference pretty RNG and difficult to figure out).
What's of course clear however is the less % of your tps is rune strikes, the more likely it is DW will out-threat 2h. And it's almost completely certain that DW will out-dps 2h, owing to the fact that not only will your strikes hit harder and your autoattack dps likely be higher, but Rune Strikes, much like Heroic Strike, will negate the dual wield penalty on your mainhand swings when it's available. Although, on the other hand, although your strikes will hit harder, the advantage DW has on strikes is solely from your bonus damage on your strikes, meaning it's possible, though very unlikely at least pre-icecrown if not in general, that 2h could outscale DW and take away its advantage on strikes. Largely due to the fact that in current content there are no slow tanking weapons(if there was an Ulduar equivalent to Broken Promise then DW would almost certainly have a solid lead).
I'd say it definitely looks plausible and probably competitive though, even if it isn't flat out superior.
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06/29/09, 11:04 AM
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#1272
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Banned
Orc Death Knight
Detheroc
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Originally Posted by Qaenyin
Unfortunately I don't know how to model Rune Strike accurately, especially since the DW Tanking build I'm looking at incorporates Scent of Blood, which would favor dual wield due to ICD being removed but also make your RP generation spiky as all hell(which, considering rune strike's availability being reliant on chance, specifically your avoidance chance, makes the tps generation difference pretty RNG and difficult to figure out).
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Scent of Blood hasn't had an ICD, its just a tooltip error they are fixing. I did some testing awhile back in this thread showing that Scent of Blood can proc within a second of the first proc.
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06/29/09, 1:12 PM
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#1273
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Piston Honda
Blood Elf Death Knight
Kul Tiras
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Originally Posted by Griefknight
Scent of Blood hasn't had an ICD, its just a tooltip error they are fixing. I did some testing awhile back in this thread showing that Scent of Blood can proc within a second of the first proc.
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Ah, ok. Must have missed that, thanks.
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06/29/09, 2:05 PM
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#1274
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Von Kaiser
Gnome Death Knight
Arthas
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Originally Posted by teiglin
Even with an armor trinket popped, glyphed UA absorbs less than 2k damage for me. A boss only needs to swing for 10k for bone shield to provide more mitigation. Expected uptime with six charges even against a fairly fast-swinging boss (1.8s swing timer debuffed) and a measly 50% avoidance is still more than 20 seconds, and many bosses swing slower (2.4s debuffed). Now, correct me if I'm wrong, but the ~2.5s internal cooldown on BS charges being removed means the worst-case uptime is still 12.5s. Most notably, BS is pretty reliable for two fusion punches on Steelbreaker. I mean, frost certainly has better physical mitigation and avoidance, but I don't see how you can argue that UA is as good as BS (maybe you weren't arguing this, but it seems fairly obvious to me).
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UA by itself isn't that wonderful aside from the immense threat buff (25% STR) and mini block.
The main thing that tips the balance towards frost from unholy is; 2% less damage taken that's up constantly, 3% more avoidance, and 6 extra seconds on IBF. Your IBF will be up 30% of the time instead of 20% of the time.
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I really don't agree with his assessment, especially of UA. I mean, the strength boost is great for threat and provides a little parry, but calling it a "mini shield wall" is just ridiculous when it mitigates maybe 10-15% of hits against a hard-hitting boss, and even less against Big Damage(TM). I find it pretty lackluster and just tend to pop it on cooldown for a little bit of extra mitigation and threat. BS provides 20% and lasts longer in most cases (i.e. not horrible luck and not algalon), and VB, as he says, will save your life if used intelligently, plus it lasts 30s and saves your healers mana the whole time.
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I agree on your assessment on UBA, I pop it at the start of the pull for the extra threat.
I may be biased as I made the switch over from unholy to frost just before 3.1, but I can't see any situation where unholy can outpace frost or blood, in terms of threat and survivability.
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06/29/09, 2:32 PM
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#1275
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Banned
Orc Death Knight
Detheroc
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Originally Posted by Taizu
I can't see any situation where unholy can outpace frost or blood, in terms of threat and survivability.
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Mimiron Hard Mode
Iron Council Hard Mode
Thorim Hard Mode
General Vezax Easy Mode
XT Hard Mode (to some extent)
I personally view BS as a stronger CD for these fights. Magic Suppression and AMZ help out a lot on the Mimiron and IC fights too. You can also use Unholy for Freya so you can spread Ebon Plague on all the detonating lashers and on the adds for Kologarn.
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