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Old 07/06/09, 8:49 AM   1 links from elsewhere to this Post. Click to view. #1326
Dash
Glass Joe
 
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Human Death Knight
 
Twilight's Hammer (EU)
Originally Posted by Neb_dk View Post
I was in a bad situation, i had to tank vezax and his add.

I had no person to discuss this matter, so i would like to discuss a good (vezax only) spec.

i tried http://talent.mmo-champion.com/?deat...version=10048# and somehow it worked.
For Vezax hardmode it's all about making the healers spend as little mana as possible in phase 1. The best tank for that are blood DKs because of the self healing abilities. If you used that spec, then you have put a huge amount of stress on the healing and you should be thankfull that they managed to keep you alive throughout the encounter.

The best spec for vezax (imo) is:
Talent Calculator - World of Warcraft
Bloody Strikes: At Vezax I always keep at least 1 blood rune off cooldown so I can pop Rune Tap as soon as I dip a little in health. On top of that I'll also use the blood rune for Vamp Blood, but that's only 2 times in the fight I get to use that one. As a whole though, I won't be using heart strike much at Vezax so Bloody Strikes isn't a very important talent imo. But you could max it out for Necrosis and 1 point of Ravenous Dead I suppose.

Improved Icey Touch: A must if you dont have any1 putting the 20% attack slow on the mob. Assuming you dont have any other tank specced players in the raid you need this talent.

Hysteria: A must have. Not for yourself, but to give it to your best physical dmg player in your raid. It's a HUGE dmg increase for the raid for just 1 talent point.

Improved Blood presence: I like the talent for self healing. Granted it's not a whole lot, but then there's not much else to get at that point in the tree.

Spell Deflection: Don't bother with that for a Vezax-only talent spec. Vezax does zero magic damage to the tank.

DRM, Morbidity & Sudden Doom: Don't bother with these either. You don't want DRM because you want to death strike as much as possible. That makes Sudden Doom a pointless talent and Morbidity too expensive a talent.

I hope this helps you repeat the encounter in a smoother fashion. This method works like a charm for me on Vezax 10m hardmode.

P.S. What the hell is that blood spec in your armory atm? For the life of me I can't figure out your intentions with it hehe.
 
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Old 07/06/09, 11:45 AM   #1327
Elimbras
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Dwarf Priest
 
Eitrigg (EU)
Originally Posted by Myrx View Post
Edit: @Grief: I tank hard mode Mimiron as Blood, and during the second Plasma Blast I get wings from a Holy Priest. I have Vampiric Blood up during this one, and after 2 or 3 ticks of Plasma Blast I pop AMS to let the healers catch up. When I do this 90% of the time the wings don't get used. Take that for what you will.
Just read it, my DK is an alt, my main is priest.
You might want to know that the priest "wings" (guardian spirit) do not only prevent the death of the player, but also increases by 40% the healing he receives, as long as the effect is active. This second effect is often enough to ensure that the death insurance is not used, when there is no "one-shot" strike, but only fast hard-hitting hits.
 
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Old 07/06/09, 11:52 AM   #1328
Taizu
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Gnome Death Knight
 
Arthas
Originally Posted by Dash View Post
For Vezax hardmode it's all about making the healers spend as little mana as possible in phase 1. The best tank for that are blood DKs because of the self healing abilities. If you used that spec, then you have put a huge amount of stress on the healing and you should be thankfull that they managed to keep you alive throughout the encounter.

The best spec for vezax (imo) is:
Talent Calculator - World of Warcraft
You took some very questionable talents there.
- 3/3 Ravenous Dead is no way a tanking talent; 3% STR is not worth 3 talent points for tanks. The only build that are justified for taking that is unholy (for ghoul buff) and blood (just so they can go deeper and get necrosis+BCB, plus they have a lot of STR multiplier)
- 2/2 imp Blood Presence... A typical tank doing 3-4k DPS will heal 120-160 HPS. ONE Rejuvenation tick is 2.4k every 3 seconds - that means ONE Rejuvenation heals for 800 HPS. Seriously, 1 SINGLE Rejuv from a SINGLE druid heals for 5 times as much as your 2 talent points. That talent is useless.
- I have a mixed feeling about Mark of Blood. 4% of your HP is really not that significant, considering that you heal 15% of your max HP everytime you DS, and heal 20% of your max HP everytime you Rune Tap.
- Hysteria is nice to buff the DPS, but at this level I would be more concerned about holding threat, and your build is very lacking on that department.

TL;DR, I tweaked your build to fit the job.
Talent Calculator - World of Warcraft

Last edited by Taizu : 07/06/09 at 11:58 AM.
 
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Old 07/06/09, 1:13 PM   #1329
Pugnus
Glass Joe
 
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Farstriders
Originally Posted by Taizu View Post
- 2/2 imp Blood Presence... A typical tank doing 3-4k DPS will heal 120-160 HPS. ONE Rejuvenation tick is 2.4k every 3 seconds - that means ONE Rejuvenation heals for 800 HPS. Seriously, 1 SINGLE Rejuv from a SINGLE druid heals for 5 times as much as your 2 talent points. That talent is useless.
It also boosts healing done to you by 10% .... although that's irrelevant to tanking since it's blood presence.
 
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Old 07/06/09, 1:37 PM   #1330
Dash
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Human Death Knight
 
Twilight's Hammer (EU)
Originally Posted by Taizu View Post
You took some very questionable talents there.
- 3/3 Ravenous Dead is no way a tanking talent; 3% STR is not worth 3 talent points for tanks. The only build that are justified for taking that is unholy (for ghoul buff) and blood (just so they can go deeper and get necrosis+BCB, plus they have a lot of STR multiplier)
- 2/2 imp Blood Presence... A typical tank doing 3-4k DPS will heal 120-160 HPS. ONE Rejuvenation tick is 2.4k every 3 seconds - that means ONE Rejuvenation heals for 800 HPS. Seriously, 1 SINGLE Rejuv from a SINGLE druid heals for 5 times as much as your 2 talent points. That talent is useless.
- I have a mixed feeling about Mark of Blood. 4% of your HP is really not that significant, considering that you heal 15% of your max HP everytime you DS, and heal 20% of your max HP everytime you Rune Tap.
- Hysteria is nice to buff the DPS, but at this level I would be more concerned about holding threat, and your build is very lacking on that department.

TL;DR, I tweaked your build to fit the job.
Talent Calculator - World of Warcraft
3% strength or 9% critrate on heart strike that I'll rarely use? Both are mediocre threat talents, I suppose it's what you prefer. Like I said, I went for 1 point in Necrosis which is definately a better threat per talent point then Bloody Strikes or Subversion. Since it affects your runestrikes as well.

imp Blood presence. Like I said, its a crap talent, but it heals you nonetheless. For Vezax you want to alleviate the healers as much as possible. So if you can keep your threat high enough then why not?

Vezax is a dps race. Your dps needs to be high enough so that your healers dont go oom before the encounter is done. I'll grant your critisism on Imp BP is warranted if your threat is suffering, but there is no excuse to miss out on Hysteria for 1 measly talent point. A feral kitty can do about 5.5k sustainable dps on vezax easily, most will do 6k. That's about 15k dmg for 1 talent point and you can pop it twice, but you prefer 3% crit on HS you use about once every rotation? And I haven't even taken heroism/bloodlust into account, which should inflate that 30k dmg to even more.

I don't like Mark of Blood much either for a generic tank build. Bosses hit too slow for it to matter much. But again, for vezax it's a bonus. 45k hp buffed is not unusual for a Blood tank, which means the boss heals you for 1800hp every time he hits you.

At Vezax p1 I'd ideally want to get by with shields from pallies/disc priest and omen of clarity procs from the resto druids. Sometimes in 10m vezax hm that's enough to keep me alive for entire p1 and the healers will have spent the minimum amount of mana on me. I understand this won't be enough in 25m, but neither has my threat been an issue there and we dont even do vezax25 on hardmode where the real threatmonkies (locks/boomkins) need to conserve mana for p2. So I opted for max survival build

Your post + mine should give any1 a good idea on what spec will suit his/her guild the best I suppose
 
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Old 07/06/09, 3:17 PM   #1331
Taizu
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Gnome Death Knight
 
Arthas
My idea was, by taking DRM, we would have used HS way more often as you have Death Rune available in case you need to Rune Tap.

By not having to save a blood rune for an emergency Rune Tap we should have higher uptime on Blade Barrier (in case HS misses/dodged/parried).

I guess you're right that it all depends on your guild strengths/weaknesses... My guild has some very impatient DPS that always edges past my comfort zone while I am tanking, and my healers didn't have problem keeping the tank up. Gonna spend some quality time on vezax HM tonight and see I guess.
 
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Old 07/06/09, 3:39 PM   #1332
Reroller
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Spinebreaker
Originally Posted by Dash View Post
3% strength or 9% critrate on heart strike that I'll rarely use? Both are mediocre threat talents, I suppose it's what you prefer. Like I said, I went for 1 point in Necrosis which is definately a better threat per talent point then Bloody Strikes or Subversion. Since it affects your runestrikes as well.
Heart Strike should be your #2 ability used after Rune Strike, how can you say that you 'rarely use' this ability. If you are rarely using it, you're doing it wrong.

Last combat parse for General 25m HD, while tanking. . .my top damage abilities were:


Ability---------------Damage-------% Dmg----Total Hits----Avg. Hit----Hit Dmg----Crits---Avg Crit---Crit Dmg
#1: Rune Strike-----1059359-------24.6 %------338--------2190.9----740513-----70-----4554.9----318846
#2: Heart Strike-----963075---------22.4 %-----395--------1294.6----511385-----116----3562.2----413218

I'm hoping that formatting comes through. I know that at least when I am tanking General Vezax, I have a far from normal blood tank spec and I want to maximize my own TPS without relying on tricks/MDs as much as possible, in the end allowing casters to not hold back or waste their threat reducing abilities. I haven't had a problem with threat much at all which maybe due to casters not pushing enough or maybe I'm doing ok on threat too. I know our desto lock usually doing 11-13k tps plus though so I like to think my threat is doing alright.

I'm not particularly sure if you're doing 10 or 25 man HD General but either way, I was pretty thrown to see the words. . .heart strike, rarely used and blood tank spec all in one post.
 
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Old 07/06/09, 4:05 PM   #1333
concept84
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Blood Elf Death Knight
 
Darrowmere
Originally Posted by Dash View Post
For Vezax hardmode it's all about making the healers spend as little mana as possible in phase 1. The best tank for that are blood DKs because of the self healing abilities. If you used that spec, then you have put a huge amount of stress on the healing and you should be thankfull that they managed to keep you alive throughout the encounter.

The best spec for vezax (imo) is:
Talent Calculator - World of Warcraft
I can't begin to imagine how you can keep threat with a build and strategy for how you dump your blood runes. In 10m we get Vezax to around 5% before the Animus pops, and I have to RT+VB because I can't afford not to HS or do anything else but hit the boss.

Time is also big on this fight, and if you can kill Vezax 15 seconds after the Animus dies that also reduces the healing your healers have to do.
 
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Old 07/06/09, 5:56 PM   #1334
 frmorrison
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Blood Elf Paladin
 
Mal'Ganis
Originally Posted by Durzil View Post
I'd like to know if might of mograine is considered more ST threat than the last 3 points in necrosis.

Another option would be 3/5 necrosis and 3/3 might of mograine.

I didn't know which would provide more threat as a tank since I only crit around 20% of the time on the attacks affected my might of mograine.
MoM is a very powerful threat/dps talent that also helps with AoE threat (via Blood Boil). You want that maxed if you care about threat, since it affects so many abilities at once. Even assuming a 15% crit rate, that is more damage than necrosis.

Depending on how often you use HS, you may want Sudden Death over Necrosis (also this depends if you have DRM and Morbidity to buff HS/Death Coil).

DK - Ashbane Failure is the condiment that gives success its flavor.
 
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Old 07/06/09, 6:08 PM   #1335
Mericet
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Human Death Knight
 
Kargath
Originally Posted by Dash View Post
The best spec for vezax (imo) is:
Talent Calculator - World of Warcraft
Bloody Strikes: At Vezax I always keep at least 1 blood rune off cooldown so I can pop Rune Tap as soon as I dip a little in health.
I'm also a big fan of rune tap, but I'm not convinced that keeping a blood rune ready to use is advisable because you're giving up 5% damage reduction from blade barrier for the duration of the fight in order to do it. You can get around this by macroing blood tap and rune tap together on a different button (probably a good idea anyway) and/or taking death rune mastery for a higher availability of runes, which as others have noted also allows you more options for better threat with heart strike without limiting your death strikes if you don't need the threat.
 
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Old 07/06/09, 6:18 PM   #1336
Neb_dk
Glass Joe
 
Human Death Knight
 
Aegwynn (EU)
Im very sorry.
My own failure to post a skilltree and not to check the link.

The correct build was http://talent.mmo-champion.com/?deat...&version=10048

and the killlog WoW Meter Online - Combatlog Replay.

I dont know why you discused such a shit of build.

Intersting conclusion from WoWMeter, healing can be a good tanking stat.
20 percent of my threat was because of healing.

Last edited by Neb_dk : 07/06/09 at 6:27 PM.
 
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Old 07/06/09, 7:05 PM   #1337
Dash
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Originally Posted by concept84 View Post
I can't begin to imagine how you can keep threat with a build and strategy for how you dump your blood runes. In 10m we get Vezax to around 5% before the Animus pops, and I have to RT+VB because I can't afford not to HS or do anything else but hit the boss.

Time is also big on this fight, and if you can kill Vezax 15 seconds after the Animus dies that also reduces the healing your healers have to do.
Totally agree. Like I said, only done Vezax on 10m hardmode and we get him below 5% with 10 to 20s before p2 too and the only thing I get is tricks from a rogue. If you lack the threat, then off course you'll need to compromise your survival for more dps. But I dont and in 10m I end up 3rd on healing done outhealing the disc priest (whose shields dont register ofc). And the healers seem happy with my approach. Perhaps the healing threat I do is partly making up for the fewer heart strikes? As for VB I don't keep a blood rune off CD for that. I got it macro'd with Blood tap as well.

If I do some napkin math: 1 heart strike less in every rotation untill I drop enough hp to use RT. Which doesnt take more then 1 or 2 rotations. Without DRM you can only use heart strike 12 times a minute. Lets use Neb's WMO and assume my HS hits for an average of 2.1k. That's 25.2k dmg per minute, or 420 dps. With my rotation that's 3 fewer HS per minute or 105dps less. I'm terrible at math, so please correct me if I'm completely wrong. But if my napkin math is somewhat accurate I'm sacrificing a mere 100dps for optimal use of Rune Tap. How much more TPS is a 100dps compaired to 2 rune tap heals? I suppose I could use Blood Tap every minute with RT and gain a bit extra dps, but I prefer to keep VB available in case the ranged fucks up on a shadow crash.

@ Mericet: Blade barrier lasts 10 seconds, runes take 10 seconds to refresh. If I see my 2nd blood rune is coming off cooldown, I know I can use my other blood rune for a HS or if needed I pop the Rune Tap which also procs the blade barrier. So the 5% dmg reduction should have a 100% uptime.
 
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Old 07/06/09, 7:10 PM   #1338
Zurai
Bald Bull
 
Orc Death Knight
 
Whisperwind
@Neb_DK:

That build still gives up far too much to gain the benefits of Frigid Dreadplate. You lose 45% crit damage on two of your best attacks, Will of the Necropolis, 10% damage, 10% armor penetration, another 4% damage (from 2h spec), and 15% heart strike damage. In return, you gain 3% non-autoattack melee crit, 10% extra damage on diseases and Icy Touch, and 3% chance to be missed. The runic power stuff is worthless -- you should have more than enough RP with 3/3 Scent of Blood. 10% disease damage and <3% overall crit don't nearly make up for all the damage and threat you're giving up, and 3% miss isn't THAT big a deal (especially when compared against the loss of Will of the Necropolis).
 
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Old 07/06/09, 10:53 PM   #1339
Exiled79
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Troll Death Knight
 
Khaz'goroth
Originally Posted by frmorrison View Post
Depending on how often you use HS, you may want Sudden Death over Necrosis (also this depends if you have DRM and Morbidity to buff HS/Death Coil).
Please correct me if I'm wrong but I was under the impression Necrosis was proven to be much stronger than Sudden Doom by Avirex even with Morbidity and Glyph of Dark Death:

Originally Posted by Exiled79 View Post
Originally Posted by Avirex View Post
Some quick, probably wrong, math in regards to the Sudden Doom vs. Necrosis conversation:

Assume a DK with 2700 AP and 22% chance to crit with Rune Strike using Inevitable Defeat (AKA me unbuffed) over 5 minutes. Also assume this DK has managed to convert every white hit to a Rune Strike:

Average Weapon Damage: 692.5

Number of Attacks: 88

Average Rune Strike, after two hand specialization: 1141

Crit Rune Strike Damage: 2282

Total Damage: 122129

Necrosis Damage at 3/5: 14655

If you only Heart Strike using Blood Runes, the 9 free Death Coils that Sudden Doom usually produces would need to average 1629 per hit to put out more damage than Necrosis even under these fairly unrealistic conditions. My unbuffed Death Coils hit for 950, occasionally spiking into low 4-digit numbers, and I'm using Rune of Dark Death and Morbidity. So for me, Necrosis kicks Sudden Death’s ass. (Unbuffed anyway) For Sudden Doom to overtake Necrosis, you need to produce at least 6 more free Death Coils. (assuming 1 crits) That would require using 40 Death Runes on Heart Strikes, which is kind of a lot.

Assuming this relationship holds when buffed and in a real raid situation, then Necrosis does seem quite a bit stronger than Sudden Doom. I’ve got to say I’m surprised. I figured it would be a wash, slightly favoring Sudden Doom.
Before the Necrosis Vs Sudden Doom conversation disappears I wanted to add that you can stretch the above numbers by Necrosis even further, two piece T8 will provide an extra 10% damage to Rune Strike in turn providing 1.2% more damage to a 3/5 Necrosis from Rune Strikes. If you're a blood tank it gets even better, a full 3 stacks of Bloody Vengeance will increase both your auto attack and Rune Strike damage by a further 9% translating into another 1.08% gain to a 3/5 Necrosis over Sudden Doom.

So in Avirex' scenario above -
Necrosis Damage at 3/5: 14655 + 1.2% (T8 2 piece) + 1.08% (assuming 3 stacks Bloody Vengeance 100% up time) = 17996
 
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Old 07/07/09, 3:54 AM   #1340
Neb_dk
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Human Death Knight
 
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Originally Posted by Zurai View Post
@Neb_DK:

That build still gives up far too much to gain the benefits of Frigid Dreadplate. You lose 45% crit damage on two of your best attacks, Will of the Necropolis, 10% damage, 10% armor penetration, another 4% damage (from 2h spec), and 15% heart strike damage. In return, you gain 3% non-autoattack melee crit, 10% extra damage on diseases and Icy Touch, and 3% chance to be missed. The runic power stuff is worthless -- you should have more than enough RP with 3/3 Scent of Blood. 10% disease damage and <3% overall crit don't nearly make up for all the damage and threat you're giving up, and 3% miss isn't THAT big a deal (especially when compared against the loss of Will of the Necropolis).
Threat was never a matter in this fight. It was about survivalbility.
Every 4,76 seconds they hitted me in the whole fight, so im not quit sure if will of the necropolis is quit usefull.
With about 46k hp buffed in avoidancegear i have to drop below 16 k hp to get use of this skill.
To gain full benefit of WoN i would loose my skillpoints in Epidemic and in Hearthstrike.

I think of frigid dreadplate as a rare skill to increase my avoidance.
Without this skill the lovely general would hit me about 8% more often, which would be 7-8 hits with around 19k damage.
 
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Old 07/07/09, 4:06 AM   #1341
Taizu
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Arthas
Originally Posted by Neb_dk View Post
Threat was never a matter in this fight. It was about survivalbility.
Every 4,76 seconds they hitted me in the whole fight, so im not quit sure if will of the necropolis is quit usefull.
With about 46k hp buffed in avoidancegear i have to drop below 16 k hp to get use of this skill.
To gain full benefit of WoN i would loose my skillpoints in Epidemic and in Hearthstrike.

I think of frigid dreadplate as a rare skill to increase my avoidance.
Without this skill the lovely general would hit me about 8% more often, which would be 7-8 hits with around 19k damage.

I don't know about you, but my mages/locks are constantly riding me on threat for vezax (I was frost until recent respec tonight).

Think of WOTN as another 15% EHP. Whenever you get hit to below 35% of your max HP, it got activated. You shouldn't wear avoidance gear for Vezax; he's more than capable of 3 shotting tanks (if all hits go through) in our current progression. Wearing maximum EHP would give your healers breathing room, plus EHP gear and blood synergyze very well.
 
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Old 07/07/09, 4:40 AM   #1342
Durzil
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Azgalor
Originally Posted by Durzil View Post
I have tried searching but I keep getting an error saying my search is not long enough yet its 4 words.

I'd like to know if might of mograine is considered more ST threat than the last 3 points in necrosis.

So either 2/5 points of necrosis and 3/3 might of mograine

or 5/5 necrosis and 0 points in might of mograine.

Another option would be 3/5 necrosis and 3/3 might of mograine.

I didn't know which would provide more threat as a tank since I only crit around 20% of the time on the attacks affected my might of mograine.

I've always had might of mograine in my blood builds but I've been looking at trying to work necrosis into my build instead of sudden doom and then wondered about this as well.
53/5/13 this is the build I came up with at the end of the day tho only thing that got moved was the points from sudden doom got moved into necrosis for hopefully better threat gains due to how much I runestrike.
 
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Old 07/07/09, 5:14 AM   #1343
Neb_dk
Glass Joe
 
Human Death Knight
 
Aegwynn (EU)
Originally Posted by Taizu View Post
I don't know about you, but my mages/locks are constantly riding me on threat for vezax (I was frost until recent respec tonight).

Think of WOTN as another 15% EHP. Whenever you get hit to below 35% of your max HP, it got activated. You shouldn't wear avoidance gear for Vezax; he's more than capable of 3 shotting tanks (if all hits go through) in our current progression. Wearing maximum EHP would give your healers breathing room, plus EHP gear and blood synergyze very well.


But WOTN is not another 15% EHP when its not used, because when you got rarely hit below 35%.
Your right that EHP gear would give them more breathing room, but have you mentioned the lack of mana in a 7 minute fight?
 
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Old 07/07/09, 11:20 AM   #1344
Griefknight
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Detheroc
Originally Posted by Durzil View Post
53/5/13 this is the build I came up with at the end of the day tho only thing that got moved was the points from sudden doom got moved into necrosis for hopefully better threat gains due to how much I runestrike.
Why do people keep talking about using these disgusting X/5/X specs. When you don't have Improved Icy Touch that is the equivalent of a Warrior not having Improved Thunder Clap or a Druid not having Infected Wounds, its simply not an option. If you're going for more threat then why spec into WotN or Toughness? The reason being is because it would be stupid not to take WotN and Toughness. I like to think the same applies to Improved Icy Touch.
 
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Old 07/07/09, 12:08 PM   #1345
Devil Warrior
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Bleeding Hollow
Originally Posted by Griefknight View Post
Why do people keep talking about using these disgusting X/5/X specs. When you don't have Improved Icy Touch that is the equivalent of a Warrior not having Improved Thunder Clap or a Druid not having Infected Wounds, its simply not an option. If you're going for more threat then why spec into WotN or Toughness? The reason being is because it would be stupid not to take WotN and Toughness. I like to think the same applies to Improved Icy Touch.
I'm not sure about your guild, but my guild raids with 2-3 Death Knights on average, and each of those DKs has Imp Icy Touch. No need for me to have it as a tank.
 
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Old 07/07/09, 12:22 PM   #1346
Alyse
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Grizzly Hills
Originally Posted by Griefknight View Post
Why do people keep talking about using these disgusting X/5/X specs. When you don't have Improved Icy Touch that is the equivalent of a Warrior not having Improved Thunder Clap or a Druid not having Infected Wounds, its simply not an option. If you're going for more threat then why spec into WotN or Toughness? The reason being is because it would be stupid not to take WotN and Toughness. I like to think the same applies to Improved Icy Touch.
Any frost DPS DK should have ITT; if you have at least 1 frost DPS DK in a 25 man, then it's not necessary as a tank to pick up the 3 points in ITT unless you're going for the additional damage to IT (which is very small, I think better used in other talents). In 10 mans, you may not have such a debuff and it may be wise to pick up, but it may not be necessary in 25 mans depending on your raid comp.
 
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Old 07/07/09, 12:33 PM   #1347
Karede
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Draenei Death Knight
 
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Originally Posted by Alyse View Post
Any frost DPS DK should have ITT; if you have at least 1 frost DPS DK in a 25 man, then it's not necessary as a tank to pick up the 3 points in ITT unless you're going for the additional damage to IT (which is very small, I think better used in other talents). In 10 mans, you may not have such a debuff and it may be wise to pick up, but it may not be necessary in 25 mans depending on your raid comp.
While it's true that any Frost DK will have this, I think that it's value for you as a tank is still such that it should be a nearly mandatory talent. Think about a fight like IC hardmode. You're tanking Steelbreaker for 3-5 minutes with no DPS on him at all. So even if you have a Frost DK, if you don't have IIT then you spending that entire time without that extra melee reduction, increasing incoming damage and the chances of a wipe. Yogg-Saron and you're tanking Crusher Tentacles. No melee should be on them anyways, so if you don't have IIT, then no debuff.

The small amount of extra threat that you might be able to gain from something like Necrosis instead of IIT isn't worth the risk that not having it represents.
 
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Old 07/07/09, 12:44 PM   #1348
Taizu
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Arthas
Originally Posted by Karede View Post
While it's true that any Frost DK will have this, I think that it's value for you as a tank is still such that it should be a nearly mandatory talent. Think about a fight like IC hardmode. You're tanking Steelbreaker for 3-5 minutes with no DPS on him at all. So even if you have a Frost DK, if you don't have IIT then you spending that entire time without that extra melee reduction, increasing incoming damage and the chances of a wipe. Yogg-Saron and you're tanking Crusher Tentacles. No melee should be on them anyways, so if you don't have IIT, then no debuff.
Nit picking here, but you're not supposed to get hit more than once or twice by the crusher tentacles. You just need to stay outside of melee range and watch the cast bar for diminish power. When it is completed, walk in and whack it (let it hit you) to remove the raid debuffs.

To stay in and tank them the entire time is needlessly taxing your healers mana, especially if you're running with less healers than usual (recommended).
 
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Old 07/07/09, 12:52 PM   #1349
Karede
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Originally Posted by Taizu View Post
Nit picking here, but you're not supposed to get hit more than once or twice by the crusher tentacles. You just need to stay outside of melee range and watch the cast bar for diminish power. When it is completed, walk in and whack it (let it hit you) to remove the raid debuffs.

To stay in and tank them the entire time is needlessly taxing your healers mana, especially if you're running with less healers than usual (recommended).
Yeah, you're not going to get hit that often by the crusher tentacles. That doesn't give you a free pass to ignore the need for an attack speed debuff on them so that when you are there being hit, you get hit more often and thus further tax healer mana.

The point remains that you should be able to provide your attack speed debuff rather than relying on DPS for it.
 
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Old 07/07/09, 12:55 PM   #1350
Griefknight
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Originally Posted by Alyse View Post
Any frost DPS DK should have ITT; if you have at least 1 frost DPS DK in a 25 man, then it's not necessary as a tank to pick up the 3 points in ITT unless you're going for the additional damage to IT (which is very small, I think better used in other talents). In 10 mans, you may not have such a debuff and it may be wise to pick up, but it may not be necessary in 25 mans depending on your raid comp.
What says that this Frost DK is keeping up ITT on the target you're tanking at all times and that he/she won't die? There are also a lot of guilds that don't have or want a Frost DK because they either have a 100% Enhance shaman or they would prefer the DK to be Unholy or Blood. Unholy DKs are the only class who can put the +13% Magic Damage Taken debuff on 10 targets with 2 GCDs if needed but normally 3 GCDs.
 
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