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04/18/09, 6:42 AM
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#226
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Glass Joe
Orc Death Knight
Neptulon (EU)
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Yes, as far as I know Commondrain is correct in that it should last 11 sec without glyph and rpm.
Cast it with 100rp and you initialy drain 40 for the cast itself and then 60 for the additional time (1sec/10rp). Giving you 5+6sec of uptime, not 5+10sec.
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04/18/09, 9:48 AM
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#227
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Glass Joe
Human Death Knight
Gorgonnash
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This will be my first time posting here so forgive my bits of ignorance,
But im running the 51/0/20. My rotation is a bit diffrent but it seems to be working well
Starting off ~ IT-PS-DS-HS-HS-Horn
~ DS-DRW-HS-HS-HS-HS - Dump
i use this rotation at the start because DRW Cooldown is so much better now that i can use it a few times in a fight.
Then its reoccuring,
IT-PS-HS-HS-DS Dump
HS-HS-HS-HS-HS-DS DUMP
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04/18/09, 9:50 AM
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#228
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Von Kaiser
Human Death Knight
Barthilas
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Just got out of a long Ulduar session and done 8/14 bosses.
Simple fact is most if not all the fights involve you changing target to adds or running out of fires.
You guys can theorycraft all day but as soon as you have to run or change targets that all goes out the window.
I'm not saying diseaseless is more DPS than diseased, my point is diseaseless is currently the most practical for most Ulduar encounters because:
Movement and adds
Currently the disease bonus is simply not enough
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04/18/09, 10:13 AM
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#229
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Glass Joe
Night Elf Druid
Cenarion Circle
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For those that were discussing the value of Arp earlier, Blizzard just clarified that its less than most thought:
MMO-Champion BlueTracker - 116% Armor Pen only giving 66%!?!?!?!
Basically, in the example given, you only get 85% of the face value of Arp. However, even if its only 85% of what folks thought was the face value, that still appears to be more than the other possible stats, with the exception of strength, which remains the No. 1 stat to stack.
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04/18/09, 12:16 PM
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#230
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Glass Joe
Undead Death Knight
Gorgonnash
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I am trying to decide the best setup for and Uld run, it is 99% Single target no AOE fest.
With that in mind a question popped up. Has anyone Tested the DPS increase of AOTD on almost every fight +2 ghouls up per fight vs the extra 30 RP from RPM?
Also I have seen many cases where people pull points from Ravenous Dead why would you not max that out? Isn't 3% str +improved ghoul pet dmg worth it?
Looking at something like this Build Unless there is some major information i am missing out on.
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04/18/09, 12:58 PM
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#231
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Glass Joe
Draenei Shaman
Stormreaver
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I think there might be a bug with DK's presences and switching specs. I'm Blood/Unholy dps dual specced, and last night during 10 man Iron Council I started out as 51/2/18 but after a few attempts swapped to my 0/10/61 spec. After zoning in after a wipe, I swapped back to blood but noticed I was running faster than my raid members. This morning I messed around with this in Dalaran and it appeared that I had to change presences after swapping specs in order to get the benefit of the current Improved Aura and to wipe out the previous aura (i.e., swapping from Blood spec to Unholy spec I had to change presences before I got the movement speed, and going from Uh spec to B spec I had to change presences before I lost the movement speed).
I'm not entirely sure what else causes the change. I'm assuming death does, and I guess whatever else that refreshes the DK's presence. But until this is fixed it may be a way to get increased movement speed as Blood (at a sacrifice of 10% bonus healing of course).
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04/18/09, 1:22 PM
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#232
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Von Kaiser
Human Death Knight
Kilrogg
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Originally Posted by Teme
Just got out of a long Ulduar session and done 8/14 bosses.
Simple fact is most if not all the fights involve you changing target to adds or running out of fires.
You guys can theorycraft all day but as soon as you have to run or change targets that all goes out the window.
I'm not saying diseaseless is more DPS than diseased, my point is diseaseless is currently the most practical for most Ulduar encounters because:
Movement and adds
Currently the disease bonus is simply not enough
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For movement intensive fights, you actually WANT to use a diseased rotation because if you happen to be forced out of range of your target, a portion (albeit small) of your damage continues to be done. Whereas with a diseaseless rotation, the only thing you can do while oor of your target is cast DC, which diseased can do as well. If you're oor as diseased at the wrong time, or for long enough, you can cast IT on the way back in, saving you a global that diseaseless does not get.
For add fights (I'm assuming you're talking about Razor, Auriaya, Hodir or Kologarn?) you're not really at a disadvantage to use diseases either. If I remember correctly, HS gets the disease bonus on the cleave target as well. In many situations you can easily use pestilence to spread your diseases and be on your merry cleaving way. Diseases with proper use of pestilence is far better for multiple targets provided they don't die stupidly fast. For situations where the adds do have very low hit points (Which I have not yet seen besides hodir) you CAN use undiseased strikes on them, but your base strategy should still be diseased.
Yes, diseaseless is EASIER to play, there is no doubting that, but it is also quite a bit less damage. In a raid your role as a DPS specced player is to do the maximum damage possible and not die to stupid shit. There is nothing in the first 2/3 of uldar that I too have experience with that prevents proper use of diseases. It is a little harder to keep track of diseases than the mindless no-disease rotation, and if that is being called "not practical" then I really don't have an answer for you other than to hit up a target dummy for long enough so you can do diseased in your sleep.
The disease bounus may not feel very high, but considering that our DPS is largely in line with the top of other classes I wouldn't expect it to be buffed any time soon; not without a nerf to the base damage at least.
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04/18/09, 2:09 PM
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#233
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Piston Honda
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Originally Posted by Zidor
I am trying to decide the best setup for and Uld run, it is 99% Single target no AOE fest.
With that in mind a question popped up. Has anyone Tested the DPS increase of AOTD on almost every fight +2 ghouls up per fight vs the extra 30 RP from RPM?
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I've tried aotd a number of times in Ulduar 10 and 25, and found it next to useless. Almost every fight has non-boss adds which aotd ghouls taunt off add tanks, and the number of fights where aotd would prove to be a dps increase is low enough for the overall dps gained with other talents on movement-intensive fights to outdo the notd talent.
Theorycraft is something that is difficult in Ulduar because there is simply too much movement, too many adds and too many fires to dodge. On razorscale, aotd ghouls lasted about 10 seconds before being vaporized by fire and whirlwinding adds, and using it after she landed permanently was too much of a dps loss while standing still channeling for the talent to make it up, again due to fire. Many fights work in that way. The ghoul pet every 2.5 minutes with extra survivability is nice, but I found it still dying quickly and not contributing as much dps as extra DRW uptime or extra death coils would, since if I have to move, get knocked back or have to chase after something (next to constantly) I can still toss death coils while moving.
Unholy presence is also a dps increase for me. Again, theorycraft may dictate blood presence to be higher dps when a rotation can be maintained, but the movement speed increase with unholy pres lets me keep dpsing while moving around a boss or chasing adds. Combined with maxed necrosis/BCB, unholy presence yielded me better dps results on every boss attempt, and also a lot of fights in naxx as well.
I'm going to agree with diseased > diseaseless, though. Diseaseless is good for small adds like scrapbots where spamming heart strike will yield better results because they are in the middle of AOE, but keeping diseases up means you are continuing to dps during a knockback or while out of melee range, which happens a lot.
ed: All of the fights I've done in Ulduar thus far are at about the difficulty level of Sarth + 2. Theorycraft which was applicable to that fight is pretty much spot on for Ulduar fights. Too much dodging fire / too many adds for tight rotations to be maintainable.
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04/18/09, 3:50 PM
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#234
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Banned
Human Death Knight
Aggramar (EU)
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Originally Posted by Teme
Just got out of a long Ulduar session and done 8/14 bosses.
Simple fact is most if not all the fights involve you changing target to adds or running out of fires.
You guys can theorycraft all day but as soon as you have to run or change targets that all goes out the window.
I'm not saying diseaseless is more DPS than diseased, my point is diseaseless is currently the most practical for most Ulduar encounters because:
Movement and adds
Currently the disease bonus is simply not enough
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Got to agree with this, only done 4 bosses myself but i found diseasless better on all of them, as you said to much switching to much movement so far..
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04/18/09, 4:41 PM
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#235
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Glass Joe
Human Warlock
Ragnaros (EU)
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Hello guys,
I'm currently playing 51/0/20 without NotD and maxed Necrosis, getting around 5.5k-6k dps in 25 man, depending on fights.
I've got quite a dilema about my trinkets at the moment, which is reason of this post.
Currently my first trinket is Greatness, which is no brainer. I am not sure which 2nd trinket to use. I've got 266 hit rating without trinket and the options are: Grim Troll, Mirror of Truth and Pyrite Infuser.
My question is, is Grim Troll currently that much better to go way over hit cap than Mirror? Don't think of using Pyrite atm unless I drop a lot of hit. Is there any spreadsheets up for blood (found only unholy) or could anyone more experience post some ~numbers?
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04/18/09, 5:14 PM
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#236
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Von Kaiser
Human Death Knight
Doomhammer
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Originally Posted by Teme
Just got out of a long Ulduar session and done 8/14 bosses.
Simple fact is most if not all the fights involve you changing target to adds or running out of fires.
You guys can theorycraft all day but as soon as you have to run or change targets that all goes out the window.
I'm not saying diseaseless is more DPS than diseased, my point is diseaseless is currently the most practical for most Ulduar encounters because:
Movement and adds
Currently the disease bonus is simply not enough
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I completely disagree with you. I'm at 10/14 (will be 11/14 very shortly) myself and the only situation where I would neglect to apply diseases would be adds that die very quickly, and there are not many of these situations in Ulduar. In addition to gimping DPS outside of very gimmick situations, you're axing the Death Strike survivability as it heals based on diseases, and believe me, this is huge.
It's been said before, one of the main reasons, other than poor scaling, that the diseaseless rotation was even viable in the first place was that Obliterate cleared diseases without Annihilation. Our diseases actually do significant damage if they can tick their full duration and it is worth using them. Diseaseless is dead, it was a broken rotation, and was not working as intended. People need to let it go.. 
Last edited by Siyx : 04/18/09 at 5:21 PM.
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04/18/09, 7:55 PM
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#237
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Don Flamenco
Orc Death Knight
Blackhand
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Originally Posted by Teme
Just got out of a long Ulduar session and done 8/14 bosses.
Simple fact is most if not all the fights involve you changing target to adds or running out of fires.
You guys can theorycraft all day but as soon as you have to run or change targets that all goes out the window.
I'm not saying diseaseless is more DPS than diseased, my point is diseaseless is currently the most practical for most Ulduar encounters because:
Movement and adds
Currently the disease bonus is simply not enough
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Diseaseless will seem effective because Death Strike doesn't require diseases to do its damage. However, given that diseases clearly do significantly more damage, handwaving the results away simply because you can't execute the rotation is just foolish.
Some people like to dismiss "theorycrafting" because they claim to have some real, practical knowledge that flies in the face of all that supposedly airy hypothetical math. In my previous post, there's no theory involved-- I'm showing you how much damage diseases did for that fight. Think of it this way: Combat rogues could do plenty of damage just spamming Sinister Strike, and it'd be easier than executing the rotation, but it's an obvious loss in damage.
Practice the rotation if you're having problems with it. The most basic one is simply PS IT HS HS DS, DS HSx4. DC as you see fit. On fights with movement or time on/off the boss, you prioritize, just like any class does. HS is your main attack, DS will give you burst in a shortened rotation or healing on-demand. There are times when diseaseless is a good idea, like when a trash mob is about to die or you want to fit maximum damage inside a DRW duration. But otherwise, really, diseases are your friend.
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04/18/09, 8:54 PM
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#239
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Glass Joe
Orc Death Knight
Chromaggus
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Personally I'm a fan of [Power Enhancing Loop] if you need to make up on some hit rating
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04/18/09, 9:27 PM
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#240
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Von Kaiser
Human Death Knight
Doomhammer
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I believe it's been showing that taking your 4 piece T8 (minus the legs) is best in slot. The bonuses, and set, are actually quite good for Blood.
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