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Old 06/12/09, 1:30 PM   #151
dr_AllCOM3
Great Tiger
 
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Orc Death Knight
 
Blutkessel (EU)
http://www.youtube.com/watch?v=cmbm0x65q-k&fmt=22
Here is me at Freya hardmode. There aren't many DK vids out there and Freya covers everything from mass aoe to single target burst damage, so I thought it would be nice to watch. Theorycraft may be good sometimes, but ingame it's always a little bit different .

 
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Old 06/12/09, 2:14 PM   #152
m4r3x
Glass Joe
 
Orc Death Knight
 
Burning Steppes (EU)
Hey, first of all - sorry for my bad English.

My armory: The World of Warcraft Armory
I was wondering is [Stormedge] a good choice for me. I'm already 9.67% hit with my [Inevitable Defeat].
I use [Inevitable Defeat] to tank, it's because of nice stats, few weeks ago I was forced to DPS, so I really need additonal weapon.
While using Stormedge I'll lack Expertise (but its not a problem I'll use exp elixirs and food) and I'll be overcap with hit. What should I do? Wait for Ironsoul or any 25 man drop or just roll on Stormedge on today's raid?
 
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Old 06/12/09, 3:08 PM   #153
Afabar
Don Flamenco
 
Night Elf Death Knight
 
Chants Eternels (EU)
It's only speculation, but maybe that is only the base damage that have been cut in half, not the scaling.
 
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Old 06/12/09, 3:38 PM   #154
Raxxnamas
Banned
 
Troll Death Knight
 
Hellfire (EU)
Originally Posted by Soilantgreen64 View Post
[size="3"]

Vezax
This is the only fight in Ulduar without reliable AoE magic damage.
!
The saronite clouds deal Shadow Damage (even though they don't give us mana) so you can pop AMS if Vezax is kited through a cloud. If you are standing still for hard mode, then of course this is no use.

Last edited by Raxxnamas : 06/13/09 at 8:03 AM.
 
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Old 06/13/09, 12:02 PM   #155
Laidback
Glass Joe
 
Blood Elf Death Knight
 
Malorne
So I did a pretty extensive search for this before I posted...

I do not see the [Bladebreaker Gauntlets] listed in any of the discussions about BiS for a Blood DPS setup.
While I do know that there are better gloves out there. I feel as is these are being passed over and I do not understand why. 3.98% apr and 1.31 crit I feel are substantial stats for a set of gloves.

The [Conqueror's Darkruned Gauntlets] is slotted to be the best in slot gloves for a blood setup with no arp.
I was under the impression for blood dps that you would want to stack ARP over anyhting else as a 51/0/20 spec.
 
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Old 06/13/09, 12:44 PM   #156
Lazareth
Piston Honda
 
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Human Death Knight
 
Eldre'Thalas
Originally Posted by Laidback View Post
So I did a pretty extensive search for this before I posted...

I do not see the [Bladebreaker Gauntlets] listed in any of the discussions about BiS for a Blood DPS setup.
While I do know that there are better gloves out there. I feel as is these are being passed over and I do not understand why. 3.98% apr and 1.31 crit I feel are substantial stats for a set of gloves.

The [Conqueror's Darkruned Gauntlets] is slotted to be the best in slot gloves for a blood setup with no arp.
I was under the impression for blood dps that you would want to stack ARP over anyhting else as a 51/0/20 spec.
I'm not Jesus on wheels when it comes to itemization and BiS, so I can only assume that the BiS list prefers the latter over the former to keep the 4pc set bonus.

Last edited by Lazareth : 06/13/09 at 12:58 PM.

 
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Old 06/13/09, 1:04 PM   #157
AtheistGod
Piston Honda
 
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Orc Death Knight
 
Zul'Jin
[Gauntlets of the Wretched] are BiS based purely on stats. Even without the 4 pc t8.5 beats out bladebreaker's. It's because Bladebreaker's while they have ArP have way too much stamina. They lose too much itemization on that stamina and as a result are lower on STR than the equivalent iLevel pieces. Don't forget that STR beats ArP. While ArP will typically make the decision in terms of what's best, because STR levels are normally even, if stamina is stacked as well it will hurt the item in terms of benefit.
 
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Old 06/13/09, 1:05 PM   #158
concept84
Piston Honda
 
Blood Elf Death Knight
 
Darrowmere
Originally Posted by Laidback View Post
So I did a pretty extensive search for this before I posted...

I do not see the [Bladebreaker Gauntlets] listed in any of the discussions about BiS for a Blood DPS setup.
While I do know that there are better gloves out there. I feel as is these are being passed over and I do not understand why. 3.98% apr and 1.31 crit I feel are substantial stats for a set of gloves.

The [Conqueror's Darkruned Gauntlets] is slotted to be the best in slot gloves for a blood setup with no arp.
I was under the impression for blood dps that you would want to stack ARP over anyhting else as a 51/0/20 spec.
It could also have to do with the balancing of gear stats on a BiS list. Using the T8.5 gloves not only might allow a set bonus, but also utilize the hit rating.

If you can fit them into you gear setup definitely do so, as they are amazing gloves. It should be noted that if you are over hit cap and require no set bonus from the glove slot Bladebreaker's beats out both the tier gloves and Gauntlets of the Wretched. I hope all this made sense, as I'm very sick today.
 
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Old 06/13/09, 3:09 PM   #159
 Darkside
I find your lack of faith disturbing
 
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Orc Death Knight
 
Mal'Ganis
Originally Posted by AtheistGod View Post
[Gauntlets of the Wretched] are BiS based purely on stats. Even without the 4 pc t8.5 beats out bladebreaker's. It's because Bladebreaker's while they have ArP have way too much stamina. They lose too much itemization on that stamina and as a result are lower on STR than the equivalent iLevel pieces. Don't forget that STR beats ArP. While ArP will typically make the decision in terms of what's best, because STR levels are normally even, if stamina is stacked as well it will hurt the item in terms of benefit.
Actually, they only beat out Bladebreakers if you are under the hit cap. If you are at the cap, and will not dip under the cap by taking Bladebreakers, they are considerably worse, as the hit is just wasted.

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Old 06/13/09, 3:17 PM   #160
Laidback
Glass Joe
 
Blood Elf Death Knight
 
Malorne
I was also under the impression that the +20% increase in disease damage with the 4pc set bonus is not always the best way to go as far as finding the non tier pieces that are better itemize to maximize overall dps output.
 
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Old 06/13/09, 5:36 PM   #161
concept84
Piston Honda
 
Blood Elf Death Knight
 
Darrowmere
Originally Posted by Laidback View Post
I was also under the impression that the +20% increase in disease damage with the 4pc set bonus is not always the best way to go as far as finding the non tier pieces that are better itemize to maximize overall dps output.
I see the 2pc vs 4pc debate in the same light as the ArP vs. Str debate. The numbers are too close to produce a definitive answer within the game.

Personally I plan on holding onto the 4pc bonus until I acquire two pieces of gear significantly better to replace two pieces.
 
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Old 06/14/09, 12:20 PM   #162
Burglekutt
Glass Joe
 
Human Paladin
 
Dethecus
Question about anti-magic shell, and fights where you can use it to gain rp quickly....

How does this help blood in anyway? Blood's rotation is far too tight to find time to dump the gained rp. And iirc it's been said several times in this thread that if you have runes up and are dumping rp, then you are wrong.

So other than helping get the rp to cast DRW, why should this tid bit of info be in the blood thread?
 
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Old 06/14/09, 12:54 PM   #163
Asune
Glass Joe
 
Blood Elf Death Knight
 
Gorefiend
Originally Posted by Burglekutt View Post
Question about anti-magic shell, and fights where you can use it to gain rp quickly....

How does this help blood in anyway? Blood's rotation is far too tight to find time to dump the gained rp. And iirc it's been said several times in this thread that if you have runes up and are dumping rp, then you are wrong.

So other than helping get the rp to cast DRW, why should this tid bit of info be in the blood thread?
Sure, we don't get as much benefit out of RP as say a frost DK would, but since when did it become bad to have more?
 
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Old 06/14/09, 1:09 PM   #164
Bengal21
Glass Joe
 
Undead Death Knight
 
Crushridge
Originally Posted by Burglekutt View Post
Question about anti-magic shell, and fights where you can use it to gain rp quickly....

How does this help blood in anyway? Blood's rotation is far too tight to find time to dump the gained rp. And iirc it's been said several times in this thread that if you have runes up and are dumping rp, then you are wrong.

So other than helping get the rp to cast DRW, why should this tid bit of info be in the blood thread?
In fights with lots of movement, or switching of targets, having maximized runic power allows for Death Coils while closing to melee range is a thought that comes to mind. Sure the rotation is tight on fights that allow you to remain stationary and not switch targets at all. It also allows you to fire a Death Coil off at a target while immobilized, i.e. Hodir etc.
 
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Old 06/14/09, 4:35 PM   #165
5h0r7y
Glass Joe
 
Gnome Rogue
 
Eonar (EU)
The OP mentions the expertise cap at 25. I was under the impression that it was 26?
 
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Old 06/14/09, 6:15 PM   #166
bigdan
Glass Joe
 
Human Death Knight
 
Gul'dan (EU)
Whats with deathcoiling your runepower?
Should i

a) always prefer using runes, even if my runepower is already 100/130
b) only deathcoil if no rune is ready, but always save more than 26 runepower for harder deathstrikes
c) only deathcoil if no rune is ready, never save any runepower for deathstrikes
d) deathcoil if you would waste runepower, but always save more than 26 runepower for harder deathstrikes
e) deathcoil if you would waste runepower, never save any runepower for deathstrikes


Would think d)! Am i right?
 
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Old 06/14/09, 7:06 PM   #167
Athyr
Glass Joe
 
Blood Elf Death Knight
 
Winterhoof
Originally Posted by bigdan View Post
Whats with deathcoiling your runepower?
Should i

a) always prefer using runes, even if my runepower is already 100/130
b) only deathcoil if no rune is ready, but always save more than 26 runepower for harder deathstrikes
c) only deathcoil if no rune is ready, never save any runepower for deathstrikes
d) deathcoil if you would waste runepower, but always save more than 26 runepower for harder deathstrikes
e) deathcoil if you would waste runepower, never save any runepower for deathstrikes


Would think d)! Am i right?
Quick and dirty answer. Look at your last raid parse without gimmick damage multipliers. Find the average damage of your DC. Divide by the GCD you incur using it. If it happens to be higher than your overall damage per second, you are probably better off DCing rather than restarting your rotation as it should result in a higher net DPS. If it happens to be lower, than you are better off restarting your rotation immediately when runes become ready
 
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Old 06/15/09, 7:11 AM   #168
Daeren
Von Kaiser
 
Human Death Knight
 
Ravencrest (EU)
Bigdan, I have no idea what gear level your gear is at, but for me:
Simulated (with Vengeful heart) (prio diseases up, then HS, then DS, then DC):
Avg DS: 6948
Avg HS: 6219
Avg DC: 5331
Avg HS w/ 15% DC proc: 7018

WWS (Awareness sigil atm) from Razorscale to Mimiron (all trash and bosses included):
Avg DS: 8016
Avg HS: 5826
Avg DC: 4314
Avg HS w/ 15% DC proc: 6473

In sim: 2 x HS = 14036, while DS + DC = 12279
In WWS with SoA: 2 x HS = 12946, while DS + DC = 12330

Reason why HS is so much lower on average in WWS is because there's sometimes some cleaves without second target having diseases.

So, a) and c) (always prefer runes = only do DC when no rune is ready). DC offers me less per GCD than the others, and since 2 x HS > DS + DC, you shouldn't have any openings for spending all your runic power.
 
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Old 06/15/09, 10:53 AM   #169
debeucci
Glass Joe
 
Orc Death Knight
 
Arthas
Regarding armor pen for blood. If i'm under the expertise cap, is exp > arp at this point?

It seems from the threads i've seen, arp > exp no matter what since it scales so well. I know we should be at cap, but is additional arp point for point better than expertise regardless?

I"ve been looking at a lot of the regular posters and well regarded dks on this thread. Many of them are under exp cap now, not adhering to the 25 exp limit, forgoing it for more arp.

Is that the new rule of thumb? Hit 25 exp unless there is equal amounts of arp you can replace it with?

Last edited by debeucci : 06/15/09 at 10:59 AM.
 
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Old 06/15/09, 11:45 AM   #170
zeheres
Von Kaiser
 
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Orc Death Knight
 
Destromath (EU)
You would want to be capped in first place - hit as well as expertise. What advantage does ArP give you if you are being dodged/parried? None.

Last edited by zeheres : 06/15/09 at 3:30 PM.
 
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Old 06/15/09, 11:56 AM   #171
 Darkside
I find your lack of faith disturbing
 
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Orc Death Knight
 
Mal'Ganis
1) If you're getting parried, you're doing something wrong.
2) The math shows that stacking expertise till the cap is not as valuable as stacking ArPen/Strength and grabbing incidental expertise along the way. While you will be missing an attack here and there, the added damage bonus you will receive from the ArPen and Strength will outweigh the loss.

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Old 06/15/09, 12:00 PM   #172
zeheres
Von Kaiser
 
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Orc Death Knight
 
Destromath (EU)
1) So in reverse and in your words you don't need to bother about being expertise capped at all? Since it's your fault if you're being dodged/parried.
2) If there's math for this, why don't you share it?

Last edited by zeheres : 06/15/09 at 3:30 PM.
 
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Old 06/15/09, 12:16 PM   #173
Darian_TruBlade
King Hippo
 
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Undead Warrior
 
<Zen>
Ravencrest
Originally Posted by 5h0r7y View Post
The OP mentions the expertise cap at 25. I was under the impression that it was 26?
According to the testing done in the "retesting hit table assumptions" thread expertise is not truncated, meaning that you get value for each point of expertise rating even if it doesn't increment your total expertise (i.e. there is a difference between 209 and 213 expertise, even though they both appear as 25 expertise on your character sheet).

It was previously assumed that bosses dodged 6.3-6.4% of the time, and so that's where the 25 expertise number comes from (as 26 expertise would indicate you had too much in this case). However, what is frequently missed is that at the same time it was proven that expertise does not truncate, it was also proven that bosses dodge 6.5% of the time.

The expertise rating required to reach 6.5% dodge reduction is 213.135. As such, you won't see 26 expertise on your spreadsheet unless you go over the cap and get 214 or more expertise. The .135 rating represents a mere .004% dodge reduction, so it's not worth going over 213 expertise rating, and hence your character sheet should read 25 expertise.

Hence, the recommended expertise is 25, although it would probably be better to specify the rating (213) instead.

"A man's IQ, yearly income, sexual prowess, ingenuity, physical appearance and generally every other aspect of his character can be condensed down to four digits: his Arena rating." - Zechsy [70 Rogue - Skullcrusher (EU) - 10/23/2007]
 
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Old 06/15/09, 12:27 PM   #174
 vank
Old Timer
 
Orc Death Knight
 
Whisperwind
Originally Posted by zeheres View Post
1) So in reverse and in your words you don't need to bother about being expertise capped at all? Since it's your fault if you're being parried.
2) If there's math for this, why don't you share it?
1) Yes, it is your fault.
2) Read the OP, specifically the stat weights section.
 
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Old 06/15/09, 12:30 PM   #175
 Darkside
I find your lack of faith disturbing
 
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Orc Death Knight
 
Mal'Ganis
Originally Posted by zeheres View Post
1) So in reverse and in your words you don't need to bother about being expertise capped at all? Since it's your fault if you're being parried.
You realize that a boss cannot parry you if you attack from behind, right?

<XI|> if your dog barks do you debate the philosophical reason behind him barking
<XI|> no
<XI|> you say shut up idiot
 
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