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Old 08/12/09, 11:31 PM   #1261
Odii
Piston Honda
 
Blood Elf Death Knight
 
Cenarius
Originally Posted by leladax View Post
According to results from the Emulator, the EP value of Expertise is higher than Strength's noticeably though not substantially in various settings. However, that means that most people currently gem incorrectly since the majority are not soft Expertise capped yet. I'm posting this here merely on the possibility that something goes wrong with that result since it does sound impressively different from what the majority of players think.
It makes sense, since if you are GCD limited, a missed attack is especially painful. And since 11 of your 12 attacks can be dodged, its especially important. Spell hit ends up being much less important though, because its only applied to 1/12th of your rotation.

Expertise for frost used to be much less interesting, since Frost Strike used to not need it.

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Old 08/12/09, 11:35 PM   #1262
Kaejin
Great Tiger
 
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Troll Death Knight
 
Mal'Ganis
I've been having strange problems with Blood of the North and Blood Runes when they turn into Death Runes. I'm not sure what triggers it, but I think it's when you have a Blood Rune and Death Rune both ready for use at the same time. If you use two Blood Strikes to try and get two Death on the next refresh, only one of the Blood will refresh as Death.

I'm also noticing a slight delay after using Blood Strike where the Blood Rune will start to refresh as another Blood, then change to a Death after a second (though the refresh time remains the same). I'm not sure if this is related. Another DK in our raid was having the same problem.

I either let the lone death rune reset between trash, or switched presences to fix it. Blood Boiling the Death Runes away would probably work, too. I never tried to use Blood Tap to fix it in combat because it only happened to me on trash (the other DK was having the problem during Vezax, though).

Uulwi ifis halahs gag erh'ongg w'ssh.

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Old 08/13/09, 12:26 AM   #1263
Intropy
Von Kaiser
 
Dwarf Priest
 
Spirestone
Originally Posted by phantazum View Post
on average in real time, not on a sim, obliterate makes up 30-40% of my damage.
My mistake. Seems right with the glyph of disease rotation.

Originally Posted by Kaejin View Post
I've been having strange problems with Blood of the North and Blood Runes when they turn into Death Runes. I'm not sure what triggers it, but I think it's when you have a Blood Rune and Death Rune both ready for use at the same time. If you use two Blood Strikes to try and get two Death on the next refresh, only one of the Blood will refresh as Death.
I've seen two things that could be related to this. One is that if you use blood tap it doesn't just turn a blood rune into a death rune. It gives you a buff that turns one blood rune into a death rune for the duration. When the buff expires, it reverts to a blood rune even if it would "naturally" be a death rune anyway. So if you notice this effect in concert with blood tap usage, that is your likely culprit. This can be solved by manually cancelling the buff. Many people make a cancelaura macro for this purpose.

Second is that since 3.2 I have seen several examples of blood runes showing on my display as available, when I know that I have used them too recently for that to be true. And indeed if I try to use them I cannot until the proper interval has elapsed. This seems to me to be purely a bug in the UI or the server to client communication. The server always seems to have the right information.

Last edited by Intropy : 08/13/09 at 12:42 PM.

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Old 08/13/09, 12:31 AM   #1264
PristineChaos
Von Kaiser
 
Human Death Knight
 
Doomhammer
Originally Posted by Intropy View Post
This most likely means you are either playing suboptimally and losing other damage, thus making obliterate a larger percentage of total, or you use a completely different priority system, or rotation with which this community is not aware. Can you explain your ability usage?
WoW Meter Online - Combatlog Replay

Algalon parse - Obliterate = 36.7% damage with GoDisease.

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Old 08/13/09, 12:47 AM   #1265
Sh4d0wfury
Von Kaiser
 
Blood Elf Death Knight
 
Ursin
Originally Posted by Kaejin View Post
I've been having strange problems with Blood of the North and Blood Runes when they turn into Death Runes. I'm not sure what triggers it, but I think it's when you have a Blood Rune and Death Rune both ready for use at the same time. If you use two Blood Strikes to try and get two Death on the next refresh, only one of the Blood will refresh as Death.

I'm also noticing a slight delay after using Blood Strike where the Blood Rune will start to refresh as another Blood, then change to a Death after a second (though the refresh time remains the same). I'm not sure if this is related. Another DK in our raid was having the same problem.

I either let the lone death rune reset between trash, or switched presences to fix it. Blood Boiling the Death Runes away would probably work, too. I never tried to use Blood Tap to fix it in combat because it only happened to me on trash (the other DK was having the problem during Vezax, though).
I've got this problem several times on mimiron hard this night, and neither of Intropy's suggestions was the problem. I clearly had my BT available, and still I had 1 blood rune and 1 death rune stuck for more than 30s. I tried blood striking twice, spamming OB to verify if it was a display bug, blood taping with the death rune on CD and canceling the buff after nothing changed, I even tried to abuse the pestilence bug (the one that generates two death runes) and none worked. The only way I got out of it was Bloob boiling twice, however it happened again on the same try.

My guess it is something with changing presences with a Death rune active, since it always happened on phase 2 and I changed to unholy presence to dump my RP better. I also got the sigil of virulence today, but it's probably not related.

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Old 08/13/09, 1:05 AM   #1266
Kaejin
Great Tiger
 
Kaejin's Avatar
 
Troll Death Knight
 
Mal'Ganis
Originally Posted by Intropy View Post
I've seen two things that could be related to this. One is that if you use blood tap it doesn't just turn a blood rune into a death rune. It gives you a buff that turns one blood rune into a death rune for the duration. When the buff expires, it reverts to a blood rune even if it would "naturally" be a death rune anyway. So if you notice this effect in concert with blood tap usage, that is your likely culprit. This can be solved by manually cancelling the buff. Many people make a cancelaura macro for this purpose.

Second is that since 3.2 I have seen several examples of blood runes showing on my display as available, when I know that I have used them too recently for that to be true. And indeed if I try to use them I cannot until the proper interval has elapsed. This seems to me to be purely a bug in the UI or the server to client communication. The server always seems to have the right information.
Well, I don't use Blood tap because I don't have UA in my build. The other DK uses an aura cancel macro. It also wasn't a display bug. Both runes are usable as what they display as, the problem is that the Blood should refresh as a Death after a Blood Strike, but still refreshes as a Blood Rune. After some more time with this bug, I'm not really sure what triggers it anymore. Maybe using the blood runes too fast after each other?

I used to have a display issue with blood runes when I was blood spec where they would show as usable even though they were on cooldown. This isn't the same kind of thing.


To solve it during the fight, I took to just using Blood Strike once for the Blood Rune and waiting for it to refresh as a Death so I can use both Death Runes for an Oblit. It's painful to waste dps like that, though.

Uulwi ifis halahs gag erh'ongg w'ssh.

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Old 08/13/09, 2:43 AM   #1267
Raika
Glass Joe
 
Blood Elf Death Knight
 
Altar of Storms
I changed my build around a bit to incorporate UA and have noticed that if I try to use Blood Tap and then Unbreakable Armor I'll *usually* end up with 1 death rune and 1 blood rune. I've had times where this doesn't happen, but due to the timer on blood tap it's hard for me to test exactly what's going on.
Seems the only way I can reliably preserve my death runes is to lose a blood strike and use UA + blood Tap first in my rotation, which seems to always work without an issue.

Is there something stupid and obvious I'm missing here?

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Old 08/13/09, 2:59 AM   #1268
Konata
Von Kaiser
 
Konata's Avatar
 
Blood Elf Death Knight
 
Tichondrius
Odd thing about RI I said a couple pages back actually seems to be true(from my testing, don't know if anyone else is getting this).

It actually seems better(for stacking) to have RI in the mainhand for the reason that it seems to put the RI stacks faster. This is due the the few seconds delay on the offhand strike. This makes FC activate a bit later but RI stacks faster. End result for FC should be relatively the same I believe. But faster stack RI seems like it would be better than a faster FC proc. It actually seems to take quite awhile to proc on the offhand. Not sure if this is dps decrease or increase though, since faster FC is more damage as well.

Other note is I am actually using this build Talent Calculator - World of Warcraft with glyph of IT as the third glyph but HB/BS/PS should be fine as well(probably better actually, this just lets me FS earlier in the rotation when I get a KM). The main difference is there is no CoTG, and you could move points in BCB to Sub or UA if you want. This actually works fairly well for me I am not really RP or GCD starved.

I use IT>PS>OB>BS>BS + 1 dump (6 GCDs) then OB>OB>OB + 2 dumps and any rime or HoW (5+ GCD) on single targets. I also weave a FS in whenever I get a KM like the old frost build. W/O IT glyph(with) I get 100 RP - 96 = 4 (14) RP left. which is better than CoTG with 125 RP - 96 = 29 (39-32 = 7)RP left. As you can see from this either way you can only fit 3 dumps, so I made my build with less waste.


This doesn't include druid/priest RP generation which almost always gives enough RP for another FS, even w/o CoTG.

Overall:
-Less RP waste
-enough GCD for 3 dumps and Rime all the time.
-I use all rime procs since I have the time for it. I'll only wait a 1 or 2 GCD for a KM.

For people using a 12 GCD rotation
This uses 11 + 1 Rime or HoW each.

13 GCD rotation:
11 + 1 or 2 rime + HoW if only 1 rime.

From that you can see it is hard to get a 4th FS in unless you are using GoD, since that uses the same rotation with more waste. Eventually that leads to much RP.

It actually slightly easier to get in 2 Rime over a 4th FS as Rime has a slightly lower GCD with haste. I think IT, HB, Pest, HoW, BB are effected by the haste GCD since they are spells. This makes it slightly easier to get in a 13th GCD if you need.

I think this is better than the spec on the OP, since you have less wasted talent points and RP with this build. The GoD might still be better for personal dps, but for those who want to bring a raid buff this works out better. GoD get OB over an IT+PS and possibly a FS. But this build can get in 1 more rime or FS if a druid/priest gives them RP or you use AMS, as well as this build has 5% more haste for more necrosis/BCB/KM/RI/FC procs. Also no "wasted" points in random utility.


@Raika
I post how to avoid that on the previous page. Others listed thier method as well. But I feel this is somewhat easiest to do since it makes no changes to your rotation and easily done with a macro and 2 clicks/press.

I found UA easy to use when I had it as well.

Followed darkside 2 method of it.

To clarify:

Basically on the 2nd part of the rotation where you OB>OB>OB all your runes are on CD BT>UA cancel aura. This doesn't make any changes to your current rotation whatsoever. You could say it delays one blood rune by 1.5 s but that doesn't matter since you need to cast 2 BS next rotation anyways where there will be a 1.5 s delay anyways

Last edited by Konata : 08/13/09 at 3:12 AM.

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Old 08/13/09, 3:39 AM   #1269
basehead60
Glass Joe
 
Night Elf Death Knight
 
Misha
I'm doing 6.5 - 7 k on XT 25 man. with malice in my MH w/ fallen crusader and grasscutter w/ razorice in my off. I use IT full death rune priority rotation, spec 15 54 2. I use single disease in this rotation and it always put me on the top of charts. I am curious if others are having the same success with these new unholy dw double disease specs. I did some testing with two slow one handers and the melee damage came up short by about 400 damage

Last edited by basehead60 : 08/13/09 at 3:45 AM.

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Old 08/13/09, 4:07 AM   #1270
Royksopp
Von Kaiser
 
Orc Death Knight
 
<Bad>
Dragonmaw
With 3/51/17 and using GoD, I found it easy to never have a surplus of RP while still fitting in the Rime/KM procs as often as possible.

The rotation is fairly straight forward, but it goes as such: IT > PS > OB > RPD > BS > Pest (Step 1); OB > OB > "Easy" RPD > OB > RPD -> OB > OB > "Easy" RPD > BS > Pest > RPD > Start back up at the first OB in this chain. You only need to revert to step 1 if you have to reset, or if your death rune conversion bugs out like it often does for me.

RPD stands for runic power dump. Just calling it dump seemed real strange to me, so my apologizes for that.

You're pretty much never using the 130 cap of RPM unless you're eating RP gains from a druid or priest, and even then, it's a bit difficult.

Anyways, that's what I came up with! If it is flawed in any way, I'm more than eager to discuss it with you. :]

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Old 08/13/09, 4:40 AM   #1271
Konata
Von Kaiser
 
Konata's Avatar
 
Blood Elf Death Knight
 
Tichondrius
@Royksopp GoD actually gets a net loss of RP each time(not including rime and other sources of RP). It was designed for this basically so you get all your strongest moves in and no excess RP.

But realistically looking at raid conditions gives this:

First step is 125 RP and after that is 120 RP per rotations.
On the first step you use 96 RP. After that you use 128. giving a net loss of 8 RP per 20 sec rotation. Using rime make is only a 3 RP loss. Rough math gives about 3 min before you are starved for RP, assuming you get one rime per 20 sec rotation. (To clarify this abit. 125 - 96 = 29 RP left. Then 120 - 128 sustainable RP = -8. Add in rime net loss is 3. 29/3 * 20 sec = 193 s ~= 3.2 min to starve)

This is a 11 GCD + 1 Rime rotation.

For RP flood to happen in 12 GCD cycle:
-Get RP from druids/preist
-Casting HoW every 20 sec rotation instead of rime

For those who can get the 13 GCD rotation, 11 GCD + 1 Rime + 1 HoW or Rime.
This will always result in a RP flood.

The other cause is that HB gives 5 RP per target hit which pretty much will flood you with RP in any AoE situation.

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Old 08/13/09, 4:44 AM   #1272
Souli
Glass Joe
 
Orc Death Knight
 
Dentarg (EU)
I ran a 5000h EP calculation during last night using this spec 2/53/16 with Glyph of BS since we have a FFB mage in our raids.

the stats:
EP :AttackPower = 100
EP :Strength = 268
EP :Agility = 121
EP :CritRating = 156
EP :HasteRating = 50
EP :ArmorPenetrationRating = 190
EP :ExpertiseRating = 281
EP :HitRating = 418
EP :SpellHitRating = 43
EP :WeaponDPS = 703
EP :WeaponSpeed = 32812
EP :2T8 = 11538
EP :4T8 = 13846
EP :2T9 = 26461

I dunno why I have such bad values for haste in there could it be because of just 1/3 BCB?


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Old 08/13/09, 5:30 AM   #1273
Foxx2405
Don Flamenco
 
Foxx2405's Avatar
 
Blood Elf Death Knight
 
Moonglade (EU)
Originally Posted by Raika View Post
I changed my build around a bit to incorporate UA and have noticed that if I try to use Blood Tap and then Unbreakable Armor I'll *usually* end up with 1 death rune and 1 blood rune. I've had times where this doesn't happen, but due to the timer on blood tap it's hard for me to test exactly what's going on.
Seems the only way I can reliably preserve my death runes is to lose a blood strike and use UA + blood Tap first in my rotation, which seems to always work without an issue.

Is there something stupid and obvious I'm missing here?
Well there are situations where it just messes up. And blood tap's irregular behaviour is the culprit of that.

That is why you sometimes want to cancel the blood tap macro, but other times you don't.

An example of one of the issues i came across:

IT>PS>OB>UA>BS>BS

Ok, now the issue with this at first was that UA macro turns one of the blood runes into a deathrune. For some reason though it doesn't go on cooldown, basically i get this:
IT: FfUUBB
PS: FfUuBB
OB: ffuuBB
UA: ffuuDB

Now i can do 2 things, i can ignore the deathrune or i can blow it off on blood strike. If i do the latter something odd happens. The deathrune will revert to a blood rune the next rotation. Meaning you end up with an irregular BD pattern.
You can also leave it alone, that fixes it for the next part of the rotation. However i've seen blood tap do crazy things after you use it in the next part on obliterate (2 deathrunes) and blood tap runs out around then, I think i've had it reset the counter on the blood rune sometimes. (5 sec left on BT deathrune, expires, 10 sec left on regular blood rune).
Can not confirm the last to be 100% true though, could just be my mistake.

Either way, the way i've handled it for this situation is that I use a cancelaura macro which i pop after UA.
That way the moment UA popped the Deathrune from BT is changed back to blood giving this:
IT: FfUUBB
PS: FfUuBB
OB: ffuuBB
UA: ffuuBB

after which i can blow them away with 2x blood strike.

The problem is that you don't want to cancelaura when you want that deathrune to be a deathrune. In this situation you do not want to cancelaura:
OB: FfUuDD
OB: ffuuDD
UA: ffuuDD

If you use the cancelmacro there, you're again stuck with a BD combination that messes things up.

A way to solve both situations is to macro a cancelaura to bloodstrike, since you only use that when you have blood runes recharging.

I'm gonna do some dummy tests and see if i can get out all possible ways you can mess this thing up, but from what i think it goes like this

A rotation consists of 2 rune cycles; rotations take 20 seconds, rune cycle takes is 10 seconds.
IT>PS>OB>BS>BS
OB>OB>OB

That is a rotation, and each line is a runic cycle. (I call it that way otherwise people get confused)

Divide a rune cycle (10 second) up in 2 blocks
Unholy Frost rune block and the BB/DD block.

Using the UA macro anywhere in the UF block usually leads to problems. The main reason is that you use a frost rune for UA and then generate a death rune to fix obliterate.
In the first rune cycle of the rotation that costs you 1 blood strike (after all, you use 1 converted deathrune with blood tap to use on obliterate). And in this situation you can NOT use a cancelmacro, because that deathrune you used on obliterate needs to be a deathrune in the second half of your rotation as well.
In the second rune cycle its just as bad, because you use a frost rune for UA and then convert a deathrune to a deathrune. You lose 1 obliterate here.

That means you can only effectively use it before you use the BB or DD runes, or right after.
If you use them right before you use your blood/death runes you're always good if you use a cancelmacro on bloodstrike.
In the first runic cycle you will convert a death rune use it on UA. At this point something weird happens, which I dont know why really, but basically you still keep that deathrune (anyone knows why ?). So you have DB runes up after UA and you can use 2x BS. The first will use the blood rune and the cancelmacro on BS will convert the other back to a blood rune, which you blow on a second bloodstrike.
In the second runic cycle you use one of the deathrunes on UA, then right after convert it back to another deathrune, and you can burn both on obliterate. You won't cancelmacro here so your runes will refresh as DB rune, however you have the cancelmacro on BS to fix that again.

If you use it after the BB/DD runes you should be fine with UA as well as long as you pop it right after you used the blood/deathrunes. Otherwise you delay your rotation too much.

What you also can do is have a seperate cancelmacro, that gives a bit more flexibility. However that is another button to push and another action to perform in a GCD stressed enviroment. I prefer an integrated cancelmacro myself.

I think ill run some dummy tests on the stuff i wrote above and see if i'm correct. In theory its fairly simple though: Use UA before you use your Blood or Deathrunes. It does mean that UA has somewhat limited usability, as you can only pop it in a ~1 second window every 10 seconds. So unlike say a gargoyle or dancing rune weapons you can NOT always pop it whenever you like.
With DRW or Gargoyle i get the ammount of RP i need as soon as i know we (are gonna) have bloodlust. And then i wait when my procs are up as well (preferably at least 2 out of 3) and then i can mash the cooldown whenever. UA does not have that freedom, so it could be that you miss out on a trinketproc or something because you're in the wrong part of your rotation.

Lot of text, i know, but its the best way i could discribe the problem I'm talking about.

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Old 08/13/09, 6:35 AM   #1274
GBF
Von Kaiser
 
Orc Death Knight
 
Mal'Ganis
Parse of tonight's XT-002 hardmode

I was in Unholy Presence because earlier in the raid I was in Blood for Northrend Beasts and found myself utterly GCD capped. So I decided to give UP a go, and it got me some good results. Kersch is our Blood DK, I'm Frostfright (DW Frost). Popped army right before first and only heart phase, as did he. Normally the gap is greater between us, since I'm usually in Blood Presence. But I was closer or better tonight, as anecdotal as that is (Though XT hard is a hilariously long fight, so I think it's a good example).

I used Sigil of Virulence the whole night.

Feel free to check over the whole night's raid parse if you care. Every fight had me in Unholy Presence except Northrend Beasts. After Kologarn is sort of useless, though. I upgraded to a Malice partway through the run.

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Old 08/13/09, 9:20 AM   #1275
Drakenar
Glass Joe
 
Human Death Knight
 
Tanaris
I'm very sorry if I missed any post on gemming for Frost Dual Wield DPS. I can't find one so here goes.

What's the overall thoughts on gemming now? For 2h Blood ArP was highly though of. Should we just be gemming for STR as Frost DW?

Has anybody done any kind of extensive testing of what to gem for?

On another note, I managed to pull over 9k on Hodir Last night. Also did XT-Hard and I pulled around 6.2k. I've done more before on XT but the fight just lasted way to long yesterday. Also got 1 too many bombs on me.

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