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01/10/10, 4:39 PM
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#2131
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Glass Joe
Draenei Death Knight
Lightbringer
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Originally Posted by clowningaround
I feel somewhat sheepish asking this, but searching the forums has left me more curious. Regarding bloodtap macro's, I've used both the macro from the OP and a similar one without the /stopcasting command. In both cases I need to spam the button in order to have Bone Shield cast, despite BT being off of the gcd. Some of the posts I found say that a single button press will cast both BT and Bone Shield, while I've never been able to do that; this results in my rotations being thrown off unless I replace a Blood Strike with the macro (non-reaping build). It seems that while BT is not on the gcd, the rune activation takes some time, as using the macro with all runes up results in an instant Bone Shield via unholy rune. My latency is ~60ms, if that has any bearing in this.
Which is the expected behaviour for the macro and how are you incorporating it into your rotations? My assumption is that the functionality I am seeing is likely much easier to incorporate into a reaping rotation with both death runes up, prior to the SS, so perhaps I should just switch to a reaping build.
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I run with 750 ms so this might not be helpful but I use the
/cast Blood Tap
/stopcasting
/cast Bone Shield
Which I combine with
/cast Blood Strike
/cast !Rune Strike
/cancelaura Blood Tap
and I use it when all runes are down at the very end of a rotation after blowing my 3rd SS, usually when I have low RP for an extra DC so it goes a little something like this:
PS>IT>BS>BS>SS>DC | SS>SS>SS>MACRO (Press Twice Quickly) DC>DC>HoW
If you do it correctly you end up with extra GCD's from Boneshield, 1 extra DC and horn of winter. When combining that with GCD's from refreshing diseases and the first blood strike it should fit seemlessly into your next rotation.
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01/10/10, 5:20 PM
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#2132
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Von Kaiser
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I could be totally wrong, but did you account for Windfury in this equation? If not, Byntroll remains BiS
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Sorry for the late reply. I did in fact factor in Windfury. The 'raid baseline' I refer to includes 23.6% haste (Windfury and Swift Retribution).
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01/10/10, 6:04 PM
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#2133
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Great Tiger
Orc Death Knight
Blutkessel (EU)
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Originally Posted by Sealpup
For those who have attempted or killed Professor Putricide, what are your thoughts on taking 2/2 Improved Unholy Presence? We spend most of the time moving throughout 3 phases, especially the first two of course. In this fight, we don't only increase our personal DPS with a quicker run speed, but we also prevent the adds from exploding should they be killed on time.
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You don't need Improved Unholy Presence. I have runspeed on my boots and it's enough. You can cut the time running with playing cleverly, like letting yourself get kicked back to the boss or not chasing the brown ooze until it's dead.
Originally Posted by frmorrison
Regarding the change in mechanics, since the Shadow part of SS does not count as a melee attack anymore, my FC went from 83 to 76, so that means Strength stat weight would be a little less.
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It's under 70% for me now.
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01/10/10, 6:10 PM
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#2134
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Piston Honda
Human Paladin
Cenarion Circle
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Originally Posted by Sealpup
For those who have attempted or killed Professor Putricide, what are your thoughts on taking 2/2 Improved Unholy Presence? We spend most of the time moving throughout 3 phases, especially the first two of course. In this fight, we don't only increase our personal DPS with a quicker run speed, but we also prevent the adds from exploding should they be killed on time.
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It's definitely a nice boost on Putricide, and the DPS loss from the two talent points is fairly minor. You'll run faster than someone with only the boot enchant, and actually have a decent boot enchant on top of it. Hard to actually quantify the DPS gain though of course.
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01/10/10, 6:42 PM
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#2135
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Great Tiger
Troll Death Knight
Mal'Ganis
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I would just as soon switch to UH Presence when running from Gas Clouds and the like.
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01/10/10, 7:41 PM
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#2136
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Protector
Ashstrike
Human Paladin
No WoW Account
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Originally Posted by Kaejin
I would just as soon switch to UH Presence when running from Gas Clouds and the like.
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You lose 15% damage to gain 15% haste but the Gas Clouds need to die fast so that isn't a good idea. You need to burst them down.
The boot enchant isn't hard to get.
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01/10/10, 8:18 PM
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#2137
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Glass Joe
Human Death Knight
Vek'nilash
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Originally Posted by Alyse
Taking a look at my own log, necrosis provided approximately 98600 damage over 294 seconds, or 67 DPS per point. Using Consider's OP values for DPS:AP, that turns one point of necrosis into 67*1.59=106.53 AP.
As a side note, Cat's Swiftness is a superior DPS enchant if you decide to go with a movement speed enchant.
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you think the 6 agility is really worth it over 15 stamina?
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01/10/10, 8:26 PM
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#2138
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Great Tiger
Troll Death Knight
Mal'Ganis
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When running from Gas Clouds.
I'd rather not incite a lengthy discussion about run speed boot enchants, but the benefit gained from them has always been something I was skeptical about.
If you're running from something. It's very likely you're not going to be using your runes anyway, so switching to UH Presence is better than the enchants. If you're able to DPS immediately after you're done running, you can just switch to Blood Presence and hit Blood Tap to get the rune right back.
If you're running a long distance (from one of the illusion rooms into Yogg's Brain Room, for instance), the same holds true.
If you're not running from something or running a long distance, how much DPS will the run speed actually give you over Icewalker? Like you said, though, the boot enchant is easy to get. Icewalker is cheap as well. It's not as if each enchant is worth several hundred gold, so I suppose it's a trivial argument.
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01/10/10, 8:26 PM
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#2139
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I find your lack of faith disturbing
Kroot
Orc Death Knight
No WoW Account
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Originally Posted by Lightbeard
you think the 6 agility is really worth it over 15 stamina?
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Why wouldn't it be? DKs have 0 survivability issues if played correctly and 6 agility provides a (small) DPS boost whit 15 stamina provides none.
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Originally Posted by Silmeria
See this is how engineers argue! Why the fuck we gotta have 17 page threads on how much Diablo 3 sucks I blame liberal arts majors
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01/11/10, 12:09 AM
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#2140
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Glass Joe
Night Elf Death Knight
Blackrock
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I've been simming 2T10+2T9 and 4T9 and I still haven't found a spot where 2T10+2T9 is better. I even used Consider's character in the sim and it came out with 4T9 higher. Am I missing something here or is it not worth to switch to T10 until you have 4 pieces?
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01/11/10, 4:54 AM
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#2141
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Von Kaiser
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As a side thought, how exactly does AP benefit AoTD in terms of coefficients? I realize this question is quite trivial (and more of a curiosity thing than anything else), but I'm not entirely sure how much AP affects AoTD's damage, nor can I find the old AoTD threat or any other information about it.
Last edited by Alyse : 01/11/10 at 6:43 PM.
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01/11/10, 5:05 AM
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#2142
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Piston Honda
Troll Hunter
Moonglade (EU)
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Originally Posted by Namagoroshi
I don't agree with Herbalism being useless to Dps. Beside the obvious fact you don't have to pay for pots and flasks the the healing skill can be used for gain 600 atk Power before the fight starts.
1. Use Lifeblood ( Greatness procs )
2. Haste pot
3. Army
4. Diseases.... etc..
and if your have you rotation perfected, you can get your 3 PS in to maxout your dps for Gargoyle before you loose the effects form Greatness and the haste pot. I cant say that the extra 84 atk power form JC will out dps this the large burst in the long run, but its a something to think about.
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I doubt it. First of all you're pretty much wasting greatness uptime outside of combat by using it this way. I think every advantage the greatness on army would give is offset by the fact it's ticking away outside of combat.
The damage increase your army will see from the greatness buff is pretty small as well, especially after the nerf.
The haste pot is not something that is only for Herbalists.
If I'm using army, i generally pop them before a fight without any procs up. Save my trinkets for gargoyle which generally does a lot more damage as well. Another benefit is that since I personally use both greatness and WFS, they're always up when gargoyle comes back up due to the 45 sec ICD.
I tried popping army in combat for a while too, but i figured out that the damage in the end isnt worth it. If i'm doing 9000 dps, and army does about 900 dps over it course, than the 4 second channeling time and the 40 second up time cancel each other out in damage done.
But i think that the loss from 42 extra strength (JC) and losing at the very least 4-5 seconds on greatness (realistically probably closer to its full duration, unless your tank times running in well), is not really worth going herbalism over to get an early greatness buffed army off.
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As a side thought, how exactly does AP benefit AoTD in terms of coefficients? I realize this question is quite trivial (and more of a curiosity thing than anything else), but I'm not entirely sure how much AP affects AoTD's damage, nor can I find the old AoTD threat or any other information about it.
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I think they scale pretty well with buffs, the problem however is that their dps in the end is relative so minute compared to the dps time you lose with channeling in combat that the dps gain nearly equals zero.
The only thing i'd see worth while with army is to pop it before a fight with an Indestructable Potion up. But since the damage nerf the damage i'd gain from them is pretty low in the end, and only usable on certain fights.
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01/11/10, 5:17 AM
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#2143
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Von Kaiser
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Originally Posted by Nyth_
I think they scale pretty well with buffs, the problem however is that their dps in the end is relative so minute compared to the dps time you lose with channeling in combat that the dps gain nearly equals zero.
The only thing i'd see worth while with army is to pop it before a fight with an Indestructable Potion up. But since the damage nerf the damage i'd gain from them is pretty low in the end, and only usable on certain fights.
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I believe that in the OP, it is stated that even on a Patchwork type fight, channeling AoTD mid combat is still a DPS gain. While you may be correct that it is small, it's a DPS gain nonetheless.
The damage from AoTD isn't negligible - in one of the logs I posted above, AoTD did ~35k damage - this is damage that is essentially 'free', as you can (and should when applicable) cast it pre-pull, allowing no interruptions on your rotation.
With regards to my original question, I was leaning more towards an 'x AP provides y more damage for AoTD', if anyone had some type of information on that. While small, it may be something that can be modeled in the simulator (if it hasn't been already).
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01/11/10, 6:26 AM
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#2144
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Piston Honda
Troll Hunter
Moonglade (EU)
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Originally Posted by Alyse
I believe that in the OP, it is stated that even on a Patchwork type fight, channeling AoTD mid combat is still a DPS gain. While you may be correct that it is small, it's a DPS gain nonetheless.
The damage from AoTD isn't negligible - in one of the logs I posted above, AoTD did ~35k damage - this is damage that is essentially 'free', as you can (and should when applicable) cast it pre-pull, allowing no interruptions on your rotation.
With regards to my original question, I was leaning more towards an 'x AP provides y more damage for AoTD', if anyone had some type of information on that. While small, it may be something that can be modeled in the simulator (if it hasn't been already).
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I know, but that damage comes at a cost.
If you are doing 8500 dps at the moment you channel army. (Probably even higher if you channel army while buffs are up), than in the 4 seconds you channel you lose 4*8500 = 34000 damage.
That means your army has just gained you 1k damage in a boss fight of 25 million HP. Not to mention it might force your runes out of sync a bit, forcing an early disease refresh or using a cooldown like ERW.
In that case it seems more of a gain to just pop army before the fight, and have it do crappy damage but without affecting your dps.
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01/11/10, 7:05 AM
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#2145
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Glass Joe
Human Death Knight
Balnazzar (EU)
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Originally Posted by Nyth_
If you are doing 8500 dps at the moment you channel army. (Probably even higher if you channel army while buffs are up), than in the 4 seconds you channel you lose 4*8500 = 34000 damage.
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As it's been mentioned before, the dps loss while casting army mid fight is a lot smaller. Of that 8500 dps, a quite big portion is Frost Fever, Blood Plague, Ghoul, Unholy Blight, Wandering plague and possibly Gargoyle (see all procs up); which is damage that is not halted by your channeling.
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