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10/01/10, 2:50 PM
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#326
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Von Kaiser
Blood Elf Hunter
Wyrmrest Accord
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Has anyone determined the haste cap for Unholy DKs?
For example, transferred over my DK to the Beta realms twice. On the first toon, I reforged all my haste into mastery (just to get rid of it) as much as I could, putting me at about 13% haste, and had no problems having time to hit runes and prioritize. Was never RP capped.
However, with the other copy I have ~23% haste and don't have time to hit all my runes before they're off cooldown (~7sec refresh, ~4sec with Runic Corruption up),
I see people referring to haste as the best stat for Unholy, but at what point does it become overkill. When do you start losing dps due to unused runes/RP?
TL;DR - What's the haste softcap regarding rune regen?
Edit: numbers incorrect
Last edited by Tikiman49 : 10/01/10 at 2:55 PM.
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10/02/10, 9:20 PM
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#327
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Glass Joe
Worgen Death Knight
Crushridge
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I was looking over Consider's blog today and I saw the pic of the spreadsheet that he made in regards to Frost RP generation.
With the exception of outbreak being out of reach until Cata is released, I redid the chart reflecting the current rotation and abilities that I have been spending my time with on the ptr and what we will be using in 4.0 at level 80...at 85 outbreak will factor in of course.
This chart reflects dual wielding and a haste rating around 1000.
I am looking at a refresh rate between 7-8 seconds on the PTR right now with this rating.
I specifically left out Howling Blast. I would replace a frost strike for the as with more haste it should be no problem to get your Rime Procs into this basic "rotation"
I will re-post the spreadsheet as I correct the 2nd sequence.
Last edited by Anuta : 10/03/10 at 3:09 AM.
Reason: Spreadsheet error.
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10/02/10, 9:53 PM
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#328
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Piston Honda
Human Death Knight
Boulderfist
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Originally Posted by Anuta
I was looking over Consider's blog today and I saw the pic of the spreadsheet that he made for the Frost RP generation.
With the exception of outbreak being out fo reach until cata is released, I redid the chart reflecting the current rotation and abilities that I have been spending my time with on the ptr.
This chart reflects dual wielding and a haste rating around 1000.
I am looking at a refresh rate between 7-8 seconds on the PTR right now with this rating.
I specifically left out Howling Blast. I would replace a frost strike for the as with more haste it should be no problem to get your Rime Procs into this basic "rotation"
Frost DPS Spreadsheet
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You do know runes of the same type don't regenerate at the same time, right? I mean, you would've noticed that what you linked to is actually impossible if you tried to do it on the PTR.
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10/03/10, 3:07 AM
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#329
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Glass Joe
Worgen Death Knight
Crushridge
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Originally Posted by Disargeria
You do know runes of the same type don't regenerate at the same time, right? I mean, you would've noticed that what you linked to is actually impossible if you tried to do it on the PTR.
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I do know this...there is an error with a misplaced oblit. i will correct and re-post.
I am also adding a rune refresh chart
Last edited by Anuta : 10/03/10 at 12:20 PM.
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10/04/10, 9:26 AM
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#330
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Piston Honda
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Currently in beta it is still possible to pre-stack your ghoul in one instance: Sudden doom procs. If sudden doom is procced and you use death coil to heal, the proc does not get used up, allowing unlimited spamming until it falls off naturally, so I use this to stack to 5. I tend to use it on trash leading up to a boss in 5-mans (which actually matter somewhat in cataclysm) to end the fight at max RP. The proc lasts 30 seconds on your ghoul, so I just cast another DC at 29 seconds refreshing it to another 30, by which point the boss gets pulled and the first global I use gets to be DT.
Even if this gets removed (which it probably should) you would logically try to end trash with max RP so you can refresh your ghoul SI stacks a couple times before the next pull and have DT available.
In a "max DPS" spec I end up having one point remaining which has nowhere "fun" to go, so it goes into RPM in order to avoid capping at 100, letting me do 3xDC instead of just 2 if I soak with AMS or the like. Two points in magic suppression seem to be enough for boss AOEs or void zones and such to have me go from 0-110 RP instantly.
Last edited by rh8452 : 10/04/10 at 9:32 AM.
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10/04/10, 8:40 PM
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#331
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Don Flamenco
Blood Elf Death Knight
Hyjal
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An interesting change, from: World of Warcraft - English (NA) Forums -> DK tanking - one thing we NEED
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We changed Rune Strike to: after a dodge or parry or whenever you are in Blood Presence.
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I'm feeling pretty decent about that, but it almost seems... Too good? It's got some hilarious PVP implications, certainly, but I'm mostly concerned with PVE. Does this become our new Shield Slam, so to speak?
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10/05/10, 6:41 AM
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#332
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Great Tiger
Orc Death Knight
Blutkessel (EU)
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Originally Posted by Gort
I'm feeling pretty decent about that, but it almost seems... Too good? It's got some hilarious PVP implications, certainly, but I'm mostly concerned with PVE. Does this become our new Shield Slam, so to speak?
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RS is now the official runic power dump for blood, that's all.
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10/05/10, 7:01 AM
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#333
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Piston Honda
Gnome Death Knight
Elune (EU)
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Originally Posted by Gort
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Oh boy ! This is really great.
Don't want to sound to optimistic, but this might solve almost all the DK Blood issues (except for the lame "anti-crit" talent, which is not that dramatic ^^) : - Threat after the pull : as RS is usable as soon as you have RP, it will give much more reliability.
- OT threat : obviously, we were pretty much screwed while OTing.
- "Empty rotations" : as our RP will be mostly used on RS which is cheap, we will have more GCD to get busy. As a side effect, we will have more RE procs, to use our abilities, generating more RP to use RS, and so on.
I can't wait to test that and see if, on the other side, it doesn't make use too busy (which I doube, but you never know !).
The only thing we desesperatly need now is the rune cost removed from CD. Even if the new RS helps with the rune availability, I don't think it's a logical philosophy to have Rune-cost on our CDs (RP cost, at worst, would be fine).
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10/05/10, 7:11 AM
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#334
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Von Kaiser
No WoW Account
Goblin Death Knight
No WoW Account (EU)
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As far as I can tell: neither Vampiric Blood, nor Icebound Fortitude have a cost (IF obviously only with the respective talent).
Bone Shield and Rune Tap remain unchainged though I don't think it's that necessary to have their cost removed.
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10/05/10, 7:18 AM
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#335
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Piston Honda
Gnome Death Knight
Elune (EU)
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Oh my bad ! Rune cost was removed from VB ( Vampiric Blood - Spell - World of Warcraft ). I didn't notice... T_T
Sorry about that.
Rune Tap should have its cost remanied, I won't argue with that.
As BS is concerned, I don't know... As it's not a very powerful CD you want to activate at the critical moment, I'd say you're right (also, it's one good way to dump a UH rune proced from RE ^^).
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10/05/10, 12:00 PM
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#336
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Von Kaiser
Orc Death Knight
Proudmoore
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Originally Posted by Gort
An interesting change, from: World of Warcraft - English (NA) Forums -> DK tanking - one thing we NEED
We changed Rune Strike to: after a dodge or parry or whenever you are in Blood Presence.
I'm feeling pretty decent about that, but it almost seems... Too good? It's got some hilarious PVP implications, certainly, but I'm mostly concerned with PVE. Does this become our new Shield Slam, so to speak?
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I wouldn't plan on it staying this way. It seems like a two handed frost build in blood presence with might of the frozen wastes would be quite a ridiculous amount of damage both in pvp and solo pve.
I imagine they will have to tack this ability onto a tier 3+ talent in blood if they keep it at all.
Last edited by Tantlin : 10/05/10 at 12:35 PM.
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10/05/10, 10:18 PM
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#337
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Von Kaiser
Tauren Druid
Scarshield Legion (EU)
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Anybody have tested if DS still double dip inside ICC? If yes, does the shield from DS triple dip?
example:
outside icc:
10k dmg/5sec = 4500 healing (with talents)
with no mastery:
4500*50%=2750 shield
If DS healing double dip and the shield triple dip
inside icc:
10k*1.3=13k dmg/5sec
13k*0.45*1.3=7605 healing
7605*0.5*1.3=4943.25 shield (3802,5 shield if only the healing double dip)
I havnt read anywhere about anybody testing if DS still double dip and if the shield triple dip and I cant test it my self.
I would love to know because it really effects how we are going to reforge as it will buff the mastery alot if it triple dip.
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10/07/10, 12:39 AM
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#338
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Glass Joe
Draenei Death Knight
Bleeding Hollow
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Originally Posted by Gort
I'm feeling pretty decent about that, but it almost seems... Too good? It's got some hilarious PVP implications, certainly, but I'm mostly concerned with PVE. Does this become our new Shield Slam, so to speak?
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I don't think it's too much of an issue as RS spam isn't sustainable. Certainly burst may be an issue, but in the long term its only usable on every third GCD (assuming the other two are used on 1 rune abilities) and every other when using Death Strike heavy rotations. It certainly won't be possible to only spam RS to tank. I could see threat modifiers changing, but that seems to be up in the air for everything at the moment. As a note, this is roughly the frequency in which Shield Slam gets used when considering S&B procs.
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10/10/10, 2:50 PM
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#339
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Glass Joe
Dwarf Death Knight
Baelgun
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Talents
With all the changes to Blood Boil, does DnD even have a place anymore in a typical pull (when all mobs are visible in one location) except to throw somewhere you aren't standing? I think glyphing for DnD, and speccing into Morbidity would be a waste of talents since BB has become so useful.
Thoughts?
*Edit for clarification.*
Last edited by Kauthier : 10/10/10 at 4:35 PM.
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10/11/10, 12:55 AM
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#340
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Glass Joe
Worgen Death Knight
Argent Dawn (EU)
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The big advantage with DnD is that it's a constant flow of threat whilst still keeping GCD's free for a steady rotation. For all intents and purposes, it's practically passive threat. You'll be thanking your lucky stars when you have GCDs free to pop cooldowns or otherwise.
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10/11/10, 3:30 AM
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#341
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Glass Joe
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Originally Posted by Suphix
The big advantage with DnD is that it's a constant flow of threat whilst still keeping GCD's free for a steady rotation. For all intents and purposes, it's practically passive threat. You'll be thanking your lucky stars when you have GCDs free to pop cooldowns or otherwise.
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15 seconds with the glyph isnt really that long when you consider it wont be usable again until 15 more seconds after it drops off. Also, the question about which glyph your willing to drop isnt easy to answer. I cant see myself sacrificing DS glyph, HS glyph or RS glyph for a 15 sec aoe.
I guess it depends on raid composition and the talent points you have available to you considering that. Personally Ill probably have to grab Scarlet Fever so Ill need that UH rune to go with Crimson Scourge instead of DnD.
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10/13/10, 8:26 AM
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#342
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Von Kaiser
Human Death Knight
Vek'nilash
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Rune Strike now deals 150% weapon damage, down from 200%. No longer requires you to dodge or parry, only usable while in Blood Presence. Now costs 30 Runic Power, up from 20 Runic Power.
Improved Blood Presence now increases your rune generation by 10/20%
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The change to Rune Strike is in the ball park of what most of us expected. It's a good trade off for being able to use it whenever we want. Meanwhile the change to Blood Presence solves two of our most pressing concerns. Imp Blood Presence now has a decent bonus and hopefully we won't feel so resource constrained while tanking now. Overall great changes.
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11/04/10, 2:45 AM
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#343
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Glass Joe
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I was wondering if this was intended in the changes. Testing on the dummy right now, and I noticed that there is something odd with blade barrier. Vampiric blood, Death Coil, Icy Touch, Plague Strike, Ice Bound Fortitude, Anti-Magic Shell, Chains of Ice, Death Grip, Dark Command, Horn of Winter, Bone Shield, Gift of the Naruu, Death and Decay, Dancing Rune Weapon, Raise Dead, Death Pact, Mind Freeze, Strangulate, Obliterate, Death Strike are all proccing blade barrier if blade barrier is already up and blood runes are on cool down. If they're not on cool down these abilities will not proc blade barrier. I did not get a chance to test Rune Strike or Raise Ally.
It would seem as long as the blood runes are on cool down, any ability used will refresh Blade Barrier except Path of Frost.
Sorry if this was posted already, I used search feature and found nothing.
I also tested Drums and things like trinkets, none of which seemed to proc it if blood runes were on cool down.
This was tested on 4.03, not beta.
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11/04/10, 4:49 AM
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#344
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Don Flamenco
Draenei Death Knight
Chants Eternels (EU)
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In fact, it's always worked like that since WotLK.
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12/27/10, 3:49 AM
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#345
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Von Kaiser
Human Death Knight
Laughing Skull
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Wrong thread. It's way too late to be trying to post.
Last edited by MikeMo : 12/27/10 at 3:57 AM.
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12/27/10, 4:05 AM
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#346
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King Hippo
Draenei Death Knight
Dragonblight
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Ignore
Last edited by Consider : 12/27/10 at 4:05 AM.
Reason: Was a response to the above
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