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[WoW] Death Knights Hoo!: Druids don't need shields to tank, and neither do we!
There's been a lot of random information trickling out about the newly introduced "Hero" class for WotLK. Damage-dealers, ability to tank, possible "over-powered" abilities incoming for the arenas.
Who plans on re-rolling one as their new main?
What are people's thoughts on ANOTHER possible tanking class being added?
They apparently can't use shields. What could this represent for the Tanking Aspect of WoW?
Crazy Runeswords!! Could this be the new "omgWarlock" class, or does it smell like another Paladin in the making?
Theory-crafting. GO!
Spoiler:
Death Knights
* All players with a level 55 character will be able to create one Death Knight per realm, per account. (Gamespy.com)
* Blizzard's designers decided to start the class with a full complement of abilities right off the bat, figuring that any player that has advanced a character to level 55 would be able to learn to handle the new class with minimal difficulty. (Gamespy.com)
* Death Knights will have a summonable Skeletal Deatcharger Mount. (Gamespy.com)
* Death Knights aren't using Mana or Energy, the runes are their primary source of power and are slotted into their "blade," which lies underneath their health bar as a visual indicator of what resources are available to the player at any given moment. (Gamespy.com)
* Spent runes automatically refresh after a set period of time, much like a Rogue's energy bar. (Gamespy.com)
* There are six slots in the blade, and the player is free to fill those slots with any given number of Blood, Unholy or Frost runes. (Gamespy.com)
* Death Knights also have a secondary resource called Runic Power generated by using your rune abilities. It will use the same mechanics as rage and increase when you deal damage, or slowly decrease if you're not using it. (Gamespy.com)
* Death Knights will have a lot of abilities that cost all available Runic Power with varying levels of effectiveness based on total Runic Power spent. (Same mechanics as Execute for warriors, or finishing moves for Rogues) (Gamespy.com)
* Death Knights will have spells equivalent to auras called "Presence", providing them with powerful self-buffs depending on their role in the group. (One for tanking, one for damage dealing, etc ...) (Gamespy.com)
* An instant lifedrain spell (described as death coil without the fear component) will be available. (Gamespy.com)
* Death Knights will be the first class to use diseases as a source of damage, with abilities that become strong depending on how many diseases are already applied to the target. (Gamespy.com)
* "Army of the Dead" will spawn numerous undead minions to attack nearby hostiles targets. (Gamespy.com)
* Death Knights will also revive an enemy (or ally) as a ghoul to use it as a pet with its own special abilities like a disease-inflicting strike and a stun. (Gamespy.com)
* When an ally is risen as a ghoul, a pop-up will appear and this ally will have the choice to control the ghoul if he wants to. (Gamespy.com)
* The Death Knight's particular niche will be in tanking magic-damage-dealing bosses. They will have an ability much like a banshee's anti-magic shell, greatly diminishing the amount of incoming magic damage they'll receive in combat (Gamespy.com)
Death Knight Skills
* Death Coil -- Depletes all Runic Power, dealing 600 damage to a non-Undead target, or healing 900 damage on a friendly target. (Curse.com)
* Death Grip -- This is the Death Knight's "taunt" ability. It also pulls the target to the Death Knight, forcing them to attack the Death Knight for a short amount of time. Yes, I said pulls the target; Blizzard is going to allow players to move mobs in the expansion both with Death Grip, and other knockback/pull abilities. This works on players too, so PvP balance ahoy! (Curse.com)
* Chains of Ice -- Roots the target in place. When the spell fades, it places a snare on the target that reduces in potency as the duration runs out. (Curse.com)
* Death Pact -- Sacrifices the raised ghouls to heal the Death Knight. (Curse.com)
* Death and Decay -- Targeted, AoE Damage-over-time which pulses similar to the Paladin spell Consecration. Anyone affected by Death and Decay has a chance to be feared. (Curse.com)
* Frost Presence -- Increases Armor by 45% and allows the Death Knight to generate 25% more threat. Only one presence can be active at any time. (Curse.com)
* Unholy Presence -- Increases Attack Speed and Movement speed by 15%. Only one presence can be active at any time. This was described by Tom Chilton as the "PvP" presence. (Curse.com)
* Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power. (Curse.com)
* Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds. (Curse.com)
* Summon Deathcharger -- Allows the Death Knight to summon a Deathcharger mount. This mount is acquired through quests, similar to the Paladin and Warlock land mounts. (Curse.com)
* Raise Dead -- Raises a nearby corpse to fight for the Death Knight for 2 minutes. If used on a player corpse, the player has the option to play as the ghoul for the duration -- gaining access to the ghoul's abilities. (Curse.com)
The ghoul has the ability to do the following:
Leap to the target
Rend for decent damage-over-time
Stun target, and of course more
I have the feeling that DKs are going to be what ret pallies / dps warrior really want. Mostly dps with tanking on the side. From what I've dug so far, DK tanking will work off having a lot of stamina, and dodging & parrying.
I wonder if they'll get some sort of special skill for parrying/dodging like pallies and wariors have for blocking, or if they'll go the route of druids and just have tons of stamina to be a damage sponge...
I think they'll have very heavy parry. They're duel-wielding, right? That seems conducive to lots of parries.
This is actually a good idea, if most of their threat generation was from parrying or on-parry abilities, it would allow them to tank only when they wanted to without needing a specific tank form or stance.
I think they'll have very heavy parry. They're duel-wielding, right? That seems conducive to lots of parries.
I'm predicting a lot of Male Blood Elf DKs with various spellings of Zolo, Kenshin, etc.
If they do this, I will roll an alliance character to gank them. Repeatedly. It's Zoro, goddamnit. Not to mention the fact that neither Kenshin nor Zoro dual wield.
I wonder if they'll get some sort of special skill for parrying/dodging like pallies and wariors have for blocking, or if they'll go the route of druids and just have tons of stamina to be a damage sponge...
If they do go the Stamina route, it will probably be through minions. Kinda like Necromancers with Skeletons in D2 1.10 or with Golems in the earlier versions.
Warriors are better boss tanks than druids, given similar gear levels. It just isn't by so much that druids can't tank bosses dependably as well.
"The welfare of each of us is dependent fundamentally upon the welfare of all of us."
Spoiler:
"This country will not be a permanently good place for any of us to live in unless we make it a reasonably good place for all of us to live in."
"There is not a man of us who does not at times need a helping hand to be stretched out to him, and then shame upon him who will not stretch out the helping hand to his brother."
Dual welding deathknights? Where did this come from? I thought they would be all 2h swords?
Anyway, a little history (wowwiki's) to maybe fuel more deathknight-craft:
Spoiler:
Death Knight is the name of 2 distinct orders of powerful necromancers.
The DKs of the 2nd war were undead necromancers created by Gul'dan to replace warlocks slaughters by Doomhammer. See: Teron Gorefiend.
The DKs of the 3rd war were in service to the lich king and created from living and undead humans (and sometimes other races) who were granted unholy runeblades, and most were former paladins who had forsaken the Holy Light.
For the purposes of WoW, DKs would probably be 3rd war born (and since no dk's of the 2nd war outside of Teron are known to have survived. Maybe Attumen in Kara), so we'll skip 2nd war DKs histories.
Arthas being the first DK of the 3rd war, gave himself over to Frostmourne, swore allegiance to the Scourge and invested with dark powers. Since then paladin warriors who answer the call of the Scourge and make a pact with the Lich King are granted vampiric runeblades.
These black (either in actual color or as in evil) runeblades are slowly charged with the life energies of those it injures and slays thereafter.
Weaknesses:
Holy Spells do extra damage to DKs.
Can be physically damaged, poisoned, petrified, etc.
Spell Abilities:
They gain the ability to inflict disease, may project a beam of necromantic energy (death coil), hurting enemies and healing undead).
Summon undead, leech life force, immune to all death spells and magical death effects.
Unholy aura: heal's undead and himself, while hurting enemies.
Magical fields:
Death, Shadow, Fire, Ice, Fire, and Holy in order.
Some announced abilities:
Army of the Dead - summon undead minions
Unholy Embrace - corrupted healing and effects on the target. Consumes damage shields and deal damage.
Death and Decay - aoe
Blood Boil(?) - DoT that refreshes 2 blood runes
Death Coil
Design notes:
Tanking and DPS, 2h weap or dual wield(ack!). No shields.
Currently 1h and 2h swords/axes.
I thought they said that Death Knights were gonna have Blood, Unholy, and Frost talent trees?
From what I just read (but didn't post...), the blood, unholy, and frost are types of runes that are inscribed into the DK's weap. They may not be the names of the talent trees.
Without a doubt I'm going to reroll deathknight, assuming WotLK is out before WAR online that is.
I've got a 70 lock, 70 warrior and a mage, shaman, hunter, and rogue all in outland and I'm quite sick of all of them to be honest. It's about time WoW introduced a new class.
I really hope that there's a strong emphasis on using 2 handers. I also hope that all their important instant damage attacks are completely the same across weapon speeds, i.e. a pure stat driven attack like bloodlust, or if it must be weapon based, something that multiplies the dps of the weapon to arrive at the damage of the attack.
This would ensure that not all DeathKnights are using the same 3.8 speed weapon.
I think they'll have very heavy parry. They're duel-wielding, right? That seems conducive to lots of parries.
I'm predicting a lot of Male Blood Elf DKs with various spellings of Zolo, Kenshin, etc.
If they do this, I will roll an alliance character to gank them. Repeatedly. It's Zoro, goddamnit. Not to mention the fact that neither Kenshin nor Zoro dual wield.
Given the raw size of many 2 handed weapons in the game, perhaps they could just allow the DK to block with the sword? They'd lose the massive armour boost that a shield gains, but wouldn't have to itemize for 3 types of plate wearing tanks, nor would they have to gimmick the class too heavily to remain useful in standard encounters.
I will be rolling one, but I'm not sure it will be my main. I've pondered it, but I remain stubbornly attached to my current one (lawlrogue).
As of Blizzcon they have said they are not giving us more character slots per account, which I think it bullshit, but I have yet to delete my wee horde rogue. I won't play/level/spend time on her until I hear one way or the other, but I think deleting anything just yet would be acting hastily.
Yes, adding another tank capable class to the game is certainly a good idea. A shortage of tanks is what makes building groups on most servers (from my perusal of the forums, and annecdotally from my own experience) the toughest part of building a 5 or 10 man crew, as both run approximately 20% tanks. 25 mans suffer slightly less, as most run ~12% tanks (3/25) or less, with certain classes pulling 'double duty' on the same spec (feral tanks/dps through a gear swap). By being "the new thing" and a big draw of the expansion, Blizzard is guaranteed to have millions of Death Knights running around within weeks/months of release. Making them a tank class makes them more self sufficient and lessens the stress on players in the new content by providing DK's with their own 'tank' at will/respec. I predict many "4 DK's LF Healer" groups in the future.
The question of their tanking and dps viability in raids will be a point of contention, that is a guarantee. If they're too good, you risk alienating members who have struggled to retain their raid spots for years, but who can't bring X buff/debuff/utility, and thus you have to trim down the raid spots available for certain classes. Worst case scenario; the math works out and you replace melee with melee, aiming for a group that is a Feral Druid, Enhancement Shaman, DPS Warrior, Rogue, Deathknight, and rogues become a "one per raid, lawl" class. High dps, but not enough utility to justify trying to build two full melee groups out of.
If it's crappy, then new and 're-rolled' players will feel ripped off that they only get brought in as token deathknight so that loot doesn't rot and that the raid has one on hand for gimmick encounters or places where a unique skill comes in handy, or a bit of utility makes them too good to not have at least one on hand.
I'm very curious where Blizzard is going to go with this, and remain cautiously optimistic. Cutting the raid slots to 25 wasn't too bad, but introducing yet another class (and admitting that they want to introduce more hero classes with each expansion) is going to put the cramp on raid crews, particularly established high end ones.
For further information, someone has compiled a fairly decent amount of info and links on the official forums, found here:
They have said that they're looking at removing crushing blows, which would be nice.
And while they can work out new mechanics, that either means that the mechanic has to be based off something (perhaps block rating does something different for DK's, even if they can't block) or having more gear that's class specific, and we all know how popular class specific drops are. (oh look, more leather healing shit!)
However, if they retain the sunmote "mechanic" of making most or all class specific drops pull at least double duty, then I suppose they could just make as much of the stuff as they wanted, and allow "tanking plate" to be transmutable into anything useful for a warrior, paladin or DK.
I think the issue Forar mentioned regarding another class to fit into an already crowded raid is probably the major downside to making a new class versus making a current class transform. There are already classes that feel shorted as far as raids. Making crews fit another class is really difficult.
Rich on Beer - I talk about drinking beer. You read about it.
By being "the new thing" and a big draw of the expansion, Blizzard is guaranteed to have millions of Death Knights running around within weeks/months of release. Making them a tank class makes them more self sufficient and lessens the stress on players in the new content by providing DK's with their own 'tank' at will/respec. I predict many "4 DK's LF Healer" groups in the future.
More like "3 DKs LFM NEED TANK AND HEALER" am I right? The problem with tank shortages is not that no one rolls tanking classes, it's that no one wants to tank. Or at least less people want to tank than want to DPS or heal apparently. I sort of think it's because tanking brings a lot of responsibility, you're sort of the de facto leader of the group, it's often a tough job, etc. When MrT opened, everyone in my guild was desperate for tanks, including a lot of holy paladins and resto druids who could have easily respecced and done it themselves. Or like last night our fury warrior bitching on Vent about how people always run heroic MrT when he's not online, and he needs a trinket. And someone was like "hey I hear YOU CAN TANK, start a group sometime, we have healers always looking to go" and he was like "fuck that." Yeah, my sympathies, friend.
I figure they could have lots and lots of parry(with a possibly modified parry mechanic for them), and armor, and some function to do with damage/healing plate related to leeching life.
Or, it could be the reverse, with some debuff-based mitigation, where your damage(so then they use fury gear) increasingly debuffs the damage that the enemy does. I think we've got enough current stats to play with, even within their current purposes. I mean, druids are already so simple, hp/dodge/armor.
Edit: I feel that any possible issues that we'll run into with raids, will be more than offset by the massive gain of an entirely new class with it's own playstyle, for all of the people who will never raid a 25 man.
By being "the new thing" and a big draw of the expansion, Blizzard is guaranteed to have millions of Death Knights running around within weeks/months of release. Making them a tank class makes them more self sufficient and lessens the stress on players in the new content by providing DK's with their own 'tank' at will/respec. I predict many "4 DK's LF Healer" groups in the future.
More like "3 DKs LFM NEED TANK AND HEALER" am I right? The problem with tank shortages is not that no one rolls tanking classes, it's that no one wants to tank.
Verily. A few months ago, when I was in the crunch to get Honor Hold Exalted, I joined a PuG via the LFG tool with a paladin and a druid. Shortly after I joined, they announced in LFG "SH group LF2M need tank and healer".
Personally, for me it will depend on what the "backstory" for the class is. I play on an RP server for a reason, so for me it will matter how comfortable I am getting into character with the class. Since there is so little (read: none whatsoever) info on that point, I'm reserving judgement.
I've proudly healed just about (I didn't keep perfect records or anything) 5 man on all 4 healing classes as a non-healing spec. It's a point of pride, and really isn't that big a deal.
Now tanking is often another issue, as I find tanking as a non-prot warrior terribly frustrating (of note, my warrior is not overgeared, or even geared to the point that I can just slap on dps gear and "dps tank" things), and tanking as a non-prot paladin / feral druid to be an exercise in futility. I guess that's one thing I hope; we don't have to spec purely in the "tanking tree" in order to effectively tank as a DK. I do expect that the deeper you go into certain trees that the better a class will perform in pvp, tanking, dps, healing, etc, but I'd hate to spec as a tank and find it infringe my ability to solo heavily. Though I suppose that's really only an issue for warriors, and they've been looking at ways to fix that, as feral druids and prot paladins solo quite well in many regards.
Anyway, that all said, if need be I'll spec mine to tank and lead 3 dps noob DK's to victory along with a bored healer or healer alt.
I think they'll have very heavy parry. They're duel-wielding, right? That seems conducive to lots of parries.
I'm predicting a lot of Male Blood Elf DKs with various spellings of Zolo, Kenshin, etc.
If they do this, I will roll an alliance character to gank them. Repeatedly. It's Zoro, goddamnit. Not to mention the fact that neither Kenshin nor Zoro dual wield.
Spoiler:
Yeah, maybe every now and again, but Zoro, for the record, triple wields.
I'm more worried about Death Knights being available for any race. I mean, Tauren Death Knight? Come the fuck on. Why did they bother giving races diffrent classes then anyway?
I really hope I can start my DK on another server to my main, since I'd love to roll horde on anohter server to play with an RL friend but leveling 1-70 again (80 soon-ish) would make me want to murder someone.
I really hope I can start my DK on another server to my main, since I'd love to roll horde on anohter server to play with an RL friend but leveling 1-70 again (80 soon-ish) would make me want to murder someone.
That "someone" would most likely be your RL friend, making the whole thing pointless?
Lorewise, I think they could well get away with these races for DK: Human, Dwarf, Forsaken, Orc, BE. But whatever they do, it will interesting to read the lore behind it. The lore behind Draenei was actually really cool.
Also, I'm another one guilty of waiting for DKs to reroll. I love the horde side of my guild, but leveling is a pain in the ass. I made a warrior to 38, and all I want to do is nuke the horde zones.
I'm more worried about Death Knights being available for any race. I mean, Tauren Death Knight? Come the fuck on. Why did they bother giving races diffrent classes then anyway?
From what I understand, you get to 80, do a questline, then unlock the class for creation. So Perhaps you can only be a Human/Orc DK since its a new character slot all together.
I'm more worried about Death Knights being available for any race. I mean, Tauren Death Knight? Come the fuck on. Why did they bother giving races diffrent classes then anyway?
From what I understand, you get to 80, do a questline, then unlock the class for creation. So Perhaps you can only be a Human/Orc DK since its a new character slot all together.
This has to be the most pervasive piece of misinformation still circulating.
That was going to be part of the original design, however, they (Blizzard) thought about it some more and decided that having people rush a character to 80 just to unlock a DK and go level through everything all over again didn't make much sense. To the best of our knowledge, that plan has been scrapped, and they are now aiming at possibly a questline doable between 55 and 70 (thus, something just about anyone can do right now) or even just having a 55-70 character might make you eligable to make a DK.
Posts
This is actually a good idea, if most of their threat generation was from parrying or on-parry abilities, it would allow them to tank only when they wanted to without needing a specific tank form or stance.
If they do this, I will roll an alliance character to gank them. Repeatedly. It's Zoro, goddamnit. Not to mention the fact that neither Kenshin nor Zoro dual wield.
That was probably for the best.
Lv 90 Tauren Shaman Lv 90 Pandaren Monk
"There is not a man of us who does not at times need a helping hand to be stretched out to him, and then shame upon him who will not stretch out the helping hand to his brother."
Anyway, a little history (wowwiki's) to maybe fuel more deathknight-craft:
The DKs of the 2nd war were undead necromancers created by Gul'dan to replace warlocks slaughters by Doomhammer. See: Teron Gorefiend.
The DKs of the 3rd war were in service to the lich king and created from living and undead humans (and sometimes other races) who were granted unholy runeblades, and most were former paladins who had forsaken the Holy Light.
For the purposes of WoW, DKs would probably be 3rd war born (and since no dk's of the 2nd war outside of Teron are known to have survived. Maybe Attumen in Kara), so we'll skip 2nd war DKs histories.
Arthas being the first DK of the 3rd war, gave himself over to Frostmourne, swore allegiance to the Scourge and invested with dark powers. Since then paladin warriors who answer the call of the Scourge and make a pact with the Lich King are granted vampiric runeblades.
These black (either in actual color or as in evil) runeblades are slowly charged with the life energies of those it injures and slays thereafter.
Weaknesses:
Holy Spells do extra damage to DKs.
Can be physically damaged, poisoned, petrified, etc.
Spell Abilities:
They gain the ability to inflict disease, may project a beam of necromantic energy (death coil), hurting enemies and healing undead).
Summon undead, leech life force, immune to all death spells and magical death effects.
Unholy aura: heal's undead and himself, while hurting enemies.
Magical fields:
Death, Shadow, Fire, Ice, Fire, and Holy in order.
Army of the Dead - summon undead minions
Unholy Embrace - corrupted healing and effects on the target. Consumes damage shields and deal damage.
Death and Decay - aoe
Blood Boil(?) - DoT that refreshes 2 blood runes
Death Coil
Design notes:
Tanking and DPS, 2h weap or dual wield(ack!). No shields.
Currently 1h and 2h swords/axes.
From what I just read (but didn't post...), the blood, unholy, and frost are types of runes that are inscribed into the DK's weap. They may not be the names of the talent trees.
I've got a 70 lock, 70 warrior and a mage, shaman, hunter, and rogue all in outland and I'm quite sick of all of them to be honest. It's about time WoW introduced a new class.
This would ensure that not all DeathKnights are using the same 3.8 speed weapon.
I will be rolling one, but I'm not sure it will be my main. I've pondered it, but I remain stubbornly attached to my current one (lawlrogue).
As of Blizzcon they have said they are not giving us more character slots per account, which I think it bullshit, but I have yet to delete my wee horde rogue. I won't play/level/spend time on her until I hear one way or the other, but I think deleting anything just yet would be acting hastily.
Yes, adding another tank capable class to the game is certainly a good idea. A shortage of tanks is what makes building groups on most servers (from my perusal of the forums, and annecdotally from my own experience) the toughest part of building a 5 or 10 man crew, as both run approximately 20% tanks. 25 mans suffer slightly less, as most run ~12% tanks (3/25) or less, with certain classes pulling 'double duty' on the same spec (feral tanks/dps through a gear swap). By being "the new thing" and a big draw of the expansion, Blizzard is guaranteed to have millions of Death Knights running around within weeks/months of release. Making them a tank class makes them more self sufficient and lessens the stress on players in the new content by providing DK's with their own 'tank' at will/respec. I predict many "4 DK's LF Healer" groups in the future.
The question of their tanking and dps viability in raids will be a point of contention, that is a guarantee. If they're too good, you risk alienating members who have struggled to retain their raid spots for years, but who can't bring X buff/debuff/utility, and thus you have to trim down the raid spots available for certain classes. Worst case scenario; the math works out and you replace melee with melee, aiming for a group that is a Feral Druid, Enhancement Shaman, DPS Warrior, Rogue, Deathknight, and rogues become a "one per raid, lawl" class. High dps, but not enough utility to justify trying to build two full melee groups out of.
If it's crappy, then new and 're-rolled' players will feel ripped off that they only get brought in as token deathknight so that loot doesn't rot and that the raid has one on hand for gimmick encounters or places where a unique skill comes in handy, or a bit of utility makes them too good to not have at least one on hand.
I'm very curious where Blizzard is going to go with this, and remain cautiously optimistic. Cutting the raid slots to 25 wasn't too bad, but introducing yet another class (and admitting that they want to introduce more hero classes with each expansion) is going to put the cramp on raid crews, particularly established high end ones.
For further information, someone has compiled a fairly decent amount of info and links on the official forums, found here:
http://forums.worldofwarcraft.com/thread.html?topicId=1777869906&sid=1
But really, there are so many different ways Blizz could handle their tanking, with any number of new mechanics just for them.
And while they can work out new mechanics, that either means that the mechanic has to be based off something (perhaps block rating does something different for DK's, even if they can't block) or having more gear that's class specific, and we all know how popular class specific drops are. (oh look, more leather healing shit!)
However, if they retain the sunmote "mechanic" of making most or all class specific drops pull at least double duty, then I suppose they could just make as much of the stuff as they wanted, and allow "tanking plate" to be transmutable into anything useful for a warrior, paladin or DK.
More like "3 DKs LFM NEED TANK AND HEALER" am I right? The problem with tank shortages is not that no one rolls tanking classes, it's that no one wants to tank. Or at least less people want to tank than want to DPS or heal apparently. I sort of think it's because tanking brings a lot of responsibility, you're sort of the de facto leader of the group, it's often a tough job, etc. When MrT opened, everyone in my guild was desperate for tanks, including a lot of holy paladins and resto druids who could have easily respecced and done it themselves. Or like last night our fury warrior bitching on Vent about how people always run heroic MrT when he's not online, and he needs a trinket. And someone was like "hey I hear YOU CAN TANK, start a group sometime, we have healers always looking to go" and he was like "fuck that." Yeah, my sympathies, friend.
Or, it could be the reverse, with some debuff-based mitigation, where your damage(so then they use fury gear) increasingly debuffs the damage that the enemy does. I think we've got enough current stats to play with, even within their current purposes. I mean, druids are already so simple, hp/dodge/armor.
Edit: I feel that any possible issues that we'll run into with raids, will be more than offset by the massive gain of an entirely new class with it's own playstyle, for all of the people who will never raid a 25 man.
Verily. A few months ago, when I was in the crunch to get Honor Hold Exalted, I joined a PuG via the LFG tool with a paladin and a druid. Shortly after I joined, they announced in LFG "SH group LF2M need tank and healer".
Personally, for me it will depend on what the "backstory" for the class is. I play on an RP server for a reason, so for me it will matter how comfortable I am getting into character with the class. Since there is so little (read: none whatsoever) info on that point, I'm reserving judgement.
Now tanking is often another issue, as I find tanking as a non-prot warrior terribly frustrating (of note, my warrior is not overgeared, or even geared to the point that I can just slap on dps gear and "dps tank" things), and tanking as a non-prot paladin / feral druid to be an exercise in futility. I guess that's one thing I hope; we don't have to spec purely in the "tanking tree" in order to effectively tank as a DK. I do expect that the deeper you go into certain trees that the better a class will perform in pvp, tanking, dps, healing, etc, but I'd hate to spec as a tank and find it infringe my ability to solo heavily. Though I suppose that's really only an issue for warriors, and they've been looking at ways to fix that, as feral druids and prot paladins solo quite well in many regards.
Anyway, that all said, if need be I'll spec mine to tank and lead 3 dps noob DK's to victory along with a bored healer or healer alt.
"Our DKs are two handers!"
"Man, WoW was great until LK, now everyone's a DK."
"Male Blood Elf DKs everywhere!"
:lol:
Surprised no one else had tossed out that pun yet.
"Go up, thou bald head." -2 Kings 2:23
Yeah, maybe every now and again, but Zoro, for the record, triple wields.
Lv 90 Tauren Shaman Lv 90 Pandaren Monk
At least, until we hear otherwise.
:^:
That "someone" would most likely be your RL friend, making the whole thing pointless?
Lv 90 Tauren Shaman Lv 90 Pandaren Monk
Also, I'm another one guilty of waiting for DKs to reroll. I love the horde side of my guild, but leveling is a pain in the ass. I made a warrior to 38, and all I want to do is nuke the horde zones.
From what I understand, you get to 80, do a questline, then unlock the class for creation. So Perhaps you can only be a Human/Orc DK since its a new character slot all together.
This has to be the most pervasive piece of misinformation still circulating.
That was going to be part of the original design, however, they (Blizzard) thought about it some more and decided that having people rush a character to 80 just to unlock a DK and go level through everything all over again didn't make much sense. To the best of our knowledge, that plan has been scrapped, and they are now aiming at possibly a questline doable between 55 and 70 (thus, something just about anyone can do right now) or even just having a 55-70 character might make you eligable to make a DK.
last i heard a block with a sword was called a parry :lol:
Nah, a parry is deflecting the attack entirely.
I'm talking weapons so big you could plant the tip firmly in the ground and hide behind the flat of the blade.
Gay for you. My sweet man-child.
hunter weapon
Those are called shields. And I assure you, a shield is a weapon too.
a ranged weapon