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[WoW] Death Knights: In our defense, Arthas was being kind of a dick.

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Posts

  • Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    edited April 2009
    Pest becomes a death rune and appears to turn the rune used for DND into a blood rune too

    Munkus Beaver on
    Humor can be dissected as a frog can, but dies in the process.
  • TheCrumblyCrackerTheCrumblyCracker Registered User regular
    edited April 2009
    James wrote: »
    Could I get by doing this -> DND -> HB > BS > BS > OB > OB > OB? Use BS to turn runes into death runes for more obliteration! God I want to play now when are exams done ffffff.

    If you've got the Howling Blast glyph, you should replace those BS with a single BB, since you'll only have one rune open anyway, and it'll affect all targets around you.

    edit: but without the HB glyph that rotation is going to do significantly less threat than munkus'

    True. Due to missing Frost Fever right? YEAH IM GETTING THIS' The rotation I threw up is for single target, Blood Boil Followed by a HB and pest is going to be o so >>>> for multitarget.

    TheCrumblyCracker on
  • JamesJames Registered User regular
    edited April 2009
    Hmm, after testing this out:

    D&D > HB > BB will give you no blood runes, so afterward you'll be using two OB and either two BB for the AoE damage or two BS for two death runes.

    As Munkus said, D&D, IT, PS, Pest will give you two death runes to work with immediately, making three OB possible.

    James on
  • fortyforty Registered User regular
    edited April 2009
    Pest becomes a death rune and appears to turn the rune used for DND into a blood rune too
    This sounds like a bug. I had thought they fixed the "getting two death runes for one [blood ability]" thing.

    forty on
    Officially the unluckiest CCG player ever.
  • JamesJames Registered User regular
    edited April 2009
    forty wrote: »
    Pest becomes a death rune and appears to turn the rune used for DND into a blood rune too
    This sounds like a bug. I had thought they fixed the "getting two death runes for one [blood ability]" thing.

    Technically it's two for two, but D&D doesn't convert on it's own.

    Half of my blood abilities don't convert, even.

    James on
  • fortyforty Registered User regular
    edited April 2009
    Uh, which talent says it's supposed to make the blood rune used in DnD turn into a death rune?

    forty on
    Officially the unluckiest CCG player ever.
  • JamesJames Registered User regular
    edited April 2009
    forty wrote: »
    Uh, which talent says it's supposed to make the blood rune used in DnD turn into a death rune?

    The one where I was confusing it with another talent :P

    James on
  • TheGerbilTheGerbil Registered User regular
    edited April 2009
    I love how Howling blast doesn't need Icy touch to do double damage, but thanks to lots of frost talents you pretty much never want to use frost strike or howling blast without Frost Fever up there. Not saying this is a bad thing... the damage without Frost fever is more, but you want it up there to do a good 40% or so more.

    TheGerbil on
  • TheCrumblyCrackerTheCrumblyCracker Registered User regular
    edited April 2009
    TheCrumblyCracker on
  • devoirdevoir Registered User regular
    edited April 2009
    http://blue.mmo-champion.com/28/16474258965-the-death-strike-hotfix-is-bugged.html
    We don't think Death Strike was overpowered for Frost and Unholy. We'd like to get it in a place where those DKs can use it again. To do that we need to make some changes that will take a little longer to get in place. But we can't make it overpowered for Blood in the meantime.

    We don't think the damage portion of Death Strike was overpowered, even for Blood.

    devoir on
  • xzzyxzzy Registered User regular
    edited April 2009
    I just hope their time frame is days.. not something "to be reviewed" for 3.2.

    xzzy on
  • HalfmexHalfmex I mock your value system You also appear foolish in the eyes of othersRegistered User regular
    edited April 2009
    UPDATE: We have since made another hotfix to just change the way the healing works completely. It now heals 5% of the death knight's health per disease on the target, up to a max of 15%. This should allow Frost and Unholy to benefit from Death Strike healing while letting Blood benefit from extra Death Strike damage. The tooltip will not reflect this change until we can patch the client.
    Going to test this, it at least looks better than what we had before at first glance.

    Edit: Unholy, three diseases up, 2762 healed. That's much better than 500 at least.
    Edit 2: Did ten DSs just to be sure it wasn't a fluke, 2761-2762 each time.

    Halfmex on
  • xzzyxzzy Registered User regular
    edited April 2009
    Healing about 2500 on me, blood spec with 2 diseases. That's over a 50% nerf where it was last week but I suppose they think their job is done. "Our bad, we totally overdid it, see how much we buffed it to compensate!"

    Boggles me that an ability they specifically engineered a talent tree to use is getting the least benefit out of it (and it still does less damage than Obliterate no matter how you spec).

    I think 25% of health would have been fair, considering how fucking hard I get hit in PvP, even with 700 resilience.

    xzzy on
  • HalfmexHalfmex I mock your value system You also appear foolish in the eyes of othersRegistered User regular
    edited April 2009
    Totally agree, but frankly at this point I'll take what they're giving, because it's a damned sight better than that 500 HP bullshit from before. My survivability was ass in Naxx this past weekend (partly my fault because I played like I had the old Death Strike).

    It'll never be what it was again (so long 7k heals), but it's a step in the right direction.

    Halfmex on
  • AngryAngry The glory I had witnessed was just a sleight of handRegistered User regular
    edited April 2009
    that's a nice change.

    but i will miss the day and a half of 15k heals.

    Angry on
  • xzzyxzzy Registered User regular
    edited April 2009
    I just hope they don't see it as problem solved, because blood is still in pretty sorry shape compared to the other two trees. I'd do better in frost, blowing people away with monster crits.

    xzzy on
  • devoirdevoir Registered User regular
    edited April 2009
    Hrm. 15% of my health as an Unholy DK isn't too bad. 30% if I dump four runes.

    It's not great by itself, but combined with Death Pact it'll help doing group 2/3 quests.

    devoir on
  • JJJJ DailyStormer Registered User regular
    edited April 2009
    What kind of damage are people getting on their unholy blight ticks at 80? Managing DRW is a pain and I'm curious if it is overwhelmingly better.

    JJ on
  • LewishamLewisham Registered User regular
    edited April 2009
    Halfmex wrote: »
    UPDATE: We have since made another hotfix to just change the way the healing works completely. It now heals 5% of the death knight's health per disease on the target, up to a max of 15%. This should allow Frost and Unholy to benefit from Death Strike healing while letting Blood benefit from extra Death Strike damage. The tooltip will not reflect this change until we can patch the client.
    Going to test this, it at least looks better than what we had before at first glance.

    Edit: Unholy, three diseases up, 2762 healed. That's much better than 500 at least.
    Edit 2: Did ten DSs just to be sure it wasn't a fluke, 2761-2762 each time.

    Thank fucking god.

    Also, can someone remind me what stats I'm supposed to be stacking? STA > STR > AGI, right?

    Lewisham on
  • shrykeshryke Member of the Beast Registered User regular
    edited April 2009
    Lewisham wrote: »
    Also, can someone remind me what stats I'm supposed to be stacking? STA > STR > AGI, right?

    Agility is useless in general. Does nothing but give us Crit and does so at a much worse rate then straight crit rating.

    Str
    Hit
    Crit
    Stam

    These are the ones you generally want.

    shryke on
  • LewishamLewisham Registered User regular
    edited April 2009
    shryke wrote: »
    Lewisham wrote: »
    Also, can someone remind me what stats I'm supposed to be stacking? STA > STR > AGI, right?

    Agility is useless in general. Does nothing but give us Crit and does so at a much worse rate then straight crit rating.

    Str
    Hit
    Crit
    Stam

    These are the ones you generally want.

    In that order?

    Lewisham on
  • Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    edited April 2009
    For a tank or DPS?

    I am just confused because a tank puts STA on top but a dps puts STR on top and neither have both near the top.

    Munkus Beaver on
    Humor can be dissected as a frog can, but dies in the process.
  • DacDac Registered User regular
    edited April 2009
    I like agility enchants on a few pieces of my tank gear because I prefer mitigation as opposed to raw hitpoints.

    Dac on
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  • shrykeshryke Member of the Beast Registered User regular
    edited April 2009
    Lewisham wrote: »
    shryke wrote: »
    Lewisham wrote: »
    Also, can someone remind me what stats I'm supposed to be stacking? STA > STR > AGI, right?

    Agility is useless in general. Does nothing but give us Crit and does so at a much worse rate then straight crit rating.

    Str
    Hit
    Crit
    Stam

    These are the ones you generally want.

    In that order?

    More or less.

    I mean, for DPS your gonna get Haste and Armor Pen in there (and no stam since stam just usually comes along for the ride). But the other DPS stats just aren't all that useful for DKs. Although that depends on spec, since Blood DKs do get a decent boost from Armor Pen I believe.

    shryke on
  • ExistentialSoundandFuryExistentialSoundandFury Registered User regular
    edited April 2009
    JJ wrote: »
    What kind of damage are people getting on their unholy blight ticks at 80? Managing DRW is a pain and I'm curious if it is overwhelmingly better.

    Hmmm... I want to say that without raid buffs I get like 180 per tick..... raid buffs bring it much higher.

    I'll have to check though.

    ExistentialSoundandFury on
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  • HalfmexHalfmex I mock your value system You also appear foolish in the eyes of othersRegistered User regular
    edited April 2009
    Aaaaaand Anti-Magic shell is nerfed for the umpteenth time:
    Unholy
    Anti-Magic Shell now absorbs magical damage up to a maximum of 50% of the Death Knight's health. (Down from 100%)
    I really don't get why they're changing the mitigation from this ability seemingly week to week. I'm DPS so it's not a gigantic deal to me, but jesus, they can't leave it alone for a minute.

    Halfmex on
  • TheGerbilTheGerbil Registered User regular
    edited April 2009
    Halfmex wrote: »
    Aaaaaand Anti-Magic shell is nerfed for the umpteenth time:
    Unholy
    Anti-Magic Shell now absorbs magical damage up to a maximum of 50% of the Death Knight's health. (Down from 100%)
    I really don't get why they're changing the mitigation from this ability seemingly week to week. I'm DPS so it's not a gigantic deal to me, but jesus, they can't leave it alone for a minute.

    People use it to trivialize some PvE content that involves spell damage.

    TheGerbil on
  • HalfmexHalfmex I mock your value system You also appear foolish in the eyes of othersRegistered User regular
    edited April 2009
    Oh I know they did that when it had its original (probably overpowered) form, but since then it was nerfed to 100% of the DK's health, then (if I remember right) nerfed to 50%, then put back to 100% for 3.1, then nerfed to 50% again for 3.1.1.

    Just saying it's received what seems to be an excessive amount of tweaking over the course of its existence.

    Halfmex on
  • xzzyxzzy Registered User regular
    edited April 2009
    Kind of sucks, AMS was about the only thing that let me survive against a retadin.

    Well, survive for another 5 seconds at least.

    xzzy on
  • TheGerbilTheGerbil Registered User regular
    edited April 2009
    xzzy wrote: »
    Kind of sucks, AMS was about the only thing that let me survive against a retadin.

    Well, survive for another 5 seconds at least.

    Yea... but for its duration of 5 seconds 50% is, for the most part, plenty in PvP.

    TheGerbil on
  • shrykeshryke Member of the Beast Registered User regular
    edited April 2009
    Jesus, just change around the spell at this point.

    Make it absorb a lesser percentage of damage but make it last longer or something.



    Also, it's nice to see they fixed DS. Percentage based healing was a good idea.

    shryke on
  • fortyforty Registered User regular
    edited April 2009
    That seems good enough. Not sure why they didn't notice all this and come up with something during the couple months of PTR, but hopefully the madness is all done with now.

    This also makes it heal more for tanks than it does for DPS instead of the other way around, which seems interesting.

    forty on
    Officially the unluckiest CCG player ever.
  • SegSeg Registered User regular
    edited April 2009
    I was running a couple of family members through dead mines, and the healing that Blood Aura was giving me kind of surprised me. Since I wasn't used to getting little heals like that from hits on critters I don't get exp from.

    Seg on
  • Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    edited April 2009
    75% damage absorption that absorbs 50% of your HP.

    So if you get hit by 150% of your HP in 5 seconds, the shield will fail.

    Which should only happen if you are eating something you shouldn't in PvE (And you can still stand in lightning nova with it!)

    Munkus Beaver on
    Humor can be dissected as a frog can, but dies in the process.
  • fortyforty Registered User regular
    edited April 2009
    For PvE, I'd rather it be a brief, powerful shield than a longer lasting, less absorbent shield. That way it can be strategically timed to take a hit you know is coming instead of just "always cast this when it's up."
    75% damage absorption that absorbs 50% of your HP.

    So if you get hit by 150% of your HP in 5 seconds, the shield will fail.

    Which should only happen if you are eating something you shouldn't in PvE (And you can still stand in lightning nova with it!)
    Wouldn't it fail if you get hit for (what would be) ~67% of your health? The shield would absorb 75% of that damage, which is equivalent to 50% of your health, which is the failing point.

    forty on
    Officially the unluckiest CCG player ever.
  • Paradox ControlParadox Control Master MC Registered User regular
    edited April 2009
    shryke wrote: »
    Prior to 3.1 it counted all three diseases and it healed for a lot. If I was low on HP after a PvP battle, I would find a mob to fight so I could heal back up to full.

    Paladins do the same with mana.

    You want a hanky?

    Yeah, because pally heals are instant cast, deal 1500+ damage (or more) to there target, and heal the caster for a shit load.

    Paradox Control on
    \
  • MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    edited April 2009
    forty wrote: »
    That seems good enough. Not sure why they didn't notice all this and come up with something during the couple months of PTR, but hopefully the madness is all done with now.

    This also makes it heal more for tanks than it does for DPS instead of the other way around, which seems interesting.

    Seeing so many changes and hot fixes so soon after the patch dropped is a little disconcerting.

    Maddoc on
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  • xzzyxzzy Registered User regular
    edited April 2009
    Paladins have no business being used in this discussion, as they're so absurdly overpowered right now the only valid argument you could make is that every class in the game needs buffed to compete with them.

    xzzy on
  • shrykeshryke Member of the Beast Registered User regular
    edited April 2009
    shryke wrote: »
    Prior to 3.1 it counted all three diseases and it healed for a lot. If I was low on HP after a PvP battle, I would find a mob to fight so I could heal back up to full.

    Paladins do the same with mana.

    You want a hanky?

    Yeah, because pally heals are instant cast, deal 1500+ damage (or more) to there target, and heal the caster for a shit load.

    Yes, but in 2 steps. Judgement (shit load of damage) THEN instant heal for a ton.

    shryke on
  • Paradox ControlParadox Control Master MC Registered User regular
    edited April 2009
    There was a time where they couldn't hot fix anything, if anything I'm glad to see the hot fixes, It means less patching and less time being overpowered and hearing people bitch about it.

    Paradox Control on
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This discussion has been closed.