Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
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.
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.
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.
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.
I just hope their time frame is days.. not something "to be reviewed" for 3.2.
xzzy on
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HalfmexI mock your value systemYou also appear foolish in the eyes of othersRegistered Userregular
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.
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
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HalfmexI mock your value systemYou also appear foolish in the eyes of othersRegistered Userregular
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
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AngryThe glory I had witnessedwas just a sleight of handRegistered Userregular
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.
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?
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
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Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
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.
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.
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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HalfmexI mock your value systemYou also appear foolish in the eyes of othersRegistered Userregular
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.
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
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HalfmexI mock your value systemYou also appear foolish in the eyes of othersRegistered Userregular
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.
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.
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
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Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
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.
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.
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
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MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
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.
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.
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.
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.
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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.
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.
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.
The one where I was confusing it with another talent :P
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.
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.
It'll never be what it was again (so long 7k heals), but it's a step in the right direction.
but i will miss the day and a half of 15k heals.
It's not great by itself, but combined with Death Pact it'll help doing group 2/3 quests.
Thank fucking god.
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?
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.
PSN: ShogunGunshow
Origin: ShogunGunshow
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.
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.
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.
Just saying it's received what seems to be an excessive amount of tweaking over the course of its existence.
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.
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.
This also makes it heal more for tanks than it does for DPS instead of the other way around, which seems interesting.
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.
Yeah, because pally heals are instant cast, deal 1500+ damage (or more) to there target, and heal the caster for a shit load.
Seeing so many changes and hot fixes so soon after the patch dropped is a little disconcerting.
Yes, but in 2 steps. Judgement (shit load of damage) THEN instant heal for a ton.