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[WoW] Death Knights Hoo!: Druids don't need shields to tank, and neither do we!

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    BamaBama Registered User regular
    edited May 2008
    There are silly things, so there should be more silly things?

    DOGS AND CATS LIVING TOGETHER!

    Bama on
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    ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    edited May 2008
    MASS HYSTERIA!

    (wait, I think we've got this backwards)

    Forar on
    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
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    rehtonAesoohCrehtonAesoohC Registered User regular
    edited May 2008
    Bama wrote: »
    There are silly things, so there should be more silly things?

    DOGS AND CATS LIVING TOGETHER!

    Well, no... I just meant that from blizzard's design decisions about these kinds of things in the past, I wouldn't be surprised if they implemented another thing that doesn't really make sense.

    I'm not saying they should ignore it or focus on older things or what not, I'm just saying that they seem to have a habit of designing situations or items that make you go, "Huh?"

    rehtonAesoohC on
    Was wowed by Rift so I'm trying that now.
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    NezzarNezzar Registered User regular
    edited May 2008
    riz wrote: »
    I think add fights are fun as long as they are indeed like Maulgar or FLK, i.e., you need to switch and kill each add in turn.

    THIS.

    I hate Solarian. As a rogue I just stand there with my thumb up my butt while our warlocks/mages are all OMG 3k DPS LOL. The aoe shit doesn't really "add" to the fight. It doesn't make the fight more challenging or something. It's just stupid.

    Vashj (which I hate for other reasons) is a pretty cool fight with adds. It requires a bit of coordination from the entire raid instead of mashing your AOE button to death.

    Nezzar on
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    DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited May 2008
    On my mage I loved dying on farm fights, especially if it wasn't my fault. Hooray, free epics.

    Dhalphir on
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    WavechaserWavechaser Registered User regular
    edited May 2008
    Nezzar wrote: »
    riz wrote: »
    I think add fights are fun as long as they are indeed like Maulgar or FLK, i.e., you need to switch and kill each add in turn.

    THIS.

    I hate Solarian. As a rogue I just stand there with my thumb up my butt while our warlocks/mages are all OMG 3k DPS LOL. The aoe shit doesn't really "add" to the fight. It doesn't make the fight more challenging or something. It's just stupid.

    Vashj (which I hate for other reasons) is a pretty cool fight with adds. It requires a bit of coordination from the entire raid instead of mashing your AOE button to death.

    What?

    Vashj is fucking awesome. Mind you I haven't been into Black Temple content. But Vashj was the most fun boss encounter I have ever experienced in WoW (Except for maybe Nef, though it's close). It not only requires a bit of coordination, it requires every single person in the raid to be 100% on top of their shit and be where they need to be because at any one time there is about 8 different strategies going on at once, and if a single one breaks down, it's a wipe.

    Then when your guild finally gets her down, it's like the best feeling ever. So fun.

    Wavechaser on
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    NezzarNezzar Registered User regular
    edited May 2008
    I totally agree. Vashj is a very cool fight. It just sucks for me because people don't know how to use bandages/healthpots/healthstones. That's why people die in a lot in phase 2 for us.

    Doing this fight with a competent raid team (even the wipes during the first nights) must be fun. For us it's just "omg 3 shields down, almost phase 3, let's fuck up". You know, seeing some progression is great. But we just have too many ups and downs. We have a let's say a 15% try and after that half the raid is dead at 90% (exaggerating, but every dead person on Vashj increases your wipe chance by a million).

    People in my raid tend to get very excited about "almost but not quite" kills. It was the same thing with Leotheras, when we learned him. Got him to 15% (or whenever the split occurs, can't remember right now) on our 4th or 5th attempt but it took us two more nights to finally kill him.

    Then there are other bosses which we totally own. Karathress, for example. 2 trys on him one night (had to call it because our official raid time was over), one shotted him next night. Never wiped to him again.

    Anyway, I'm leading this off-topic. Let's talk about how totally awesome DKs are gonna be.

    Nezzar on
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    WavechaserWavechaser Registered User regular
    edited May 2008
    Basically it comes down to identifying where the problem is and fixing it, if you hit a wall on Vashj you need to see what's breaking down and why. If some dumbass mage isn't kiting correctly and it ends up wiping your whole raid, you need to find a replacement or work with him on getting it right. If too many adds are reaching Vashj, you need to have some of the ranged contribute more to getting them down before melee engages, etc etc.

    It's one of those fights that looks really really intimidating, but when you get it down, it's like the best feeling ever. Blizzard really did an amazing job with this boss fight.

    Wavechaser on
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    tehmarkentehmarken BrooklynRegistered User regular
    edited May 2008
    I bet deathknights will get some crazy attack where it uses up blood runes, and is a big hit, and the amount of dmg you do then heals you. Like some sort of vampire strike. It'd be on a cooldown, and burn all your runes; but hey, every other OPed skill is on a cooldown.

    That is never ready when you're playing the class, but is ALWAYS up when you run into them in AB.

    tehmarken on
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    SlabcakesSlabcakes Registered User regular
    edited May 2008
    Looks like this hasn't been posted here yet, so: More Death Knight info.

    An anti caster tank, apparently. Death Grip sounds cool as well - think of Mortal Kombat's Scorpion doing his "get over here" move. I like the sound of the minions, too, and of course Death and Decay, and Death Coil.

    Stuff like this has me really excited for the class:
    Death Knights also have the ability to raise their own ghoul guardians to fight alongside them. “The ghoul guardians are actually more class defining than it seems,” Chilton said. “At first glance, it looks just like an ordinary guardian; it comes out of a corpse and helps you out. However, one of the cool things about the ghoul is that you can use it on any sort of corpse target.” So if a friendly player you’re grouped with dies, you can actually cast “Create Dead” on their corpse and that player will have the option to play as the Death Knight’s ghoul. Players will then have the entire set of ghoul spells and abilities. Just like normal player characters, ghouls will have an energy bar and a pretty heft number of mechanics.

    Slabcakes on
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    autono-wally, erotibot300autono-wally, erotibot300 love machine Registered User regular
    edited May 2008
    damn that sounds cool. it's basically like a battlerez, only to a different class than :D

    autono-wally, erotibot300 on
    kFJhXwE.jpgkFJhXwE.jpg
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    815165815165 Registered User regular
    edited May 2008
    Chilton also explained that with the Wrath of the Lich King expansion, players will be able to use knockback maneuvers – along with pull maneuvers like the Death Knight’s Death Grip - on enemy creatures and other players.

    This and the DK battle res sound AWESOME, I had no real interest in playing one at all untill I read this.
    Along with fighting alongside the character, the Death Knight can also use the Death Pact ability to slaughter his own guardian and gain a bit of health back. Chilton explained that since the ghouls only last for two minutes when you raise them, it only makes sense to slaughter the creature before he dies anyway.
    I hope this means that if you death-res a friend you can kill them too!

    815165 on
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    Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    edited May 2008
    I would assume so!

    I wonder how long the CD will be, and if you can use it in the arena.

    Munkus Beaver on
    Humor can be dissected as a frog can, but dies in the process.
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    shadowaneshadowane Registered User regular
    edited May 2008
    Honestly the fact that the Death knights taunt moves a player really intrigues me. It seems to me that they will give a similar ability to all the other tank classes so they are more effective in pvp.

    shadowane on
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    willmannyeatthatwillmannyeatthat Registered User regular
    edited May 2008
    I guess to sum up for those who have work filters (taken from mmo-champion):
    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

    Raids & Dungeons

    * All raid dungeons in Wrath of the Lich King will have both 10-person and 25-person versions. So at level 80, every major encounter and every big boss fight can be experienced with a group of 10. (Gamespy.com)
    * 25-person raiding progression is not dependent on 10-person raiding progression. (Gamespy.com)
    * There will be no attunements or keys to obtain, and you won't be locked out of a 25-person instance if you decide to attempt the 10-person version, and vice-versa. (Gamespy.com)
    * 25-person raids will earn more, higher-level rewards, in what should be the equivalent of one "tier" of loot quality. (Gamespy.com)
    * A new instance focused on the different dragonflights "The Chamber of Aspects" might be added to the game, but this isn't confirmed yet. (Gamespy.com)
    * Zero raid bosses have been designed at this point. (Gamespy.com)

    Others

    * Players will unlock their flying mount at level 77. (Gamespy.com)
    * You can use your Outland flying mount, and new flying mounts will be available. (Gamespy.com)

    willmannyeatthat on
    Pokemon Pearl: 4640 3998 1657
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    Undead ScottsmanUndead Scottsman Registered User regular
    edited May 2008
    Whoa, no raid bosses have been designed yet? Man, this thing must still be a ways off. :(

    Undead Scottsman on
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    ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    edited May 2008
    Well, we're supposed to see a playable version at the Paris thing in late... June, I think? And the general Beta hasn't even opened up yet.

    I'll be utterly shocked if this comes out before Q4 this year.

    Forar on
    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
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    EriEri Registered User regular
    edited May 2008
    The quote said no raid instance bosses have been designed yet. There's nothing preventing an expac release without raid content. Pretty sure BC didn't come packaged with any raid content on release.

    Eri on
    RcvUk.gif
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    LaurlunaLaurluna Registered User regular
    edited May 2008
    Eri wrote: »
    The quote said no raid instance bosses have been designed yet. There's nothing preventing an expac release without raid content. Pretty sure BC didn't come packaged with any raid content on release.


    Kara and Gruul.

    Laurluna on
    Being casually elitist in WoW since 2005.
    First Blood 85 Priest 80 Mage 85 Paladin 83 Druid 80 DK 85 Huntard 85 Shaman
    "Tardo Wan" sounds like a Jedi that required 436 years to train and then killed himself by looking into his lightsaber while turning it on."
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    EriEri Registered User regular
    edited May 2008
    Well, aren't we Mr Fancy Pants. :P

    Eri on
    RcvUk.gif
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    LaurlunaLaurluna Registered User regular
    edited May 2008
    Eri wrote: »
    Well, aren't we Mr Fancy Pants. :P


    :winky:


    Gruul was srs business!

    Laurluna on
    Being casually elitist in WoW since 2005.
    First Blood 85 Priest 80 Mage 85 Paladin 83 Druid 80 DK 85 Huntard 85 Shaman
    "Tardo Wan" sounds like a Jedi that required 436 years to train and then killed himself by looking into his lightsaber while turning it on."
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    815165815165 Registered User regular
    edited May 2008
    Loads of people will be level 80 within 48 hours so I'm sure there'll be some content for them on release.

    815165 on
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    lionheart_mlionheart_m Registered User regular
    edited May 2008
    Damn you Blizz, not only was I way off on my guesstimate...now I want the expansion. :(

    I hope they can release it by Q4 this year tho. Looks far more complete than I thought.

    lionheart_m on
    3DS: 5069-4122-2826 / WiiU: Lionheart-m / PSN: lionheart_m / Steam: lionheart_jg
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    shadowaneshadowane Registered User regular
    edited May 2008
    Guesstimate isn't a word. Stop that.

    And people who level to 80 in 48 hours can run heroics and level 80 instances.

    shadowane on
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    LaurlunaLaurluna Registered User regular
    edited May 2008
    It's good to hear there's still a minimum of 5-6months before we'll be looking to our midnight release parties. That'll give time to goof around with Sunwell, goof around with alts, and then see what Blizzard does with S4. I wonder if they are going to do something like they did at the end of Vanilla WoW, and release a bunch of the high-end PvP gear for straight Honor and no req.


    Now I'm torn between continuing to tank on my Bear, and making a spiffy DK for 5-man tankage.



    Fuck it, inc both!

    Laurluna on
    Being casually elitist in WoW since 2005.
    First Blood 85 Priest 80 Mage 85 Paladin 83 Druid 80 DK 85 Huntard 85 Shaman
    "Tardo Wan" sounds like a Jedi that required 436 years to train and then killed himself by looking into his lightsaber while turning it on."
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    ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    edited May 2008
    815165 wrote: »
    Loads of people will be level 80 within 48 hours so I'm sure there'll be some content for them on release.

    Not if the servers are as bad as they were for TBC's release.

    Well, maybe some lucky bastards.

    Personally I took the week AFTER release off, and while it put me a few days behind the truly hardcore, I was still one of the first 70's on the realm simply because there was so much downtime/lag.

    Forar on
    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
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    815165815165 Registered User regular
    edited May 2008
    What was the situation with UI's on TBC's release? Were mod peeps given time beforehand to update their shit?

    I'm not looking forward to having none of my pretties. :(

    815165 on
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    shadowaneshadowane Registered User regular
    edited May 2008
    The TBC beta lasted a few months and most of the bugs were worked out during that time. You did however have to spend time updating and such since a ton of things changed between normal and TBC.

    shadowane on
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    IshtaarIshtaar Fun is underrated. Registered User regular
    edited May 2008
    815165 wrote: »
    What was the situation with UI's on TBC's release? Were mod peeps given time beforehand to update their shit?

    I'm not looking forward to having none of my pretties. :(

    TBC's release wasn't so bad, but omg do I remember when patch 2.0 went live. (like 40 days before x-pac)

    Everything was horribly, horribly broken. CT Raid, which was a fairly common "required" raiding mod, would cause a lag spike like every 4 seconds if even 1 person in the raid had it.

    The non-healers were bitching up a storm: "you guys can't heal without mods, delete your char." Well, I could heal without mods, if you know... When I clicked on a person in Blizz's default raid frame, it targeted that person instead of someone totally at random in his party. I spent an entire BWL staring at the floor or wall, thinking it was actually clicking through the frames, and eventually was targeting people by typing "/tar ___" in the command line.

    I think I need a Xanax...

    Ishtaar on
    FFXIV: Sith Lord ~ D3: Ish ~ Steam:Ishie
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    ThomamelasThomamelas Only one man can kill this many Russians. Bring his guitar to me! Registered User regular
    edited May 2008
    Ishtaar wrote: »
    815165 wrote: »
    What was the situation with UI's on TBC's release? Were mod peeps given time beforehand to update their shit?

    I'm not looking forward to having none of my pretties. :(

    TBC's release wasn't so bad, but omg do I remember when patch 2.0 went live. (like 40 days before x-pac)

    Everything was horribly, horribly broken. CT Raid, which was a fairly common "required" raiding mod, would cause a lag spike like every 4 seconds if even 1 person in the raid had it.

    The non-healers were bitching up a storm: "you guys can't heal without mods, delete your char." Well, I could heal without mods, if you know... When I clicked on a person in Blizz's default raid frame, it targeted that person instead of someone totally at random in his party. I spent an entire BWL staring at the floor or wall, thinking it was actually clicking through the frames, and eventually was targeting people by typing "/tar ___" in the command line.

    I think I need a Xanax...

    We had a /gkick that went humorously awry because of that targeting bug.

    Thomamelas on
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    WavechaserWavechaser Registered User regular
    edited May 2008
    I love the fact that all the raid dungeons will have 10 man counterparts! So while more casual players may not be decked to the gills in the best gear ever, at least we still get to experience all the content!

    Yay!

    Wavechaser on
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    IshtaarIshtaar Fun is underrated. Registered User regular
    edited May 2008
    If DKs have knockback/around skills... Oh god can they please add the "Cement Shoes" enchant we used to joke around about during those trash pulls before A'lar's room?

    Ishtaar on
    FFXIV: Sith Lord ~ D3: Ish ~ Steam:Ishie
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    ThomamelasThomamelas Only one man can kill this many Russians. Bring his guitar to me! Registered User regular
    edited May 2008
    Ishtaar wrote: »
    If DKs have knockback/around skills... Oh god can they please add the "Cement Shoes" enchant we used to joke around about during those trash pulls before A'lar's room?

    AoE tank them with the tanks back to the corner. You'll get bounced against the corners and will get thrown up in the air a lot but the birds stay still.

    Thomamelas on
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    IshtaarIshtaar Fun is underrated. Registered User regular
    edited May 2008
    Thomamelas wrote: »
    Ishtaar wrote: »
    If DKs have knockback/around skills... Oh god can they please add the "Cement Shoes" enchant we used to joke around about during those trash pulls before A'lar's room?

    AoE tank them with the tanks back to the corner. You'll get bounced against the corners and will get thrown up in the air a lot but the birds stay still.

    No, I know that... I'm talking like; 80% resist to knockback effects altogether.

    C'mon, they can totally make it an engineering enchant, like spellthread.

    Ishtaar on
    FFXIV: Sith Lord ~ D3: Ish ~ Steam:Ishie
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    ThomamelasThomamelas Only one man can kill this many Russians. Bring his guitar to me! Registered User regular
    edited May 2008
    Ishtaar wrote: »
    Thomamelas wrote: »
    Ishtaar wrote: »
    If DKs have knockback/around skills... Oh god can they please add the "Cement Shoes" enchant we used to joke around about during those trash pulls before A'lar's room?

    AoE tank them with the tanks back to the corner. You'll get bounced against the corners and will get thrown up in the air a lot but the birds stay still.

    No, I know that... I'm talking like; 80% resist to knockback effects altogether.

    C'mon, they can totally make it an engineering enchant, like spellthread.

    Unless it's something like knockback protection/ + stamina I wouldn't use it.

    Thomamelas on
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    Little JimLittle Jim __BANNED USERS regular
    edited May 2008
    so presence is basically a paladin aura except all of them are really useful

    fucking deathknights!

    Little Jim on
    th_crabz.png
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    -SPI--SPI- Osaka, JapanRegistered User regular
    edited May 2008
    Thomamelas wrote: »
    Ishtaar wrote: »
    Thomamelas wrote: »
    Ishtaar wrote: »
    If DKs have knockback/around skills... Oh god can they please add the "Cement Shoes" enchant we used to joke around about during those trash pulls before A'lar's room?

    AoE tank them with the tanks back to the corner. You'll get bounced against the corners and will get thrown up in the air a lot but the birds stay still.

    No, I know that... I'm talking like; 80% resist to knockback effects altogether.

    C'mon, they can totally make it an engineering enchant, like spellthread.

    Unless it's something like knockback protection/ + stamina I wouldn't use it.
    They'll just add knockback resistance onto resilience. Duh.

    Gotta keep inflating that godstat.

    -SPI- on
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    815165815165 Registered User regular
    edited May 2008
    Little Jim wrote: »
    so presence is basically a paladin aura except all of them are really useful

    fucking deathknights!
    But there's only 3 and one of them is basicly RF for Death Knights, I guess.

    815165 on
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    shadowaneshadowane Registered User regular
    edited May 2008
    Are presences for the group or just for the death knight? I didn't notice that.

    shadowane on
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    WavechaserWavechaser Registered User regular
    edited May 2008
    Has anything been posted yet about Race selection for DK's?

    I'm basically wondering if we are going to see 50,000,000 Blood Elf Death Knights running around.

    Wavechaser on
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