Jump to content
FORUMS
Damien

Blood Death Knight 7.3

Recommended Posts

Guest Donkeyjani

Actually, tremble before me is OP talent for big pulls. It stuns mobs time to time, so they dont hit you. 

Share this post


Link to post
Share on other sites
6 hours ago, Guest Donkeyjani said:

Actually, tremble before me is OP talent for big pulls. It stuns mobs time to time, so they dont hit you. 

I asked our reviewer about this and he doesn't really agree. I'll let him elaborate on this, though.

Share this post


Link to post
Share on other sites
Guest Tylantia

Grasp imo is far superior, considering its -CD coupled with alot of DnD procs.

Share this post


Link to post
Share on other sites
Guest DonkeyJani
2 hours ago, Guest Tylantia said:

Grasp imo is far superior, considering its -CD coupled with alot of DnD procs.

With 2min cd? Yea grasp is nice, but not superior. 

 

And it's wrong to say in guide that tremble is useless in pve. 

Share this post


Link to post
Share on other sites
Guest Luio

The disregard of Tremble Before Me as a PvE talent is understandable, people would usually be using tons of AoE on pulls with many mobs and this would break any semblance of stun on them. It is a useful talent for solo play tho, but I'm guessing this is catering towards raids and dungeos, not solo play.

On another note, I disagree with the lack of use for Rune Tap. Doing a bit of calculations with Foul Bulwark, the maximum health increase is 20%, which after Death Strike applies would only increase the minimum DS heal to about 12%, which is a mere 2% extra. Sure, it accumulates and can make a difference but this extra 2% would be assuming you have full bone shield, which usually isn't the case. More often than nor the enemy will hit you right after a Marrowrend on which case you would go down to 9 or even less depending on when you use your DS so its not 2% but rather less than 2% and 1% at 5 BS charges which is usually what you'd be above of. So all in all the increase isn't that great even with the synergy with Ossuary. On the other hand you have Rune Tap, which has a low cd and does consistent 25% damage reduction, which means you'd have an extra reliable mitigation effect which probably prevents as much damage as the extra 2% on the DS would. I'll go with rune tap.

Share this post


Link to post
Share on other sites
Guest Raelik

Wouldn't our potion of choice be versatility instead of bonus armor considering bonus armor no longer exists?

Share this post


Link to post
Share on other sites
28 minutes ago, Guest Raelik said:

Wouldn't our potion of choice be versatility instead of bonus armor considering bonus armor no longer exists?

I'm thinking to go mastery -> crit -> versatility -> haste. 

Share this post


Link to post
Share on other sites
Guest Kylo

1st up; thanks for the guide!

It would be useful for the guide to be updated to point out the situation(s) that these Talents would be useful for; eg. This combo is probably the most effective vs raid bosses. It may be obvious to those who create the guides but the players most likely to come to IcyVeins in the first place are the players most likely to need to know that there can be better alternatives in certain situations (such as the alternatives suggested in the 'Rotation' page)

Better still would be options for the most likely situations will be in for the next few weeks;

  • Vs. Raid/Dungeon Bosses (Maybe breaking stuns/fears with [Wraith Walk] is more useful here)
  • Vs. More than X mobs - eg. Dungeon
  • Vs Solo content - eg. Levelling (Maybe [Tremble Before Me] is more useful here)

 

Share this post


Link to post
Share on other sites

1) As was said, Tremble Before Me might be fine for solo large pulls, but it shouldn't be needed there. In any group content, the amount of AoE going out will never be 0, and since the disorients are both random and on a 10 second ICD, it's not reliable enough for anything. At best, it could be used on a fight like Xhul'horac to cause random interrupts on the imps, but this would require giving up faster grip CD (which is objectively better), and timing DnD with imps.

2) I fucked up potions, agreed. Guide is being updated, but it's versatility for survivability, strength for DPS. Versatility for surv because it still gives 1500 stat instead of 1000

3) Rune Tap is an interesting talent. While it can have its place, its uses are very niche and it is overall worse than Foul Bulwark. Foul Bulwark provides a consistent survivability boost throughout the fight. The additional Death Strike heal isn't what matters, it's the stability of having extra HP, which gives healers much more breathing room. Additionally, with Rune Tap, you will lose out on DPS and RP generation. Even with an average of 6-7 stacks of Bone Shield, Foul Bulwark is still much, much better.

4) I'll be honest, I haven't tested much WoD content in prepatch, as my focus was on Legion. Once the guide is updated to Legion, there will be further depth about talents for specific bosses and dungeons.

Edited by Aughyssul
  • Like 1

Share this post


Link to post
Share on other sites
3 hours ago, Guest Luio said:

The disregard of Tremble Before Me as a PvE talent is understandable, people would usually be using tons of AoE on pulls with many mobs and this would break any semblance of stun on them. It is a useful talent for solo play tho, but I'm guessing this is catering towards raids and dungeos, not solo play.

On another note, I disagree with the lack of use for Rune Tap. Doing a bit of calculations with Foul Bulwark, the maximum health increase is 20%, which after Death Strike applies would only increase the minimum DS heal to about 12%, which is a mere 2% extra. Sure, it accumulates and can make a difference but this extra 2% would be assuming you have full bone shield, which usually isn't the case. More often than nor the enemy will hit you right after a Marrowrend on which case you would go down to 9 or even less depending on when you use your DS so its not 2% but rather less than 2% and 1% at 5 BS charges which is usually what you'd be above of. So all in all the increase isn't that great even with the synergy with Ossuary. On the other hand you have Rune Tap, which has a low cd and does consistent 25% damage reduction, which means you'd have an extra reliable mitigation effect which probably prevents as much damage as the extra 2% on the DS would. I'll go with rune tap.

Thank you for the suggestion. I'll let Aughy's post be your reply :)

2 hours ago, Guest Raelik said:

Wouldn't our potion of choice be versatility instead of bonus armor considering bonus armor no longer exists?

Yes, that's right. I'm fixing it now. Thanks!

2 hours ago, DomkeyJani said:

I'm thinking to go mastery -> crit -> versatility -> haste. 

I am making a stat update, but it's a bit the reverse of this :)

1 hour ago, Guest Kylo said:

1st up; thanks for the guide!

It would be useful for the guide to be updated to point out the situation(s) that these Talents would be useful for; eg. This combo is probably the most effective vs raid bosses. It may be obvious to those who create the guides but the players most likely to come to IcyVeins in the first place are the players most likely to need to know that there can be better alternatives in certain situations (such as the alternatives suggested in the 'Rotation' page)

Better still would be options for the most likely situations will be in for the next few weeks;

  • Vs. Raid/Dungeon Bosses (Maybe breaking stuns/fears with [Wraith Walk] is more useful here)
  • Vs. More than X mobs - eg. Dungeon
  • Vs Solo content - eg. Levelling (Maybe [Tremble Before Me] is more useful here)

 

Thank you for this post. Right now, the guides are geared towards raiding (and always have), not dungeons and certainly not solo content. This may change in the future, but right now that's the case. Sometimes we mention when a talent is better for dungeons or solo content, but it's pretty exceptional right now.

  • Like 1

Share this post


Link to post
Share on other sites
Guest Exie

A very small change, and honestly it might be too self evident to be worth adding, but in the rotation I think it should be mentioned that Death Strike shouldn't always be cast when available.  Sometimes banking runic power and using Death Strike when you need health / are taking burst damage is the way to go, rather than just blindly following the rotation priority and using it as soon as you can.

Share this post


Link to post
Share on other sites
1 hour ago, Guest Exie said:

A very small change, and honestly it might be too self evident to be worth adding, but in the rotation I think it should be mentioned that Death Strike shouldn't always be cast when available.  Sometimes banking runic power and using Death Strike when you need health / are taking burst damage is the way to go, rather than just blindly following the rotation priority and using it as soon as you can.

Thanks for the suggestion, we'll see if we can clarify this :)

1 hour ago, Dium said:

What are the exact stat weights so I can import them into AMR?

Going to tag @Aughyssul here, because I honestly have no idea. Perhaps he can help you with that. No promises though!

Share this post


Link to post
Share on other sites

I unfortunately fucked up and lost allll my simcraft data a few days ago. I'm rebuilding my APL and shit now, hopefully I'll have real stat weights soon.

As for the Death Strike thing, it does clarify underneath that it should be used reactively, but I'll see about clarifying that more :)

Share this post


Link to post
Share on other sites
Guest Guest

Can someone please explain to me why haste is now the best and crit is above mastery? I just fail to see why, isn't bloodshield our main form of AM?

Share this post


Link to post
Share on other sites
Guest Sonalita

Some errors and oddities:

in talents, the description of tombstone talks about consumed runes, rather than consumed bone shield charges

 

in the rotations  page section 5.2, second para, it says "Death Knights have, as we have seen above, a very large number of survival cooldowns."  this is no longer true, almost all our cool downs have dissapeared

 

in the stats priority page, the 1st two lists are identical.

 

Share this post


Link to post
Share on other sites
Guest Warpig
10 hours ago, Guest Guest said:

Can someone please explain to me why haste is now the best and crit is above mastery? I just fail to see why, isn't bloodshield our main form of AM?

Death Strike is not the same Death Strike we are used to. DS is more of a reactive heal, rather than a protective shield. Death Strike can be used preemptively because it is Active Mitigation (3 sec window), however the shield that it provides is very small now. Mastery effects how big your shields are. I have a TON of mastery on my DK and the shield DS provides is very small. Having a lot of mastery does not increase the shield very much, therefore its value is less. 

Haste is really good because it increases the rate in which our runes regenerate. More runes equals more Marrowrends, which increases the uptime of our Bone Shield and provides us with Active MItigation for 3 seconds. More runes also equals more Heart Strikes which is our main Runic Power generator so we can cast more Death Strikes, mainly to heal us back up.

Here is a blue post talking about Marrowred's active mitigation it: http://us.battle.net/wow/en/forum/topic/20743504316?page=21#408

As far as Crit is concerned, it increases your parry, which means more times we are not getting hit, compared to a DS shield (which is TINY) absorbing only some of the damage. http://www.wowhead.com/spell=161797/riposte

The gameplay of a Blood DK has shifted dramatically imo. We no longer rely on your DS shield to protect us. It is now all about keeping our Bone Shield stacks above 5, Death Striking after being hit, and filling with Heart Strike. 

  • Like 1

Share this post


Link to post
Share on other sites
On July 21, 2016 at 3:45 PM, Guest Sonalita said:

Some errors and oddities:

in talents, the description of tombstone talks about consumed runes, rather than consumed bone shield charges

 

in the rotations  page section 5.2, second para, it says "Death Knights have, as we have seen above, a very large number of survival cooldowns."  this is no longer true, almost all our cool downs have dissapeared

 

in the stats priority page, the 1st two lists are identical.

 

Thank you very much for pointing out these errors. I'm going to fix them now :)

Share this post


Link to post
Share on other sites
Guest Prof. Screwtape

I think until AMR manages to wrangle all it's cats (and even afterwards) we would all would like to applaud Aughyssul for all the work, and I for one can't express how much I appreciate your offer to share those stat weights.

  • Like 1

Share this post


Link to post
Share on other sites
On 7/20/2016 at 10:43 PM, Aughyssul said:

I unfortunately fucked up and lost allll my simcraft data a few days ago. I'm rebuilding my APL and shit now, hopefully I'll have real stat weights soon.

As for the Death Strike thing, it does clarify underneath that it should be used reactively, but I'll see about clarifying that more :)

Hey @Aughyssul, just wondering if you've got the stat weights figured out again or something. 

Share this post


Link to post
Share on other sites

Hello, why is the recommended flask stamina instead of strength? If stamina is that good, it should be recommended for food as well. Or the stat prio with strength > haste is wrong.

if its
strength > stamina > haste
it should be strength flask and stamina food

if its
stamina > strength > haste
it should be stamina flask & food

Or is it depending on the amount of stamina you already have. But this should be said in the guide.

Share this post


Link to post
Share on other sites
Guest Opi

Hey!

I have some question about stats priority. Why strength is on top of list? Strength is giving nothing to our survivability only dps increase, or I'm wrong? Explain please.

Share this post


Link to post
Share on other sites
On July 26, 2016 at 5:39 PM, Treufus said:

Hello, why is the recommended flask stamina instead of strength? If stamina is that good, it should be recommended for food as well. Or the stat prio with strength > haste is wrong.

if its
strength > stamina > haste
it should be strength flask and stamina food

if its
stamina > strength > haste
it should be stamina flask & food

Or is it depending on the amount of stamina you already have. But this should be said in the guide.

Stamina flask is best for survivability, and Strength flask is best for increasing damage output. The actual moment to decide to switch between the two is hard to identify, but as the guide says, you need "enough" Stamina. I'm going to edit the enchants page to mention that Strength flask is best for damage.

Stamina doesn't really have a place in the stat priority. And at this time (pre-patch), you probably don't need Stamina at all, depending on your gear.

19 hours ago, Guest Opi said:

Hey!

I have some question about stats priority. Why strength is on top of list? Strength is giving nothing to our survivability only dps increase, or I'm wrong? Explain please.

Strength is at the top of the stat priorities because it provides attack power and parry, both of which are valuable. There is also a trend currently (especially during the pre-patch) to maximise tank DPS, since dying is less of an issue than during real progression content.

Share this post


Link to post
Share on other sites

I did some casual theorycrafting myself, as I wanted to better understand stat priority given here (except for Haste, which would be too time consuming to calculate for me). Keep in mind, I haven't played beta Legion yet. I measured stat usefulness against a training dummy first and then roughly extrapolated on Normal/Heroic raiding environment. This is what I got:

Spoiler

Lets assume I choose between Mastery, Parry and Versatility:

  • 73.3 Mastery Rating gives me 1% increased Physical absorb from Death Strike base healing.
  • The same amount of Parry (or Crit) Rating gives me 0.45% chance to parry an attack.
  • 73.3 Versatility Rating gives me +0.56%damage/healing_done and -0.28%damage_taken.

To get the idea how often my character is being hit in a spherical vacuum conditions I went to the Dungeon's Training Dummy and checked how often it would hit me and for how much damage on average (before it applies 5% increased damage done on itself):
The training dummy does approximately 9 hits every 10 seconds and deals ~40k damage per hit for ~360k total to my character.
My character has 570k health, 40% Mastery and 13% Haste. I manage to use Death Strike ~1.6 times every 10 seconds against single Dummy while keeping Bone Shield up. Within 10 seconds frame 1.6 of Death Strikes heal for 91.2k health and absorbs 36.5k damage with my 40% Mastery.

In these conditions:

  • With extra 73.3 Parry Rating (+0.45%) every ~223rd attack would be parried effectively mitigating ~40k damage every 247.5 second or ~1616 Physical damage every 10 seconds.
  • With extra 73.3 Mastery Rating (+1%) ~912 Physical damage would be absorbed every 10 seconds.
  • With extra 73.3 Versatility Rating (+0.56%damage/healing_done and -0.28%damage_taken) my character would get ~511 healing, ~204 Physical absorb and ~1008 less ALL damage every 10 seconds. Total ~1715 points.

Haste would be too time consuming to calculate for me.

Keep in mind that these are all approximate numbers aimed to give a general idea of the relative usefulness of each secondary stat. And they apply to my character.

You may have different stats distribution/environment and this is how different stats affect numbers:

Less Mastery (say, if you have absolutely no Mastery on gear and only base character Mastery of 12%) would only affect the usefulness of extra 73.3 Versatility Rating and only marginally. It would give ~61 instead of ~204 Physical absorb every 10 seconds.

More health would increase the usefulness of both Mastery and Versatility:
Very roughly 10% more health would translate into stronger mitigation effect from Mastery  by 10% and from Versatility by 4%. However mitigation from Parry will remain the same.

If for some reason you fight something other than Training Dummy you probably take more damage within 10 seconds frames. That would make Versatility and Parry more useful.
Roughly 10% more damage taken within 10 seconds would translate into 6% stronger mitigation effect from Versatility and 10% stronger mitigation from Parry.

Finally, if you are being hit more often than 9 times every 10 seconds (with average hit still doing ~40k damage) Parry and Versatility become more useful, while Mastery does not.
11% more hits (1 extra hit per 10 seconds) would translate into 6% stronger mitigation effect from Versatility and 11% stronger mitigation from Parry.

As you can see, environment with stronger/faster hits on your character increases Parry usefulness more (faster) than Versatility allowing Parry to catch up with Versatility in usefulness at some not too distant point.

Obviously, I am not a hardcore raider. All these calculations are done with the Training Dummy. It does less damage than 50% of your total health every 5 seconds, so Mastery doesn't benefit from stronger than minimal Death Strike healing. 

In raids damage taken per 10 seconds is much higher, though the number of hits per 10 seconds could be less than 9. 
If my character (570k health, 40% Mastery and 1.6 Death Strikes every 10 seconds) is being hit 6 times every 10 seconds and takes damage equal to 100% of his total health, than 

  • 73.3 Parry would mitigate ~2554 points of Physical damage.
  • 73.3 Mastery would absorb ~1824 points of Physical damage.
  • 73.3 Versatility would give stronger heal+absorb+reduction by ~1021+409+1596 or total ~3026 points (where 1596 points of Physical AND Magical type damage.

 

Edited by Enly

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Dragonflight Season 4 is upon us and here's a handy visual gearing guide by Reddit user gandalin1306 to help you get started!
      If you're curious about the upgrade tracks for season 4 and the crests required for upgrades, look no further. Here’s a detailed visual guide created by Reddit user gandalin1306.
      Update: gandalin1306 updated the gearing guide, adding Whelpling Crest drops to Heroic dungeons. The image below has been updated.

      Source: Reddit
    • By Staff
      We've already talked about and taken a first look at the Delve-specific mount coming in the War Within, but now it's time to check out all of its customization options! 
      LeystTV has delved into the mount and shown off all the options, from the different colors to nose, wing, thruster, and top customizations, with glider, blimp, helicopter looks and more! There's even different versions of Horde and Alliance decals to choose from! 

      And these may not even be all the options present at launch, not to mention new ones Blizzard might add with later patches, making this one of the cooler mounts in the game.
    • By Starym
      We have a Crest switch fix and weekly maximum increase, as well as a quest fix in retail, the big class tuning pass for Season of Discovery, and more in today's hotfixes.
      April 23 (Source)
      Items
      Season 3 (Dreaming) crests are now correctly removed from players' currency tabs. Players have received a small amount of gold for their unused Dreaming Crests. Players can now earn up to 120 crests of each type per week in Dragonflight Season 4 (was a maximum of 90 per week in Season 3). This will allow for up to 8 upgrades per week, per crest type (was 6 in Season 3). Developers' notes: For players who don't reach their maximum crest earnings in a given week, we've implemented the increasing-seasonal-cap system from previous seasons. Please note that this increase is likely applicable to Season 4 only. We expect the weekly maximum to return to 90 for The War Within Season One. Quests
      Resolved an issue where abandoning the quest "Something Worth Celebrating" could make it unavailable. Cataclysm Classic
      The dates for Children’s Week have been adjusted so that the holiday begins and ends three days later than previously scheduled. Season of Discovery
      Players who have completed the quest "Warranty Claim" but have misplaced their Pristine G-7 C.O.R.E. Processor before handing in the quest "Salvaging the Salvagematic" may now speak with the Lost and Found vendor Rix Xizzix in Booty Bay to recover the misplaced quest item. Fixed a Sunken Temple issue where the Atal'ai Defenders encounter would not reset properly. Druid The Natural Weapons talents now increases all damage done by druids in Season of Discovery, instead of just physical damage. The Gale Winds rune now reduces the mana cost of Hurricane by 60%. Swiftmend no longer consumes a Rejuvenation or Regrowth effect on the target when used. Developers’ notes: Please note that it does still require Rejuvenation or Regrowth to be on the target to be used. Hunter Rapid Killing now reduces the cooldown of Rapid Fire by 80% (was a reduction of 2 minutes). Chimera Shot weapon damage percent increased to 135% (was 120%). Explosive Shot base damage before attack power increased by 50%. Sniper Training has an additional new effect: while Sniper Training is at 5 stacks, Aimed Shot is instant. Serpent Spread now causes Multi-shot to apply Serpent Sting to its targets for 12 seconds (was 6 seconds). Steady Shot now deals 100% weapon damage (was 75%). Developers’ notes: There are more adjustments coming for Hunters. In general, we intend to improve the ranged playstyle and diminish the melee playstyle so that the two become more equivalent. Paladin Seal of Righteousness damage can now be critical hits. Sacred Shield’s duration is extended to 60 seconds (was 30 seconds). Crusader Strike has now gained an additional effect: Crusader strike now refreshes all judgement effects active on the target to a 30 second remaining duration. Seal of Martyrdom can now “twist” with other seals, including Seal of Command. Developers’ notes: Seal twisting was an interesting emergent effect that became popular during the original Burning Crusade, that utilized the slower server messaging system used in early versions of WoW to slightly extend the duration of the paladin’s active seal for a short time whenever a second seal was cast. This effectively allowed paladins to momentarily gain the benefit of two seals at once if they timed the application of a new seal to line up perfectly just before their weapon swing. We recreated this playstyle in Burning Crusade Classic and since then it’s been a popular request in other versions of original WoW, including Season of Discovery. As the game matures and we continue to listen to player feedback however, we recognize that for some, this is part of the charm and uniqueness of playing a paladin during those early eras of WoW’s history. We consider this change to be experimental and we will watch the performance and behavior of Retribution closely after this change. Priest Shadowform now increases all shadow damage done by 25% (was 15%). Rogue Saber Slash bleed now stacks up to 5 times. Saber Slash bleed now also increases the impact damage done by Sinister Strike and Saber Slash by 15% per stack for the rogue who applied the bleed. Saber Slash bleed now deals 3% of the rogue’s Attack Power in damage per tick (was 5%). Shaman Mental Dexterity now only triggers from dealing damage with Stormstrike and Lava Lash, and it now lasts 30 seconds (was 10 seconds). Burn now increases Flame Shock Damage by 100% and flame shock DoT duration by 6 seconds, and causes Flame Shock to strike up to 5 targets (was 3 targets). Developers’ notes: We’ve received a lot of feedback about the overall usability of mental dexterity, particularly for Elemental Shamans. This ability was not intended to be used by elemental, so the adjustments we’ve made are to help ensure its usage is a bit more enhancement-centric. To compensate, we’ve increased the output and usability of the Burn rune, with a slight quality-of-life improvement in the form of a Flame Shock duration increase which allows two Lava Burst casts to be used within a single Flame Shock duration.
    • By Staff
      Blizzard announced they will be increasing the maximum number of characters per account in the Dark Heart patch! 
      Max Characters (Source)
      With the Dark Heart patch, we will increase the maximum number of characters that can be created on a WoW account from 60 to 65.
      Have fun!
    • By Staff
      Blizzard have announced that Season 4 will see an increased number of maximum Crests acquired each week, and also have the increased cap system for players that don't reach the maximum each week.
      Crests (Source)
      Players can now earn up to 120 crests of each type per week in Dragonflight Season 4. This was a maximum of 90 per week in Season 3. The increase will allow for up to 8 upgrades per week, per crest type.
      For players who don’t reach their maximum crest earnings in a given week, we’ve implemented the increasing-seasonal-cap system from previous seasons.
      Please note that this increase is likely applicable to Season 4 only. We expect the weekly maximum to return to 90 for The War Within Season One.
×
×
  • Create New...