Jump to content
FORUMS
Damien

Frost Death Knight 7.3

Recommended Posts

12 hours ago, Guest Rave said:

Thank you for your help!

No problem. Keep an eye out for future updates and comments here. If you have any other questions, just ask and I'll do my best :)

Share this post


Link to post
Share on other sites
Guest machine gun build

I feel for you there.  I would usually use obliterate at opening to consume my runes asap and maximize the triggers of Frozen Pulse (incoming 7.1 change is a good buff for it too).  then just leave it with the usual rotation seen here afterwards.  At least that is how I envision the machine gun build would be (go gcd capped  and keep your runes consumed always and avoid Icy talons from falling off for the fun of it)

As for the Icecap vs Avalanche, its still the quantity vs quality debate.  Would still prefer icecap for quantity on this one for more uptime of str/frost damage bonus is hard to resist.

Closing note perhaps you can also add to wait for full stacks of razorice before popping Sindragosa's Fury

Anyway looking forward very much to the changes whether if it will overtake UH this time around hopefully.  Judgement day is coming Terminator: Rise of the machine gun build will hopefully a hit... pun intended

Share this post


Link to post
Share on other sites
7 minutes ago, Guest machine gun build said:

Anyway looking forward very much to the changes whether if it will overtake UH this time around hopefully.  Judgement day is coming Terminator: Rise of the machine gun build will hopefully a hit... pun intended

It's still very early and we'll see how things pan out with actual raid performance, but currently, UH is still beating Frost in ST early sims.

Share this post


Link to post
Share on other sites
I think the frost spe spe exceed the unholy dk come with Wednesday's maj. 
Great potential in multi who will complete a single non negligible up after 
I'm wrong and can be spe unholy dk remain ahead as always ^^

Share this post


Link to post
Share on other sites
9 minutes ago, athe said:

I think the frost spe spe exceed the unholy dk come with Wednesday's maj. 
Great potential in multi who will complete a single non negligible up after 
I'm wrong and can be spe unholy dk remain ahead as always ^^

Currently, the first sims released show Frost losing to UH again. This might change in the logs after the patch however, so keep an eye on it all.

Share this post


Link to post
Share on other sites
 
I currently use the spe unholy dk cert which is more powerful than the frost burst in but 
I could test the spe spe currently frost frost is really powerful on the target multi 
but did not further on between mono 50k and 80k of gap. 
Having also bring up the look by Maj mercredie I could see a big increase in multi damage 
but also with mono and obliterate frost hits. After it did on paper.

Share this post


Link to post
Share on other sites
Guest Svenrad

I don't get why the guide says that you need to watch out for Rime Procs but the rotation soed only include Frostscythe.. there is no obliterate so there are no Rime Procs

Share this post


Link to post
Share on other sites
14 minutes ago, Guest Svenrad said:

I don't get why the guide says that you need to watch out for Rime Procs but the rotation soed only include Frostscythe.. there is no obliterate so there are no Rime Procs

I believe it is there due to the chance of people taking the Obliteration talent, if they wish.

The guide will most likely see an update shortly to reflect all the possible class changes. I have already reported the problem with Obliterate, it has been noted and hence why we have added the note about renewing Frozen Fever.

Share this post


Link to post
Share on other sites

Obliterate has now been added to the rotation, further to reports of it being missing. Thanks for letting us know everyone!

Share this post


Link to post
Share on other sites
Guest Nakuii

Now u missed the rime procc in the rotation :-D

 

I hope i didnt create a double post.

 

Greetz Nakuii

Share this post


Link to post
Share on other sites
17 minutes ago, Guest Nakuii said:

Now u missed the rime procc in the rotation :-D

This is intentional. Currently, you should ignore the Rime procs.

Please note, the entirety of this build is still VERY new. It was already undergoing testing to see what performs best and the latest changes have only added to the work required.

As of right now, ignore Rime and follow the priority. Please keep an eye out for future updates in case things do change again.

Share this post


Link to post
Share on other sites
5 minutes ago, Guest Nakuii said:

ah good to know and thanks for your fast answers! :-)

No problem! If you have any other questions, feel free to ask :)

Share this post


Link to post
Share on other sites
Guest ProdigyLoy

Just wanted some clarification. Since obliterate is on a higher priority than frostscythe, if we have 1 full rune and we took frozen pulse, should we wait for another rune to do obliterate or frostscythe so all runes are on CD assuming theres no km proc? Or is obliterate there simply because it uses 2 runes so we can empty our runes as quickly as possibly?

Share this post


Link to post
Share on other sites
Guest Pretzel

I love the build, this is what I was using before the hotfix as well, it just seemed to hit harder after spending some time on the dummy. I think this plus the buffs are going to at least put frost in a usable state again =)

Share this post


Link to post
Share on other sites
11 hours ago, Guest ProdigyLoy said:

Just wanted some clarification. Since obliterate is on a higher priority than frostscythe, if we have 1 full rune and we took frozen pulse, should we wait for another rune to do obliterate or frostscythe so all runes are on CD assuming theres no km proc? Or is obliterate there simply because it uses 2 runes so we can empty our runes as quickly as possibly?

You spend the rune immediately on Scythe due to Frozen Pulse. 

Share this post


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

I love the build, this is what I was using before the hotfix as well, it just seemed to hit harder after spending some time on the dummy. I think this plus the buffs are going to at least put frost in a usable state again =)

Fingers crossed that it can perform in the raid. The initial sims were slightly depressing!

Share this post


Link to post
Share on other sites
Guest Solidus

Frostscythe and Glacial Advance? Are you guys serious? I would suggest my fellow frost dks to find another guide, or better yet find the best comb themselves.

You know, i followed this post more like a guideline when legion launched, about stats and talents. When around 840 i started noticing that the "rotation" was messy and extremelly weak, going for 230-50k single target. Changed a few key talents, rearranged my stats and rotation, and a bam. A burst of 500-600k and 320k end, maybe a bit more on non-moving bosses.(Numbers are from EN normal) And that was before the boost.

Share this post


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

Frostscythe and Glacial Advance? Are you guys serious? I would suggest my fellow frost dks to find another guide, or better yet find the best comb themselves.

You know, i followed this post more like a guideline when legion launched, about stats and talents. When around 840 i started noticing that the "rotation" was messy and extremelly weak, going for 230-50k single target. Changed a few key talents, rearranged my stats and rotation, and a bam. A burst of 500-600k and 320k end, maybe a bit more on non-moving bosses.(Numbers are from EN normal) And that was before the boost.

Would be nice of you to tell us about your keytalents and rotation so we can try it out =)

Share this post


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

Frostscythe and Glacial Advance? Are you guys serious? I would suggest my fellow frost dks to find another guide, or better yet find the best comb themselves.

You know, i followed this post more like a guideline when legion launched, about stats and talents. When around 840 i started noticing that the "rotation" was messy and extremelly weak, going for 230-50k single target. Changed a few key talents, rearranged my stats and rotation, and a bam. A burst of 500-600k and 320k end, maybe a bit more on non-moving bosses.(Numbers are from EN normal) And that was before the boost.

logs or it didnt happen

Share this post


Link to post
Share on other sites
9 hours ago, Guest Solidus said:

Frostscythe and Glacial Advance? Are you guys serious? I would suggest my fellow frost dks to find another guide, or better yet find the best comb themselves.

You know, i followed this post more like a guideline when legion launched, about stats and talents. When around 840 i started noticing that the "rotation" was messy and extremelly weak, going for 230-50k single target. Changed a few key talents, rearranged my stats and rotation, and a bam. A burst of 500-600k and 320k end, maybe a bit more on non-moving bosses.(Numbers are from EN normal) And that was before the boost.

Hi there!

I'm sorry to hear that you feel that way. I'd love to see your superior build demonstrated in a few logs, please feel free to post them here so that myself, our writers and our moderators can take a look.

I look forward to seeing this excellent build, it sounds like it's going to be game changing for Frost DKs everywhere!

Share this post


Link to post
Share on other sites
7 hours ago, Guest Andjoh said:

Will the machingun rotation still be the way to go?

Yes, I believe so. 

Share this post


Link to post
Share on other sites
8 hours ago, athe said:
the update is effective or not yet I have seen no change on spells of frost dk

Yes, it is. The rotation is now updated to perform as an MG build.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      The new War Within Allied Races was added to the Alpha today and we already have a full look at not only all their customization options, but their dances as well, courtesy of MrGM! You can check out the Earthen's racial abilities here if you missed them earlier. 
      Let's start with the more dynamic feature, with both male and female dances:
      And then there's big amount of customization options, as well as a size comparison with regular dwarves:

      So, are we liking the new Allied Race overall? More than actual dwarves?
    • By Staff
      Here's a really cool possibility for the War Within, as a very subtle and mildly mysterious comment from Executive Producer and Vice President for WoW, Holly Longdale, may be hinting at our Warband characters getting a lot more involved in our travels! 
      First spotted by UlthansWrath, Longdale came up to Taliesin & Evitel at the recent London War Within Alpha press event and had a short chat about the Warband screen, when she casually said "wouldn't it be cool if those were the characters you took as your followers in your Follower Dungeons?" After the obvious confirmation from Taliesin and Evitel that, yes, yes it would be cool, she just said "hm" and that was the end of the conversation.
      Obviously this isn't any sort of official confirmation, but considering this is a really awesome idea, it seems likely Blizzard are at the very least discussing it, if not already working on it.

      The Warband system is already great, and this would add a lot to it for players that choose to go solo into dungeons, as it would give them even more motivation to get some great characters in their Warband - even if it was just a cosmetic option.
      So, what do you think, will we be seeing this feature when the War Within launches?
    • By Starym
      We have quite a few Season 4 fixes today, with the LFR item level requirement, many item-related fixes, as well as some Season of Discovery improvements, and more!
      April 25 (Source)
      Classes
      Fixed a bug with damage dealt by Rip and Tear, Internal Combustion, and Tear Open Wounds in Awakened raids. Dungeons and Raids
      Raid Finder now required item level 463 if the raid is Awakened. Brackenhide Hollow Addressed an issue where Stinkbreath can turn while casting Stinkbreath. Addressed an issue where Wilted Oak’s Necrotic Breath visual can be out of sync with the creature’s facing. Items
      Veteran track items or items obtained from Awakened Outdoor Activities should now properly be able to be converted into Class Set items at the Revival Catalyst. Resolved multiple issues with Dragonflight Season 4 tier set items not functioning after equipping certain Season 3 set items. Dreambound gear caches from the Dreamsurge Coalesence vendor will now correctly award Season 4 Explorer 1/8 (item level 454 gear) and tokens will properly display the correct item level of its contents. Fixed an issue that prevented Tiered Medallion Setting from functioning on Season 4 necklaces. Fixed an issue preventing Season 4 crests from properly converting to their lower-tier currency. Quests
      “A Multi-Front Battle” can now be completed. Season of Discovery
      Using an Unconscious Dig Rat no longer dismisses pets. Mage Displacement no longer functions if the most recent use of Blink was on a different continent or in a different instance.
    • By Staff
      Affliction is getting plenty of changes today as well, with Blizzard detailing the reasoning behind certain choices.
      Affliction (Source)
      Greetings Warlocks,
      Today, we have various Core and Affliction tree changes hitting the Alpha. We want to take a moment to go a bit more in depth as to what certain changes were made and why. As a refresher, here are the goals for our Core and Afflictions that we posted last week along with some additional goals that we can dig into here.
      Class
      Ensure each capstone is interesting and exciting. Reduce the amount of throughput talents, to free up utility choices. Reduce the number of ranks for talents that don’t warrant multiple ranks. Affliction
      Address the tuning of Malefic Rapture in single-target and multi-target situations. Reduce complexity and the amount of active buttons that contribute to it. Erase the need to choose between a single-target or multi-target profile by adding more adaptability and flexibility. While we cannot go over every change here, we’d like to get a bit more detailed than last week’s update and explain some of the bigger changes coming in this build.
      Class Tree Throughput
      We’re removing a lot of throughput talents from the class tree to allow warlocks to pick up more utility without feeling forced to take mandatory talents to be competitive. These talents aren’t compelling options when placed against utility as they will always be the right answer to have. This allows us to move that power into the specialization trees and tailor throughput-centric talents to be specific to that specialization’s gameplay.
      Malefic Rapture
      In addition to becoming baseline for Affliction, we are introducing new talents that will help Malefic Rapture become the go-to spender for both single-target and multi-target situations. This should also shift Seed of Corruption to being a means to apply Corruption to multiple targets rather than what you spam in dungeons. In addition, we are redesigning Siphon Life to be friendlier to Affliction’s rotation and expect that its new design will make it easier to optimize Malefic Rapture.
      Affliction’s Adaptability
      While we do want Affliction warlocks to have a preferred talent setup for single- versus multi-target situations, we don’t want it to feel like they are powerless if they are in the opposite situation. By focusing on Malefic Rapture being Affliction’s main spender and removing talents that are only valuable in multi-target situations (Soul Flame, Soul Swap, Doom Blossom, etc.), we’re hoping that the Affliction tree feels less punishing to fill out.
      Is This It?
      Not at all. We expect to make changes based on feedback and our own playtesting. We want to get the ball rolling on changes we knew we want to make, so we could start the discussion early on and make adjustments before The War Within launches.
      Thank you all for the continued discussions and we look forward to your feedback!
      And here are the full changes from the development notes:
      Affliction (Source)
      Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9.
    • By Staff
      Here come this week's Windwalker changes as well, with Blizzard detailing adjustments to Tiger Palm and Combo Strikes, as well as announcing talent tree layout changes coming with next week's build.
      Monk (Source)
      This week’s Alpha build brings more updates to Windwalker and we’d like to go over the underlying philosophy and reasoning for these changes. The main changes we’ll be discussing are to Tiger Palm and its damage distribution, making Combo Strikes more consistent and intuitive, and some incoming shifts to their spec tree talent layout.
      Tiger Palm
      Tiger Palm is the most commonly used button for Windwalker, but historically it has represented very little overall damage itself. We want Tiger Palm to remain mostly about generating Chi, but also represent a more meaningful percentage of Windwalker’s damage breakdown. Our goal is not to change rotational priorities, but to make every button press feel directlymeaningful to your overall damage.
      This also helps us tackle some interesting damage profiles by increasing their priority target damage, even in AoE scenarios. We’re excited about talents like Martial Mixture for this reason, which could offer some additional support to this profile.
      Combo Strikes
      We’ve removed Chi Wave and Expel Harm from the list of spells that trigger Combo Strikes for Windwalker Monks in The War Within. Since these are now automatically triggered, we didn’t think it was intuitive for these to trigger Mastery. Our intent for Combo Strikes is that the main focus should be directly on the action bar and relying on direct spell casts rather than auras to determine your next spell to cast.
      Alongside this, we’re making a couple adjustments to Combat Wisdom and Storm, Earth, and Fire to support these changes.
      Combat Wisdom will now rebalance Chi to 2 while out of combat instead of the default depletion. We think this will help both Windwalker’s opener feel more intuitive (only one required Tiger Palm before entering cooldowns with max Chi when playing with Ordered Elements) and also improve the experience of traveling between packs in Mythic Plus or the open world.
      Storm, Earth, and Fire is being added to the list of spells that triggers Combo Strikes. Our goal here is to make the transition to bursting feel as smooth as possible – both when maximizing Rising Sun Kicks with Ordered Elements and in the cases a Windwalker may choose to Storm, Earth, and Fire immediately before using other globals to set up Combo Strikes.
      Windwalker Tree Talent Layout Adjustments
      In next week’s Alpha build, we’re repositioning some nodes in the Windwalker tree to free up some builds we’re excited about. The main change is moving Teachings of the Monastery to Flying Serpent Kick’s location and moving Flying Serpent Kick baseline. Teachings of the Monastery is a talent we’re now considering core to the spec’s design in all scenarios, and moving it to a more centralized location frees up a talent point to increase optionality elsewhere.
      Thank you very much for your testing and feedback!
      And the changes from the development notes:
      Windwalker (Source)
      Developers’ notes: Please note that not all of the below changes will be available in Public Alpha 2, but we want to give players a full picture our next planned update for Windwalker, so we’ve opted to include all of our changes.
      Windwalker Expel Harm no longer triggers combo strikes. Chi Wave no longer triggers combo strikes. Combat Wisdom now balances your Chi to 2 while out of combat. Developers’ notes: With the removal of Expel Harm from the list of combo strikes triggers, we’d like to naturally smooth out Windwalker’s opener by having them start each combat with some additional Chi. This also reduces the ramp-up steps for them to get going rotationally. Storm, Earth, and Fire now triggers Combo Strikes. Developers’ notes: Moving forward, we’d like for Combo Strikes to not trigger from spells that aren’t intuitive to mix into your rotation or aren’t directly under your control, such as Flying Serpent Kick and Chi Wave / Expel Harm procs. Along this line of thinking, we’re also adding Storm, Earth and Fire to the list of spells that can trigger Combo Strikes. We want the initiation of cooldowns to feel as smooth as possible, and we’d like to allow for Ordered Elements to feel easier to play around (also back to back Rising Sun Kicks are fun!). Ordered Elements now has a 7 sec duration (was 5). Jadefire Harmony now increases damage and healing taken by 8% for its duration (was 12%). Crane Vortex is now a 1 point talent and increases the radius of Spinning Crane Kick by 15%. Rising Star is now a 1 point talent. Vivify healing increased by 30% for Windwalker. Developers’ notes: With the removal of Expel Harm as an active button for Windwalker, we’d like Vivify to better fill the on-demand healing niche for them. Skytouch no longer increases the range of Tiger Palm, now increases critical strike chance by 15% (was 50%), and its lockout duration is 30 sec (was 60). Dance of Chi-Ji may now stack up to 2 times. Storm, Earth, and Fire clones will now copy your Tiger’s Lust casts. Developers’ notes: With the removal of Serenity in mind, we’re looking to open up counter play options for Windwalkers when their Storm, Earth, and Fire clones are crowd controlled in PvP. Flying Serpent Kick is now a 30 sec cooldown (was 20). Shadowboxing Tread’s extra Blackout Kicks are now 80% effective (was 100%). Developers’ notes: We’re adding a tuning knob to Shadowboxing Treads so we can more easily tune Blackout Kick’s damage between single target and AoE scenarios.
×
×
  • Create New...