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Runes?!!?Follow

#1 May 25 2008 at 1:37 AM Rating: Decent
Well, we know that DK will have three talents, has the other classes: frost, unholy and blood. There are also Frost, Unholy and Blood runes. If we choose Unholy, we can only use Unholy and Unholy runes? I'm pretty confused about this matter... Why they simply don't put mana?! :P

Edited, May 25th 2008 5:49am by tiagonuno
#2 May 25 2008 at 1:52 AM Rating: Decent
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3,114 posts
Just as someone specing balance doesn't mean they can't use feral abilities. From what I understand it, you choose before a fight what runes you want, and each rune has an amount of runic power. The talents just help the spells. So a Frost spell that uses frost runes might use more runic power if you're blood spec than frost spec.
#3 May 25 2008 at 2:53 AM Rating: Good
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135 posts
I thought it was a bit like this :

Every skill uses a certain amount of runes, let's just say most use 1 (all speculation, of course.)
We have 2 frost, 2 blood and 2 unholy runes in our runeblade.
Then, when you use a frost skill on of your frost runes is on CD.
You use another one, and your second frost rune is on CD too.
Now you can't use a frost skill anymore till the cd (which is 10, I thought) is over.(the rune is refreshed)

In the meanwhile, while you use skills that require runes, you build up runic power.
See this as a sort of combo-points.
Then, you can use a skill that uses your runic power and converts it in BAM BAM BAM, your dead.

At least, that's my take on it.
/smile

Edited, May 25th 2008 6:55am by NeroSeekerOfSouls
#4 May 25 2008 at 2:58 AM Rating: Decent
Ok, but runes refresh themself or I have to create them?
#5 May 25 2008 at 3:02 AM Rating: Good
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135 posts
For as far as I know they refresh themselves, like a rogue's energy bar.

EDIT: That's after you inscribed them in your blade ofcourse.

Edited, May 25th 2008 7:02am by NeroSeekerOfSouls
#6 May 27 2008 at 4:31 PM Rating: Decent
NeroSeekerOfSouls wrote:
I thought it was a bit like this :

Every skill uses a certain amount of runes, let's just say most use 1 (all speculation, of course.)
We have 2 frost, 2 blood and 2 unholy runes in our runeblade.
Then, when you use a frost skill on of your frost runes is on CD.
You use another one, and your second frost rune is on CD too.
Now you can't use a frost skill anymore till the cd (which is 10, I thought) is over.(the rune is refreshed)

In the meanwhile, while you use skills that require runes, you build up runic power.
See this as a sort of combo-points.
Then, you can use a skill that uses your runic power and converts it in BAM BAM BAM, your dead.

At least, that's my take on it.
/smile


only problem with that is that you would still be able to spam Bloodstrike however many times you have runes. (talents don't mention a CD)

Nerf, Nerf they would cry as the Pallies QQ cuz deafnites got all we wanted for ret!
Nerf, Nerf Lawlks would cry cuz they r us with melee!
Nerf, Nerf the shammys cry cuz we need buffs or everyone needs nerfs!
Nerf, Nerf the huntard crys cuz he cant leet pwn every class in the game anymore!
Nerf, Nerf the drood crys cuz I can't run around healing forever anymore!
Nerf, Nerf the Mage crys cuz they kill me in one shot without insta spam!
Nerf, Nerf the Warriors cry cuz they took arms and prot frum us!
Nerf, Nerf the Rogues cry because we cant CoS out of it!
Nerf, Nerf the Preist crys because Mind control off cliffs is our only chance!
#7 May 27 2008 at 6:32 PM Rating: Good
Q.Q Your mother crys because she gave birth to an English teachers nightmare?
#8 May 28 2008 at 5:24 AM Rating: Good
that was sarcasam unreadable over the internet.
#9 May 28 2008 at 5:25 AM Rating: Good
double post.


Edited, May 28th 2008 7:01pm by hybrand
#10 Jun 02 2008 at 4:20 PM Rating: Decent
You can do it however you want. There was a blizzard example of a DK whose blood specced with 5 frost runes and 1 blood rune. I'm sure there will be strategy involved in choosing.
#11 Jun 02 2008 at 5:52 PM Rating: Decent
Have you simply checked the WoW website?

https://www.worldofwarcraft.com/wrath/features/deathknight/gameplay.xml

Quote:
Talent Trees

Death knight talent trees are complemented by Presences -- self-only auras that benefit the death knight. Selecting the matching Presence for each tree augments the class abilities for that school of magic.

* Blood: Talents in this tree focus on damage-dealing abilities. Blood Presence increases damage output by a percentage.
* Frost: Talents in this tree focus on tanking abilities. Frost Presence increases threat and lowers damage taken by a percentage.
* Unholy: Talents in this tree have a variety of functions including summons, diseases, and PvP-focused abilities. Unholy Presence increases attack speed and reduces the global cooldown on death knight abilities.

The Rune System

The resource mechanics for death knights are runes and runic power. A skilled death knight makes efficient, timely use of runes and runic power to maximize his or her damage-dealing or tanking abilities.

* Runes: Every death knight ability requires runes, which come in three varieties: blood, frost, and unholy. Depending on the ability, it may require runes of a single type or a combination of types. When a rune is used, it has a cooldown period before it can be used again. Death knights can customize which array of six runes to have available at a given time, which can aid their ability to perform certain roles. For example, a tanking death knight may wish to load his or her rune array with more Frost runes.
* Runic Power: As rune abilities are used, the death knight also generates another resource called runic power. The death knight will have certain abilities that consume all available runic power, with varying levels of effectiveness based on total runic power spent. Similar to a warrior’s rage, runic power decays over time if not spent.




I'm wondering if Paladins and Warriors will be essentially obsolete after this.. I doubt it (why would blizz do that?) but it makes me wonder...
#12 Jun 03 2008 at 1:48 AM Rating: Good
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2,183 posts
Sooo ... why would Paladins and Warriors become obsolete? Unless you have a reasoning for it, I don't see where your wonderings come from >.<
#13 Jun 03 2008 at 2:23 PM Rating: Good
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155 posts
I seriously doubt Paladins, Warriors, and Druids will be obsolete when WotLK comes out.
Every tank has their different situations in where they excel at.
Only difference for the Death Knight is that they are going to excel at tanking casters.
#14 Jun 03 2008 at 4:28 PM Rating: Excellent
The GCD will slow down 'ability spam' to a degree.

However, much like a Rogue opening up with full Energy, a DK opening up with 'full runes' will be able to throw out an impressive 'burst' of abilities for a short while.
#15 Jun 04 2008 at 11:53 AM Rating: Decent
Quote:
The GCD will slow down 'ability spam' to a degree.


then go go unholy tree with the shortening of the GCD.

does this unholy tree gcd shorten stack with haste or is there no way of getting GCD below 1 second?
#16 Jun 04 2008 at 7:56 PM Rating: Good
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8,779 posts
1s is the hardcap on GCD with a few rare exceptions.
#17 Jul 21 2008 at 6:30 PM Rating: Default
EDIT OUT...

Edited, Jul 21st 2008 11:20pm by Veverzhus
#18 Jul 23 2008 at 10:56 AM Rating: Good
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1,039 posts
For the uninformed, and/or the lazy. Here are the details of Dark Knight atm.

Your rune setup is 2/2/2. No customization atm. The problem is with balance, if you could go all frost or something, you would gimp out your other abilities etc.
2/2/2 is ok for blood and unholy specs, but down the frost tree things are so dependent on frost runes that there's never enough. A bunch of us are complaining for something to either give us a wildcard rune with a long cooldown we can use for anything, a talent for faster refresh on frost runes or a 7th rune that we CAN customize.

So since they took out the rune configurations, they did give us our own set of DK weapon enchants. Right now they need more tweaking and were probably thrown together quickly by the developers, but the runeforge enchants look like they scale well, and according to blue posts the will scale well when they are complete.

Runes are each on a 10 second cooldown. Every time you use an ability that needs runes, you gain ~10 runic power. RP is used for finishing attacks. Outside of combat it drains like a warrior's rage bar. In combat you can think of it kind of like a rogues combo points. you build up RP, then you can unleash finishing attacks or special abilities. (EG, corpse explosion takes 60 RP. death coil takes some RP [cant remember...like25-40], but some abilities take ALL of it like runeweapon and unholy blight). RP was a great idea because you will need reactionary abilities like taunt, silence, etc, and other powered up abilities, to be off the GCD for use.

DKs have 3 presences. These are like stances for a warrior. On their own they buff the DK. blood = some damage returned as hp, and a %Damage boost. frost = threat and armor boost, something like 45%, unholy = 10 or 15% haste on your melee attacks, and the GCD is shortened to 1 second. each of these gets a boost if you go far enough down the matching talent tree (blood will heal party members, frost boosts party members hp, and unholy boosts movement speed).

if your specced down frost, or unholy, or blood, you can use other abilities. in fact, blood and unholy synergize very well, and will be even better when corpse explosion gets buffed again.

theres a lot of good info about DK up now that the NDA is lifted. check mmo-champion.com
also for vids, check jadefury.blogspot.com
#19 Jul 25 2008 at 2:46 AM Rating: Decent
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889 posts
Yeah, I had been watching vids and wondering why everyone had 2 of each rune...

It really sucks that they aren't solving this problem by simply putting longer cooldowns on the rune-using abilities themselves.

Unbreakable Armor in the Frost tree looked like a great talent when I thought you could have 6 Frost runes for more proc chances (15% chance of +30% armor & +10% str when you use a Frost rune, 10 sec duration).

Edited, Jul 25th 2008 6:46am by angryempath
#20 Jul 25 2008 at 2:54 AM Rating: Decent
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13,048 posts
angryempath wrote:
Yeah, I had been watching vids and wondering why everyone had 2 of each rune...

It really sucks that they aren't solving this problem by simply putting longer cooldowns on the rune-using abilities themselves.

Unbreakable Armor in the Frost tree looked like a great talent when I thought you could have 6 Frost runes for more proc chances (15% chance of +30% armor & +10% str when you use a Frost rune, 10 sec duration).

Edited, Jul 25th 2008 6:46am by angryempath

TBH I'm not sure I'd take anything different than 2/2/2 anyway.
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