Forum Settings
       
Reply To Thread

WotlK and DK info compilation.Follow

#1 May 28 2008 at 4:48 PM Rating: Excellent
http://forums.worldofwarcraft.com/thread.html?topicId=6417312045&sid=1

A couple thing that were new to me:

- DK will be able to use Maces, not only swords and axes, this make Human an even more interesting racial choice.

- Runes apparently take 10 seconds to 're-activate', which should put to ease people who think using 6 runes within 15 seconds to get Blade Barrier up will be a problem (With GCD, you can use 6 rune in 7.5 seconds, meaning the first one won't even be up refreshing).

- Death Strike is a core ability, that cost 1 Blood and 1 Frost Rune. This mean that abilities may well cost more then 1 Runes, making using those 6 runes to keep blade barrier up even easier.

- Raise Dead is rumored to not be usable in Arena, making the Unholy Tree even more dubious as the de factor pvp tree (I'm starting to think Deep Frost will be it).



Edited, May 28th 2008 8:49pm by Tyrandor

Edited, May 28th 2008 8:50pm by Tyrandor
#2 May 28 2008 at 6:20 PM Rating: Good
****
8,779 posts
interesting. im torn between deep frost, deep blood, and some kind of frost/blood hybrid with a bit of unholy as my arena trees (using current info of course). depending on how the cards fall we'll know if DKs are a prime focus target or not. my money is that theyll be up there, but probably not as high priority as shammies and priests. easily tied with warlocks tho, what with their anti-caster and control abilities.

of course, theres a bit of a catch-22 here as the best control abilities are deep frost, and the whole point of going into blood would be to provide healing capability to withstand focus fire, but if a DK isnt deep frost, will they be as much of a threat then?

ahh, speculation.
#3 May 28 2008 at 8:06 PM Rating: Decent
How about this for Control and Health Regen? http://war-tools.darlinganime.com/index.php?i=deathknight2&b=6350151c302001m53555150310030130101305z00

Seems like this would let you tank & give you control in arena and if you go low health pop blood presence and mark of blood maybe a rune tap and there you go health regen.

Edited, May 29th 2008 12:06am by SpiritofShadow
#4 May 29 2008 at 11:16 AM Rating: Excellent
I don't see a pvp build being viable without Lichborn.

11 point in Unholy will be pretty much necessary. Not to mention that this allow you to grab the 30% harder to dispel disease talent.

It's the rest of the unholy tree I'm having problem with.

Something like this is what I think will end up being a good pvp frost tree.

Another interesting point I hadn't picked up...

You use runes, which build runic power... then runic power is used to 'finisher' like abilities, meaning that you probably use ALL your runic points when you use a runic ability.



Edited, May 29th 2008 3:24pm by Tyrandor
#5 May 29 2008 at 4:53 PM Rating: Decent
**
814 posts
That frost build looks pretty good to me. The only problem I'm having with the DK is how many snares they have. It seems to me like they have a lot more freezing abilities then frost mages themselves. I mean anything but a druid or a paladin(with BoF ready to use) doesn't have any hope of getting away. Still I have not seen all their abilities yet so all I have to go by is their talent trees. Hopefully the abilities aren't to powerful themselves or we may see the end of casters.
#6 Jun 02 2008 at 4:19 PM Rating: Decent
What I'm wondering is if there will be spells that do not require runes (that require health instead, for example.)
#7 Jun 02 2008 at 8:43 PM Rating: Good
****
8,779 posts
there are spells like that. they require a resource known as runic power, which is generated by using runes.

as far as we know, under current conditions, a death knight will have a finite number of runes that they can equip into their rune weapon (six total), comprising either frost, blood or unholy. you can mix and match the runes as you see fit, and upon usage of a rune, say to use death strike, you will generate runic power which can then be used to fuel other abilities.

how much runic power is generated per rune use is currently unknown. also, each rune will eventually recharge, so the flow of runic power is essentially limitless.

Edited, Jun 3rd 2008 2:59am by Quor
#8 Jun 03 2008 at 7:26 PM Rating: Good
****
8,779 posts
update on the DK talents on the official site:

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

previously, the talent desc. said stuff such as "focuses on pve dps" or "focuses on tanking". now the trees are as follows:

Quote:
Blood: Talents in this tree focus on weapons, armor, and strikes.

Frost: Talents in this tree focus on control, counters, and combos.

Unholy: Talents in this tree focus on spells, summons, and diseases.


this does away with the whole "unholy is pvp, frost is tanking, blood is pve dps" thing that was originally said.

as for me, im really looking forward to playing as a melee control class. that sounds like FUN.

Edited, Jun 3rd 2008 8:27pm by Quor
#9 Jun 04 2008 at 6:20 AM Rating: Good
Meh, Frost is barely a melee class. It's some weird caster/melee hybrid, which is going to need SD, Melee Hit and Spell Hit (at least from how I read it). Which is going to be... interesting, but sure.
#10 Jun 04 2008 at 1:44 PM Rating: Excellent
Unholy also seem to need SD as well as Hit both normal and spell...

That's a concern overall for the DK imo, itemisation is going to be a pain in the ***.
#11 Jun 05 2008 at 5:35 AM Rating: Decent
***
3,114 posts
Forgive the ignorance, but as someone who mainly plays casters, what's SD?
#12 Jun 05 2008 at 6:15 AM Rating: Decent
**
947 posts
SD = Spell Damage, as indicated by "increases spell damage by up to <xx>" in item descriptors.

As detailed on the wikidot, most DK abilities scale with AP rather than spell damage, so itemisation wont be too much trouble for most DKs. Only Unholy relies on Spell Damage to a greater degree, but there's even a talent for that.

Spelldamage is obtained from the Unholy Tree via Impurity, a large talent investment but 20% AP>SD isnt bad and we don't have any idea on the final coefficients yet.

To be honest, as this is an alpha the talents should be taken as more of a statement of intent than a final tree. Blizzard clearly intend Unholy to be the SD-dependent tree, but intend to provide some kind of AP conversion talent to soften the blow. I expect Impurity to either provide an additional benefit or be reduced to three ranks like Mental Quickness for Shamans.

I concur that deep Frost is looking like the hardcore PvP tree... an AoE sap is just astonishing, particularly when combined with Death Grip to drag any errant healers into the area of effect before casting. That ability alooe has the potential to shut down half an Arena team, allowing focus fire on the remaining players and possibly winning a match. Compared to that, Unholy Blight just seems...lacklusre.

Incoming: a nerf to the incapacitate function of Hungering Cold, or a buff to Unholy Blight. As it stands, Unholy is a far poorer PvP tree than Frost.

Blood continues to stand as a solid melee DPS tree; it reminds me of the Shaman Enhance tree; lots of solid DPS talents, but precious little in the way of CC/anti-CC.

EDIT: With the recent changes to the Frost tree in particular, I submit this as a revised deep-frost PvP tree. There are unspent points as wildcards, you can put them in Death Runes or Chillblaines etc depending on your playstyle.

Looking at the talents, the DK is heavily combo-based as the deescription states; get the enemies into a big furball, wait til you score a crit (for the guaranteed Howling Blast crit), Hungering Cold for a mass Freeze and then spank them with Howling Blast... six times base damage to everyone you can fit in the cone.

Edited, Jun 5th 2008 10:30am by Sinstralis
#13 Jun 05 2008 at 7:29 AM Rating: Excellent
I'm not sure where you're getting that Frost is going be less SD dependant than Unholy...

Icy Touch, Mind Freeze, Howling Blast all seems like they would greatly benefit from SD. Or spell hit... the combo you describe below won't work if the spell is resisted :P.

However, it's pretty hard to get a good frost build going while still grabbing impurity.

#14 Jun 05 2008 at 10:03 AM Rating: Decent
**
947 posts
Quote:
Icy Touch, Mind Freeze, Howling Blast all seems like they would greatly benefit from SD


The current alpha build has Icy Touch and Mind Freeze (no word on Howling Blast but I dont see why it should be different) gaining 20% and 10% respectively from your Attack Power stat rather than spell damage. The non-talented Unholy spells (Death and Decay, Death Coil) also gain damage from Attack Power. They seem very keen to remove the dependence upon Spell Damage for Frost and Blood DKs (read: tanks).

Link here

Unholy DKs I expect to benefit from SD, presumably increasing overall disease damage (lest the damage scale poorly and become irrelevant) and the effect of Gargoyle/ etc. I am not certain if they will implement dual scaling with both AP and SD... that opens up the potential for serious abuse of Impurity at high gear levels, there are very few abilities in-game that scale directly and powerfully with two basic stats (Im not talking about crit/ArPen here) at the same time. Even if they do include SD scaling, it'd be a simple matter to do what Paladins used to do and stack spelldmg enchants on melee gear.

Spellhit I agree might be a bit of a nightmare... I cant think of any reasonable way to include spellhit in a DK's gear without nerfing something else badly. Hopefully Blizzrd have learned from their Ret Paladin experience, and will give us something workable instead of the expensive and awkwardly-placed Impurity.

Edited, Jun 5th 2008 2:04pm by Sinstralis
#15 Jun 05 2008 at 1:47 PM Rating: Good
****
8,779 posts
iirc, the cap for spell hit in pvp is 4%. virulence in unholy gives you 3 of that 4%, meaning all a DK has to do is itemize for that last % of spell hit to guarantee no hit-based resists. that can be done easily with proper gemming, or an enchant.

deep frost will be fun, and id call it as the overall pvp tree just because having good dps (even if its combo-based) as well as good control and high survivability is just smexy. blood would be a good support dps tree, such as in a 5's comp that already has a good amount of control, or as part of a melee-rushdown team. the blood DK could put out a lot of dmg in a short period of time with dancing runeblade up in addition to giving +healing bonuses to everyone in range of his aura. add in a warrior, rogue, and enh shammy and you have the melee train of death.

unholy....i dunno what to think about unholy. i think it needs help, thats for sure, unless theres some kind of hidden synergy that we're not seeing yet, or gargoylse are just omgwtfbbq freaking strong.
#16 Jun 05 2008 at 2:02 PM Rating: Decent
I can see Unholy as becoming another PvP tree, especially in confined spaces such as arenas with the addition of things such as Anti-Magic Zone (creates an Anti-Magic zone which reduces magical damage taken by 75% when standng in it for all party members).

Edited, Jun 5th 2008 6:07pm by IDrownFish
#17 Jun 05 2008 at 5:28 PM Rating: Decent
**
947 posts
I really wish they hadnt added an overall damage absorption cap to Anti-Magic Zone...

I was having fantasies of opposing caster teams camped out in their AMZs, trading bolts and getting healed like a mini Team Fortress match :D

AMZ is another example of an area-denial ability, something there arent many of in WoW... having an Unholy DK around literally changes the field of play of any given Arena match, forcing regular repositioning.

Cant wait :)

~sins
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 153 All times are in CST
Anonymous Guests (153)