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Achillies heel of DK?Follow

#1 Jul 01 2008 at 6:29 AM Rating: Decent
Disarm! a DK power is based in runes right? and were are those runes eminating from? the weapon! so say a warrior just keeps disarming a DK, the Knight's attacks would be rendered useless wouldnt they?
#2 Jul 01 2008 at 9:02 AM Rating: Decent
Not so, they could forget about the enchant on the weapon and use a steel weapon chain, therefor no more disarm and warrior gets rolled
#3 Jul 01 2008 at 9:37 AM Rating: Good
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They should have an ability like Bite Face or something for just that situation. Once a DK gets disarmed he can bite the warrior stunning him and getting monster crits.
#4 Jul 10 2008 at 7:48 AM Rating: Good
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Warriors have a 60-second cooldown on Disarm. It's not spammable.
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#5 Jul 10 2008 at 4:58 PM Rating: Decent
Rogues are getting a 60 sec cd disarm (also disarms shields) called Dismantle, as it stands. Stell weapon chain now only halves the duration of disarm. That said, I'm sure a DK will be able to use Runic Power abilities while disarmed.

I'd say their real Achilles heel is that they have no MS effect - devastating in PvP. Intrestingly they;ve been given the Vindication health reduction mechanic instead. They're going to be a bad class in 2v2, most likely.
#6 Jul 10 2008 at 5:41 PM Rating: Decent
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Death Knights will be a good class against most combinations with Druids and Priests who are foolish enough to pop a renew when facing Death Knights.

Against Paladins, Shamans, and smart Priests, it seems they will bring trouble for Death Knights.
As for Shamans, maybe not so much since it seems Blizz is trying to push the pvp talent tree into Enhancement.
#7 Jul 11 2008 at 5:47 AM Rating: Decent
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The biggest weakness as it stands is a lack of actual anti-caster abilities. For their supposed role, Rogues are actually way better against most casters. I see no way for a DK to kill a Disc priest simply because of the zero healing reduction and very limited spell interrupts. One single Frozt spell (Mind Freeze) on a 15sec CD is pretty terrible. Everything they can do right now can already be done better by Warriors and Rogues, including tanking and DPS, so I am sincerely hoping they add another anti-caster component or an MS-like effect to Diseases.
#8 Jul 11 2008 at 8:42 PM Rating: Decent
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Sinstralis wrote:
The biggest weakness as it stands is a lack of actual anti-caster abilities. For their supposed role, Rogues are actually way better against most casters. I see no way for a DK to kill a Disc priest simply because of the zero healing reduction and very limited spell interrupts. One single Frozt spell (Mind Freeze) on a 15sec CD is pretty terrible. Everything they can do right now can already be done better by Warriors and Rogues, including tanking and DPS, so I am sincerely hoping they add another anti-caster component or an MS-like effect to Diseases.


While I don't know all of their bags of tricks, for PvP they have the ability to grab someone and pull them to them (IE, that Mage that blinked away? Bring em back) and they have an Anti-Magic shield, like the banshees in UD Strat.

Edited, Jul 12th 2008 4:43am by Micros
#9 Jul 12 2008 at 3:56 AM Rating: Decent
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Quote:
they have the ability to grab someone and pull them to them (IE, that Mage that blinked away?)

Trust me, all that will happen is the DK is Frost Nova'd just like a Warrior. Death Grip is on too long a cooldown to counteract it. Now if Lichborne is changed to include movement impairing effects then game on, but until then there is no way for a DK to close down a Mage. Warriors and Rogues will remain comprehensively better at defeating casters.
#10 Jul 12 2008 at 6:32 AM Rating: Decent
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Death Knights lack two things: a strong interrupt (the 15 cd ruins theirs) and the inability to burst down healers during the 6 seconds of unholy embrace. I think that as long as they have a partner with the ability to lock down casters or do fantastic burst, Death Knights will be able to do well in pvp.

Edit: It looks like DK's are going to be able to deal with healers after all, especially druids. The ability pestilence corrupts HoTs and instead uses them to power its own DoT.

Edited, Jul 12th 2008 8:33pm by SomnusSleeper
#11 Jul 12 2008 at 7:28 PM Rating: Good
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I think I am missing something because I don't recall Blizzard stating the DK would be the "anti-caster class", but that they would be the "anti-caster tank" which has nothing to do with PvP at all. Discussing the DK's weaknesses in PvP is one thing, and certainly a good thing to discuss, but let's not get it confused with their, in the words of an above poster, "supposed role" at the same time.
#12 Jul 13 2008 at 5:23 AM Rating: Decent
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Sinstralis wrote:
Quote:
they have the ability to grab someone and pull them to them (IE, that Mage that blinked away?)

Trust me, all that will happen is the DK is Frost Nova'd just like a Warrior.


I seem to recall DK's having a snare of their own, like a frost version of shackles. No idea on cooldowns or anything though. *Shrug*
#13 Jul 13 2008 at 8:02 AM Rating: Good
all speculation aside, i think that we have to realize that blizzard is probably still adding a crap load of abilities to the DK class, so i dont think we have to worry about buffs and nerfs just yet.
#14 Jul 13 2008 at 6:52 PM Rating: Decent
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Actually I respectfully disagree.

Everyone is speaking in terms of 'its only alpha', but Blizzard do not have a track record of massively altering things very much. Traditionally their big sweeping changes are delivered in content packages and 'review' patches, I remember TBC barely changed from closed beta to release. The abilities remained the same, but they were retuned to be more balanced. Therefore, I expect DKs to have almost exactly the ability lineup they currently have, I dont see any more toys waiting to be unwrapped.

I only pray they re-balance some of the abilities to make more sense, Grip of Death in particular needs a shorter cooldown and Degeneration needs to do more on-hit damage to be worth spending a Rune on. If I were really greedy I'd also say Ebon Plague should reduce all healing done to the target by 20% instead of a pointless stats reduction.
#15 Jul 14 2008 at 12:50 AM Rating: Good
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Look how Paladins were changed from the original beta to release (think that's when all the changes happened). A total retooling of various aspects of the class. Not saying this will happen to Death Knights though. What I am saying is that there is some validity to the "it's only alpha" argument. It's quite possible there will be big changes before release for DKs, or even before beta testing, but I would agree the odds are not in favor of that happening.

The more time goes without big changes though, the better the odds are that Blizzard is happy (for now) with the way DKs are.
#16 Jul 14 2008 at 5:31 PM Rating: Good
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yeah, they nixed paladin blessing of spell warding in alpha at some point in time. made me REAL angry, because i wanted my magic BoP so i could make the mages QQ like i do when they get bop'ed.

doubt that kind of a change will happen with DK's, but ya never know. regardless of that, heres hoping blessing of spell warding makes into into WotLK!
#17 Jul 14 2008 at 6:09 PM Rating: Decent
I seem to recall the DK's having an ability called Strangulate, which uses up their runic power and silences the target. The more runic power, the longer the silence. So they have Mind Freeze and Strangulate... and if need be you can just death grip someone in midcycle of a cast. I really dont think casters are going to own them. Shadow Priests are going to be a lot better in the expansion and I think they're going to be one of the strongest classes against DKs. Warriors and Rogues wont do so well i think since DKs have a lot of self healing mechanics, and lichborne is amazing.

Priests and Pallies I think will be the counters to them.
#18 Jul 21 2008 at 5:05 AM Rating: Default
Each and everyone of the deathkights has a rune sword but in wow lore the sword is created expecially for you by the lichkings minions how are probibly really good crafters BUT then you go to outlands and will probbibly use Helboar carving sword instead of a rune blade. its insane
#19 Jul 24 2008 at 3:26 AM Rating: Decent
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Strangulate, Mind Freeze, Chains of Ice, Death Grip. Yeah, some of their "utility" abilities have a lengthier cooldown, but they make up for it by having a lot of them on an infinitely renewable source.

Right now Death Knights are looking overpowered. Yes, I know it's still beta. Yes, I know they start out sporting incredible gear. You can make any excuse that you want, but it doesn't take a rocket surgeon to look at their mechanics and list of ablities, slot them into potential arena teams, compare them to potential opponents, and reach a conclusion.

As for whether or not they get changed, like some others I wouldn't expect to see any significant re-tooling until after launch. I think their tanking aspect needs a lot of help, as all three of their trees seem to be geared more towards damage and damage-facilitating utility than anything else. The tanking tools are spread out among all three trees instead of concentrated into one, and most of them feel really unfocused or misplaced, especially in Frost.

Beyond that, Blizzard has as much as admitted that they pretty much use the arena as a litmus test for class balance right now and adjust accordingly. I am expecting significant DK changes after a season or two in the arena, but not really before.
#20 Jul 24 2008 at 3:53 AM Rating: Default
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Sinstralis wrote:
I only pray they re-balance some of the abilities to make more sense, Grip of Death in particular needs a shorter cooldown and Degeneration needs to do more on-hit damage to be worth spending a Rune on. If I were really greedy I'd also say Ebon Plague should reduce all healing done to the target by 20% instead of a pointless stats reduction.

Speaking to Death Grip and Degen, Degen is fine the way it is. Nothing applies a disease to cheaply (i.e. one rune), and it has huge use in PvP. Death Grip does get a shorter cooldown in Unholy with Unholy Command, and really the thing I see as needing to be fixed with it is that it's got a deadzone close to the character that's not noted in the tooltip. Since that's pretty much the taunt for DKs, it needs to be adjusted, IMO.

The main ability that I see being rebalanced is Frost Strike. It's fairly underpowered right now since it's on "next melee". Ask warriors how they'd feel having MS on next swing instead of an instant and you'll get what I'm trying to say.

This blood build will put out fairly ridiculous DPS, and with the amount of healing blood gives itself, plus a 10% str boost (enh shamans, warriors, ret pallies, and ferals are jumping for joy right now) in their party, I think that a new solid damage class is born, on top of them giving a substantial amount of healing to their group. Even 50% of the healing you do will be a ton during raids. Enough to heal through splash damage, anyway.

The thing I juse have yet to figure out is a 15% damage boost along with healing (which causes threat) or a 15% haste boost with a 1 sec GCD as opposed to 1.5 sec better?

I really am not good with warrior-like DPS concepts; I'm too used to rogue DPS. Anyone have any theories?

Gaudion wrote:
Right now Death Knights are looking overpowered. Yes, I know it's still beta. Yes, I know they start out sporting incredible gear. You can make any excuse that you want, but it doesn't take a rocket surgeon to look at their mechanics and list of ablities, slot them into potential arena teams, compare them to potential opponents, and reach a conclusion.

You're seeing their 51 point talents, though. Even though most DKs are in the low 60s, we're still picking up those 51 point talents. Trust me, the 51 points in other classes are just as powerful.


Edited, Jul 24th 2008 4:54am by Theophany
#21 Jul 24 2008 at 4:03 AM Rating: Good
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that would depend theo. based on what im seeing now, DK's dont have the same kind of "unlimitability" that warriors do. for DK's, its all a matter of how fast they use their runes, and theres a cap on that. since theres a cap on that, there is a cap on the amount of runic power that can be generated in any given rune cycle. proper speccing and what not can change this of course, but ultimately i think its going to come down to one of two thing:

1.) runic power for an optimal DPS rotation is achievable on a regular basis, thus allowing a death knight to be limited only by GCD's, cooldowns, and threat (like warriors are now). if this is the case, 1.0s GCD ftw.

2.) runic power for an optimal DPS rotation is not achievable on a regular basis, forcing the DK to endure some "downtime" between using abilities, or more likely craft a differeing optimal DPS rotation that accounts for the loss in runic power somehow. if this is the case, having a lowered GCD wont matter so much, so staying blood would be best.

based on what im seeing now, id say that #2 is more likely. not just because of the limitations on class mechanics, but also because of the bonuses a properly specced blood presence-using DK will apply to their group. as it stands now, i think itll be a lot easier and more profitable in the long run for optimal DPS rotations to be formulated with the 1.5s GCD instead of the 1.0s GCD. personal DPS may or may not be higher with a 1.0, but i think its safe to say that overall contribution to the group will be higher by using blood presence.
#22 Jul 24 2008 at 8:21 AM Rating: Good
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Overlord Theophany wrote:
Gaudion wrote:
Right now Death Knights are looking overpowered. Yes, I know it's still beta. Yes, I know they start out sporting incredible gear. You can make any excuse that you want, but it doesn't take a rocket surgeon to look at their mechanics and list of ablities, slot them into potential arena teams, compare them to potential opponents, and reach a conclusion.

You're seeing their 51 point talents, though. Even though most DKs are in the low 60s, we're still picking up those 51 point talents. Trust me, the 51 points in other classes are just as powerful.

You assumption to know my thought-process is incorrect.

I'm not judging them based solely on their 51-point talents or any other one aspect. I'm judging the class as a whole, and I'm doing so by comparing them to other classes and complete builds in the arena at 80, not just 51-point talents across the board. The class does not have a weakness right now. It can control space, silence, interrupt, root, slow, do high physical damage, do magical damage to bypass armor, corrupt HoT's, heal itself through damage, summon pets, negate physical damge through plate's high armor and parry, and even mount a substantial defense against spell damage, the standard Achillies' Heel of plate classes, in two of its three trees, and it can do all of that on an unlimited energy source that can not be interrupted or silenced. It's just too much. And I didn't even bring up the fact that it can raise itself from the dead to fight longer a scant 15 points into Unholy.

Look, you can deny it all you want, Theo... I've never known you to be the most reasonable person in the world and I hardly expect you to start now. By I would be very, very surprised if Death Knights didn't start out overwhelmingly dominant in the arena at 80 and subsequently get nerfed after a season or two.

Maybe not on the second one depending on how much Blizzard likes the class though, they tend to always let a single one run away with the glory. Warlocks were the class of WoW classic, Druids of TBC. WotLK is probably going to be the year of the Death Knight.

Edited, Jul 24th 2008 3:31pm by Gaudion
#23 Jul 28 2008 at 1:19 PM Rating: Good
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Overlord Theophany wrote:
The thing I juse have yet to figure out is a 15% damage boost along with healing (which causes threat) or a 15% haste boost with a 1 sec GCD as opposed to 1.5 sec better?


Can DK's switch Presences easily midfight, the way Warriors can switch stances or Druids can switch forms? What’s the tradeoff?

If there's little to no downside, perhaps it would be worth starting fights in unholy presence so you can use your runes as fast as possible, then switch to blood presence while they replenish, then back to unholy again.
#24 Jul 28 2008 at 1:27 PM Rating: Decent
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emmitsvenson wrote:
Overlord Theophany wrote:
The thing I juse have yet to figure out is a 15% damage boost along with healing (which causes threat) or a 15% haste boost with a 1 sec GCD as opposed to 1.5 sec better?


Can DK's switch Presences easily midfight, the way Warriors can switch stances or Druids can switch forms? What’s the tradeoff?

If there's little to no downside, perhaps it would be worth starting fights in unholy presence so you can use your runes as fast as possible, then switch to blood presence while they replenish, then back to unholy again.

No, look up the presences on wowhead; they each require a rune to shift to that presence.
#25 Jul 30 2008 at 6:03 AM Rating: Decent
Theo

In regards to your comment

Quote:
I really am not good with warrior-like DPS concepts; I'm too used to rogue DPS. Anyone have any theories?


As of TBC, we only have 3 classes really capable of doing the 2h dps. Enh. Shammies, Wars, and Ret Pallies. I don't know of many enh. 2h shammies out there... so I'm not going to even go into their mindset. But for retadins and MS wars, it's pretty simple. 2h you have a really low hit cap so for the best raid dps, you need to get hit capped. It isn't that hard and raid specced ret pallies only need like 90hit rating or so thanks to precision. The problem with those specs is the damage is in form of bursts and it doesn't go well with raiding. Slow and steady wins the race. Wars only really have MS and Whirlwind as big hitters when raiding. Sure you can do heroic strike and spam rend/slam... but that brings it back to the rage thing. MS and Heroic strike will eat up your rage seeing as how they don't build it up. Heroic Strike is not instant either so i really dont like it for DPS on 2h. Rend is worthless pretty much and slam is ok. But the fact is about dps concepts for classes is the term... DPS-damage per second. The more attacks you can get in, the better. Warriors only excel at the dps as fury because of the DW and raw AP they get from it. They're not rage starved like a MS war. If a war is not getting attacked, they're going to have a hard time generating rage.

Now for a Ret pally standpoint... They have the same mechanics almost but they have the option of SoC (Alliance) or SoB(Horde-which is better) which kind of gives them some sustained dps. SoB is by far better than SoC... RNG is never a good thing when compared to consistency in SoB. Horde Ret pallies and DKs will fall in love with each other. In raiding, you'll be seeing that makeup quite often.

I'm really afraid that DW will affect DKs and force them to spec it. The diseases offer a steady stream of DPS to make up for the weapon swing timer. The DK strikes are instant and from what I can tell Blood Strike and Plague Strike will be the better contenders for staple DPS moves. Obliterate is massive dmg but takes off your diseases. If you're not Unholy then Obliterate will be a terrible waste of runes. Typically for melee classes, the white dmg surpasses the yellow. Rogues by far get higher ratio from white:yellow. I just don't want DKs to be forced to go DW to maximize dps... I've played plenty of my rogue and war... I really don't like the idea of having another character follow that concept. Theo, if you could detail the current diseases available to DKs... as they will determine their viability in raiding dps.
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