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Raid Problem?Follow

#1 Jul 28 2008 at 3:02 PM Rating: Decent
I was just thinking today, do DK's have an aggro drop? So far warriors are the only class who don't, and unless I missed something in the abilities, neither will Death Knights. Will this mean that Death Knights won't be brought into raids as often? I mean, obviously, arms/fury warriors do, and they can survive an aggro pull with their plate armor (so can DKs), but with the amount of damage it looks like DKs are are going to be putting out, both burst and constant, will we have a FD, vanish or the like?
#2 Jul 28 2008 at 3:37 PM Rating: Good
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Shaman don't either, unless you count Reincarnation =P And Paladins don't until expansion with Hand of Salvation. Also look at the fact that tanks will be putting out more damage than before, with more options for that threat, so the increased damage DPS will be doing shouldn't be quite as bad of an issue.

At worst I'd expect DPS DK's to be like Ret Paladins: only need one per raid, but I doubt that overall they'd have a tough time finding a spot.

Edited, Jul 28th 2008 4:37pm by Maulgak
#3 Jul 30 2008 at 12:03 AM Rating: Decent
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3,114 posts
Moonkin don't either.

The solution? Stop DPSing for a few seconds when you get close to the tanks aggro.
#4 Jul 30 2008 at 2:43 PM Rating: Decent
Ah, both of you are right, I guess I was just being paranoid.








































We aLl go A liTtLe cRazY soMeTimes...
#5 Jul 31 2008 at 3:19 AM Rating: Good
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2,396 posts
While I agree that threat and threat-dumping won't be much of an issue, I don't really see DK's as a class big on raiding unless there are some encounters in the game that can only be tanked by them. (Though looking at their list of abilities, that's looking doubtful.) They bring damage, but almost zero utility to a raid beyond their improved Presence auras, so unless their damage is huge, I am talking Rogue-like in potential... as said, probably only one or two per raid tops. A Blood Knight with his constant healing could serve as a sort of Shadow Priest for a melee group, and 6% extra health from a Frost Knight might be key on a min/max fight like Brutallis, but beyond that... they're even worse off than Ret Pallies are.
#6 Jul 31 2008 at 5:13 AM Rating: Good
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Particularly having seen the truly immense buffs Ret Paladins got in terms of PvE DPS... I don't think any other class got such a huge turnaround for PvE. Looking at the two, I'd sooner take a Ret Paladin along for the 3% raidcrit, extra Blessing and wipe recovery.

Now that it seems Retadins may actually be a real force in PvE (perhaps not PvP... the kiting issue remains apparent), Death Knights will simply need to do, as Gaudion says, raid-beating DPS. Unless a DK can really churn it out (which, without a threat dump like Vanish, they can't to be honest) they're doomed to a group-healing role in endgame.

Im really hoping they either get a substantial PvP buff (more control/anti-kite/Runes) or a substantial PvE buff to their damage output/CC abilities. Again, having just seen Blizzard finally rescue Retribution AND Enhancement from the deep, dark pit of 'Sry, need CC' it'd be pitiable to see another melee class chucked down it.
#7 Jul 31 2008 at 6:38 AM Rating: Decent
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1,634 posts
Doesn't paly Bubble drop agro?
#8 Jul 31 2008 at 6:42 AM Rating: Decent
Quote:
While I agree that threat and threat-dumping won't be much of an issue, I don't really see DK's as a class big on raiding unless there are some encounters in the game that can only be tanked by them. (Though looking at their list of abilities, that's looking doubtful.) They bring damage, but almost zero utility to a raid beyond their improved Presence auras, so unless their damage is huge, I am talking Rogue-like in potential... as said, probably only one or two per raid tops. A Blood Knight with his constant healing could serve as a sort of Shadow Priest for a melee group, and 6% extra health from a Frost Knight might be key on a min/max fight like Brutallis, but beyond that... they're even worse off than Ret Pallies are


Please, why dont you at least research the class before you talk nonsense. Unholy spec has Ebon Plaguebringer, which causes the target to be vulnerable to magic by up to 9%. You tell me what caster out there doesn't want 9% extra dps? Not to mention the DK and Pally tanks getting extra threat from that 9%...

Blood spec... Hysteria= 20% extra physical damage for 30 sec 2min CD. Only bad thing about that is the 1% of total health drained each second... which is easily taken care of by your healers or your improved presence. Abomination Strength= Blood strikes have 50% and Obliterates have 100% chance to increase party members str by 10% for 10sec. Mark of Blood= Whenever the marked target deals damage to a target, that target is healed for 2% of their total health. One can only imagine what those str benefits would do for mitigation on blocks, more damage for your melee, extra healing to help out with splash damage from encounters.

Frost... as of now it's the gimped spec but still, it doesn't take a genius to imagine the synergy with frost mages.

So please do some research on their talents and abilities before making assumptions about a class you're not testing or a class you don't even bother to read up on. All this information was gathered from wow=europe site as it loads up faster here on the ship than most sites.
#9 Jul 31 2008 at 7:22 AM Rating: Decent
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889 posts
Surprised that no one has mentioned the talent to reduce threat by 25% when in Blood or Unholy presence (Subversion, Blood tree).

Icy Touch, a group +10% Str/10sec buff proc, and healing other party members for 4% of the damage they deal (plus Rune Taps) make DK's a decent team player for raids IMO.

We'll just have to wait and see how much things like Heart Strike affect raid bosses though.
#10 Jul 31 2008 at 1:13 PM Rating: Decent
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2,396 posts
RyphtheSwift wrote:
... Rabid fanboy attack!

Ok, I apologize, I didn't realize I would have to go into fine detail and list every possible buff or group application from all three trees. Christ. I was looking more for a reason to bring them along as opposed to any other DPS, which is something people already weigh now and why certain specs/classes (Ret Pallies among others) only see maybe one slot per raid, if that. And my statement still stands. Unless they can consistently turn out Rogue-quality DPS, I don't see them showing up to raids in any substantial quantity unless it's for a particular niche in a particular fight that only they can fill.

Now, please, before you jump down my throat again, understand that this is just my initial assessment based solely on their list of abilities and talents. It's just an opinion.
#11 Jul 31 2008 at 2:58 PM Rating: Good
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2,183 posts
Borsuk wrote:
Doesn't paly Bubble drop agro?


/sigh ... When are people going to learn that the bubbles do NOT drop aggro, they just make you immune so any targets turn their attention away from you? When the bubble wears off you still have the same amount of aggro you did before, greater if you were doing anything while in the bubble. /sigh ...
#12 Jul 31 2008 at 5:56 PM Rating: Good
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947 posts
Quote:
All this information was gathered from wow=europe site as it loads up faster here on the ship than most sites.

Was there any reason to say this other than to bait people into asking what you're doing on a boat? That's like me saying "Well yeah, I often use wotlk.info, here on the River Ganges it places less strain on my solar power charger"

In response to the alarmingly scathing response to a simple opinion, improving raid damage has never been and never will be a substitute for causing solid damage of your own too. 9% increased spelldmg is indeed a healthy buff for magical classes, but that will only apply to ~50% of the raid's overall damage and won't be up all the time. That makes an enormous 8 point investment less effective than any of the other raid-wide debuff-based damage boosters, which are generally 10% and up. Some of these, like Curse of Elements, are baseline.

EDIT: It also occurs that the diseases must be maintained constantly to keep up; that means you can only do it to one mob at a time...

In any case, sinking that amount of points into Unholy will gimp your own DPS into something no raidleader will want on his meters, you consequently miss out on almost everything from deep Blood which is usually quoted as the reason to bring a DK, namely Blood Aura healing and Abomination's Strength.

Seriously, Blizzard will NEED to change that mechanic, 8 talent points for something that is really mediocre at best is never going to fly.

Quote:
Surprised that no one has mentioned the talent to reduce threat by 25% when in Blood or Unholy presence (Subversion, Blood tree).

Because we're talking about aggro drops, not passive threat reductions that are available to every class.



Edited, Jul 31st 2008 9:57pm by Sinstralis
#13 Jul 31 2008 at 7:01 PM Rating: Good
Quote:

In response to the alarmingly scathing response to a simple opinion, improving raid damage has never been and never will be a substitute for causing solid damage of your own too. 9% increased spelldmg is indeed a healthy buff for magical classes, but that will only apply to ~50% of the raid's overall damage and won't be up all the time. That makes an enormous 8 point investment less effective than any of the other raid-wide debuff-based damage boosters, which are generally 10% and up. Some of these, like Curse of Elements, are baseline.


Yeah, nobody brings Affliction Warlocks or Arms Warriors to raids. Raid-wide damage boosts are terrible!
#14 Jul 31 2008 at 7:33 PM Rating: Good
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2,396 posts
RPZip wrote:
Quote:

In response to the alarmingly scathing response to a simple opinion, improving raid damage has never been and never will be a substitute for causing solid damage of your own too. 9% increased spelldmg is indeed a healthy buff for magical classes, but that will only apply to ~50% of the raid's overall damage and won't be up all the time. That makes an enormous 8 point investment less effective than any of the other raid-wide debuff-based damage boosters, which are generally 10% and up. Some of these, like Curse of Elements, are baseline.


Yeah, nobody brings Affliction Warlocks or Arms Warriors to raids. Raid-wide damage boosts are terrible!

Well, we were aiming for the 50 yard line, but you... You just picked it up and ran from endzone to endzone.
#15 Aug 01 2008 at 4:56 AM Rating: Decent
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3,114 posts
RPZip wrote:
Yeah, nobody brings Affliction Warlocks or Arms Warriors to raids. Raid-wide damage boosts are terrible!


Don't forget those horrible Shamen.
#16 Aug 01 2008 at 4:57 AM Rating: Decent
19 posts
From the looks of things, a Blood Knight would make a nice addition to the tank group to buff the MT. The full party healing will be especially helpful if Spirit Link becomes a regular part of the strategy, and 10% Strength to the MT is huge for both mitigation and threat.

So no, they won't need to do Rogue like dps to find a spot. They seem to be more akin to Enhancement Shamans and Retribution Paladins.
#17 Aug 01 2008 at 6:21 AM Rating: Decent
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947 posts
Quote:
The full party healing

...is a deep Blood talent only.

As stated, this is the primary PvE role of a DK, being a melee Shadowpriest. You'd have to give that up, and a load of DPS, and +10% group STR, and the joy that is Dancing Rune Weapon, just in order to sink 8 points into an ability that is inferior to comparable baseline abilities for classes that dont have to give up anything for them. Arms Warriors and Afflic locks do tons of damage in addition to their utility and damage boosting.
#18 Aug 01 2008 at 6:57 AM Rating: Excellent
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Arms Warriors and Afflic locks do tons of damage


Er, no.
#19 Aug 01 2008 at 9:14 AM Rating: Decent
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947 posts
Well...dunno what to say to that.

We bring an Arms Warrior along and he makes top-5 in MH, granted he has awesome gear.
#20 Aug 01 2008 at 9:20 AM Rating: Good
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2,396 posts
Warchief Tyrandor wrote:
Quote:
Arms Warriors and Afflic locks do tons of damage


Er, no.

Er, yes. Affliction 'Locks may not be Destruction 'Locks, but they can still put out their fair share of DPS. Arms Warriors, likewise... you put them in a group with an Enhancement Shaman and their damage is quite respectable. Please don't confuse min/maxing for a complete lack of something.

Why is everyone getting so upset about this? Do you really expect to see 4-6 Death Knights per raid? Do you want to? Or is this backlash all pre-emptive justification for the fact that initially there's going to be buttloads of them running around at 80 until their population slowly normalizes?

This is not rocket science, and I know at least Tyrandor and RPZip are not this clueless. Best case scenario, you are going to want three Death Knights in a raid. A Blood Knight for your melee group (and it is just for your melee group, their aura is not going to be healing entire raids) makes one, and is the only one that offers something through its class which another class can not. A Tank Knight (not really sure about spec here; I'm assuming mostly Frost) for encounters he can tank notably better than the other three tanks, assuming such encounters are implemented, makes two. And finally, an Unholy Knight, for his magic debuff.

Now, aside from the Blood Knight, the other two spots are easily interchangable for other DPS/tanks who can do everything else they can do just as well or better (as was brought up with CoE). Again, the very simple point of my entirely personal opinion, is that unless their single-target DPS is Rogue-like in value, you are just not going to see more than that. That's it. That's all I'm saying.

Edited, Aug 1st 2008 1:21pm by Gaudion
#21 Aug 01 2008 at 10:11 AM Rating: Decent
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114 posts
Just to state the obvious ... With ten classes to fill 10/25 raiding slots it seems obvious that on average no class will have more than 1-2 slots. So what exactly is your point Gaudion ?
#22 Aug 01 2008 at 11:29 AM Rating: Decent
Quote:
Was there any reason to say this other than to bait people into asking what you're doing on a boat? That's like me saying "Well yeah, I often use wotlk.info, here on the River Ganges it places less strain on my solar power charger"



I said this in case that site was incorrect. I'd love to download movies and browse multiple sites many hours of the day... But it seems I'm stuck on a warship out in the persian gulf making sure aircraft bomb Taliban and Afghan bastards. Forgive me for offending you, I'll try to write to my Fleet Admiral about getting super fast internet as it's more of a priority apparently than making sure we have men and women in the sky to make sure our troops have some backup.

Anyways...

I don't think DKs will have a raid problem. They seem to have a niche in every talent tree and beta still has some months left before it ships. And even then it won't be definite. I really hope Theo is copying down all of these concerns we have... :) It'll make me a least feel like we have a part in the shaping of the class. And from what I've read about Unholy... it does feel way too gimmicky. Also, I read some about jadefury on how they don't like how you have to spec deep unholy just to have a ghoul that isn't a complete ******. Maybe Theo you could give some feedback on them changing the talent that gives you control over your ghoul. I think a DK should have that as a baseline skill... maybe there should be more talents in Unholy to beef up their special traits. Diseases and Ghouls... There isn't really anything deep in Unholy that gives your ghouls more utility/damage. And that's one of the staples of that tree and the biggest thing about it is having the ability to control them... which IMO is against the concept of the class. We shouldn't have to waste those amounts of points just to get a competent pet.
#23 Aug 01 2008 at 12:01 PM Rating: Good
SelinaKorain wrote:
Just to state the obvious ... With ten classes to fill 10/25 raiding slots it seems obvious that on average no class will have more than 1-2 slots. So what exactly is your point Gaudion ?


Logic would indicate that with 10 classes to fill 25 spots, each class would have on average 2.5 spots.

I know, I know; that's crazy-talk! But it's true.

Quote:

Er, yes. Affliction 'Locks may not be Destruction 'Locks, but they can still put out their fair share of DPS. Arms Warriors, likewise... you put them in a group with an Enhancement Shaman and their damage is quite respectable. Please don't confuse min/maxing for a complete lack of something.


Quite. Not doing as much damage is not the same as doing no damage. People bring Affliction Warlocks and Arms Warriors for solid DPS and the raid debuffs, not because they're top damage (they are, situationally, but that's partially a factor of who they're grouped with; a Retadin in a group with an Enhancement Shaman, Feral Druid and DPS Warrior does pretty well too).

While Blizzard has said they're junking the trees anyway, the damage you get out of Unholy (or speccing that deep into Unholy, anyway) would have to be extremely low for it to not be worthwhile to bring one to a 25-man raid. 10-mans, of course, are a different story; raid-debuffs aren't nearly as effective because there aren't enough people to benefit off them, but in a 25-man an additional 9% magic damage is amazing.

Incidentally, the "but it's not as good as a baseline spell (CoE) qqqqq" is a retarded argument. Faerie Fire and CoReck aren't as good as Sunder Armor either, but they stack; the question is not "Should we bring a Warlock or a DK?" but rather "Having brought a Warlock, how can we stack that magic damage even further?". Just because another spell/class/whatever also increases the magic damage is not an argument for not bringing another massive debuff.
#24 Aug 01 2008 at 12:25 PM Rating: Decent
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114 posts
RPZip wrote:
SelinaKorain wrote:
Just to state the obvious ... With ten classes to fill 10/25 raiding slots it seems obvious that on average no class will have more than 1-2 slots. So what exactly is your point Gaudion ?


Logic would indicate that with 10 classes to fill 25 spots, each class would have on average 2.5 spots.

I know, I know; that's crazy-talk! But it's true.


*sigh* You are absolutely right. Shame on me for expecting people not to take everything literally. So it's 1-2.5 which changes my point how ? ;-)

But to elaborate on my point:
Gaudion argues the raid viabilty of DKs and comes to the conclusion that raids will "need" 1-3 of them. So how is that different for any other class ? Sure, some raids stack on class X others might stack on Class Y but on average you will see 1-2.5 of each (depening on raid size) which comes rather close to 1-3 wouldn't you agree ?
#25 Aug 01 2008 at 12:45 PM Rating: Decent
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SelinaKorain wrote:
... Gaudion argues the raid viabilty of DKs and comes to the conclusion that raids will "need" 1-3 of them.

Actually, technically, raids won't need any of them unless they need one or two to tank and/or off-tank. All of their buffs/debuffs do not create a demand for their inclusion the way one needs a tank or healer or a Shackle or whatever. That said, though they're not necessary, there is still plenty of reason to bring one, but no more than one, of any given Death Knight spec. The problem is when you try to include more than one of any given spec. Two Unholy Knights, for instance. Ok... Why? Try to sell that to me on any argument that isn't, "They do amazing DPS." Odds are, I'm not buying.

RPZip wrote:
SelinaKorain wrote:
Just to state the obvious ... With ten classes to fill 10/25 raiding slots it seems obvious that on average no class will have more than 1-2 slots. So what exactly is your point Gaudion?

Logic would indicate that with 10 classes to fill 25 spots, each class would have on average 2.5 spots.

I know, I know; that's crazy-talk! But it's true.

The problem is, the real world does not work like that. People don't divy up raid spots based on equal opportunity. If you want to see all of the raiding content and reach the very, very end of the game, you min/max. You can take two-to-four Combat Rogues or Destruction Warlocks without a penalty because even though their buffs/debuffs don't stack, they do raid-topping DPS. Conversely, if you take two Blood Knights, one of their buffs goes completely to waste and you are left with just their DPS. If you take two Unholy Knights, one of their buffs goes completely to waste and you are left with just their DPS. If you take two of any spec of Death Knight, they have zero compensation beyond their DPS. This is further compounded by the fact that the class offers no innate buffs/debuffs. They can't even switch to a different Presance aura because all of the Imp. X Presance talents are so deep in their respective trees.

I'm not saying Death Knights are unique in this way. There are plenty of classes in that same boat now. As I brought up earlier, Ret Pallies. Most raids take one per raid tops. But that is the way they are. Hence my statement about their DPS potential actively reflecting their numbers in raids. That, SelinaKorain, was my point. It was just a statement. An opinion. I really don't understand why this is so hard to comprehend or why everyone's getting their panties in a knot over it.

Quote:
Incidentally, the "but it's not as good as a baseline spell (CoE) qqqqq" is a retarded argument. Faerie Fire and CoReck aren't as good as Sunder Armor either, but they stack; the question is not "Should we bring a Warlock or a DK?" but rather "Having brought a Warlock, how can we stack that magic damage even further?". Just because another spell/class/whatever also increases the magic damage is not an argument for not bringing another massive debuff.

My argument is that any given type of Knight will not stack with themselves for the most part. So it's going to come down to their DPS. As for the comparison of Warlock's debuff vs. Death Knight's debuff... well, yeah, there's no point in arguing if you can take both. But if you can't (a situation less likely to occur in a 25-man but highly probable in a 10-man), which one are you going to take? The debuffs are nearly identicle, so again, it would come down to the class' DPS.

Edited, Aug 13th 2008 2:26am by Gaudion
#26 Aug 01 2008 at 1:07 PM Rating: Good
Quote:

My argument is that any given type of Knight will not stack with themselves for the most part. So it's going to come down to their DPS. As for the comparison of Warlock's debuff vs. Death Knight's debuff... well, yeah, there's no point in arguing if you can take both. But if you can't (a situation less likely to occur in a 25-man but highly probably in a 10-man), which one are you going to take? The debuffs are nearly identicle, so again, it would come down to the class' DPS.


I wasn't talking to you, either.

While that's true, you also don't take Arms Warriors or Affliction Warlocks to 10-mans. It's a raid debuff build, and as such thrives in 25-mans; bringing a raid debuff-oriented build into a 10-man is just going to end poorly. A good 10-man build for DKs will be as Frost or Blood. *shrug* Not really a complicated concept.
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