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Best DPSFollow

#1 Feb 10 2009 at 3:22 PM Rating: Decent
I have been using an Unholy spec(http://www.worldofwarcraft.com/info/classes/deathknight/talents.html?tal=23050205000000000000000000000000000000000000000000000002302003350031052001502031331510)for a while doing decent DPS, but I was wondering if there was a better spec. This was improvised off of the former top DPS, who had 10 secs ago went tank. This lead to the implementation of Bone Shield , which I should have swapped for Gargoyle. Besides this change, is this spc viable for endgame raiding, or are there better ones (please note that 3.1 is comming up and there are several changes)
#2 Feb 10 2009 at 4:01 PM Rating: Default
Looks pretty standard. The only thing I noticed was that you are missing reaping and gargoyle.

Desecration I am a bit iffy on. There tends to be a lot of movement on fights, so desecration will probably not get used as much as it could (I have 2 points in it.)

Gargoyle is good to use on boss fights. Reaping, is great for getting death runes. I would highly recommend at least the reaping. Actually, I would still keep bone shield, when you have it up, that is 2% more damage you will be doing, PLUS that damage reduction should you take damage. If anything, I would take points out of desecration and put it in gargoyle, reaping and night of the dead (for ghoul survivability).

Edited, Feb 10th 2009 7:04pm by Jebadia
#3 Feb 10 2009 at 4:02 PM Rating: Excellent
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2,680 posts
"Best DPS" is relative, not absolute. What the optimal build for your toon and gearing won't of necessity be the same for someone else with different gear. Do some research, get off yer rear and experiment. Hell, I spent 200g yesterday moving around 3 points to try and optimize for AoE. The best teacher is experience, try out different things and see how they work.

Losing Garg is a hit to your single-target DPS but I wouldn't trade it for Bone Shield. Both are pretty important overall, I usually try to keep both in deep Unholy builds.

With that said, build seems Ok generally speaking. "Raid viable" usually means "good enough" and that build is. Perhaps not optimized, but probably good enough to do fine on the meters.

There's no way of knowing for certain how the 3.1 changes will effect our builds until they happen. So, pointless to concern ourselves with just yet.

Good luck!
#4 Feb 11 2009 at 8:23 AM Rating: Good
If I were going to spec unholy dps again, I would go something like this.

Differences between mine and yours plus my thoughts:

Virulence- Unholy has just about more spells than any other spec. Frost also has a ton, but I still think unholy relies on spells even more than frost. Unless you're planning on getting enough hit to be spell hit capped (which some people are doing, but I wouldn't), I would pick this up. It makes a difference

Outbreak- This was a throwaway point for me so that I could get deeper in the tree. You only use blood boil on trash and you don't use PS except to get your initial disease up. Not really worth 3 full points IMO.

Gargoyle- Really good for single target dps, and let's be honest... nobody cares about trash. It's all about the damage you do on bosses. Well worth 1 point.

Reaping- This turns your blood runes into death runes, which allows you an entire extra scourge strike. This is absolutely a must-have for dps.

Desecration- I had someone tell me once that they read a report which showed desecration accounted for less than 5% damage when you're standing still (makes sense, you'd have to have a perfect 100% up time to achieve 5%), and then less than 1% on bosses you have to move on. Considering how many bosses you have to move, I don't think this is worth a 5-point investment.

Unholy Aura- If it doesn't help dps, I'm not a big fan of taking it. Unholy aura is more of a PvP thing, it is really a waste in pve. I have never had trouble getting in and out and around on bossfights.

Night of the Dead- Your ghoul can make up anywhere from 300 to 500 of your dps, keeping it alive and fighting is important. This talent was decent before it was buffed, now it is incredible, especially with the new raise dead and ghoul glyphs.

Finally, my comment on bone shield... The nerf to bone shield did not affect dps specs at all, dpsers did not take it for the mitigation anyway. DPSers take this talent point because while you have your shield up, you do 2% extra damage. That's a nice point considering while you're dpsing you can have near 100% uptime on this.
#5 Feb 11 2009 at 9:57 AM Rating: Decent
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1,039 posts
for virulence, i believe only IT and DC will be spell hit check. Either way the benefit is very little and doesn't provide much, still when i uh tank i grab it.
this is a tad old but its still pretty accurate: http://elitistjerks.com/f72/t36303-dps_compendium/

outbreak is pathetic, gargoyle = win, reaping = win, desecration = fail (especially now that necrosis is better), UA = win, it helps the whole raid and statistically increases dps on many fights, night of the dead is decent if there isnt much else to get (not sure anymore because i haven't been UH dps since i hit 80, i prefer frost or blood).
As for bone shield, its still win, not just because of the dps, but it also increases survivability big.

night of the dead might be better than unholy aura, especially if there is nobody else to provide it. UA helps with some things like thaddius jump, and movement based fights (heigen, 4 horsemen).
Its benefit is beyond just dps.
#6 Feb 11 2009 at 12:42 PM Rating: Decent
I was never a big fan of unholy aura until I started to think about raiding. For a solo death knight, yeah, it is cool, does it help? Well, you can move faster, eh. When one looks at the raiding picture, unholy aura can bring a bit to the table. There are fights like Grobulus, Haigen, and others where you are constantly moving, that 15% increase can help.

From elitistjerks.com

Quote:
Let's do some napkin math, shall we? In a 25-man, let's assume we have 7 melee DPS. Now lets assume we are on a fight like KT, with approximately 10% running time with no run speed enchant, and let's also assume a personal sunstained DPS of all melee to be 4k. These are all fair numbers from what we have seen on beta, shifted slightly to make the math easier to follow. Now, without any runspeed enchant, we could expect each individual member to do:

4000 * (1-.1) = 3600 DPS, and combined: 3600 * 7 = 25200

Now, if we increase running speed by 15%, we increase the (1-.1) = .9 multiplier to 1-.087 = .913. Re-doing this:

4000 * .913 = 3652 DPS, and combined: 3652 * 7 = 25564

Or a net raid DPS increase on this fight of 364. This is also just purely the DPS benefit from a running fight. This doesn't factor in the ability to hit your WHOLE raid with a 15% boost on fights like Heigan to make it easier (while it's not needed to have this speed boost on heigen, it certainly helps, especially with the achievement where no one can die t his bursts). Also, you will most likely be near to the tanks at all times, and allowing the tanks to grab targets more easily is extremely helpful.


The aura does have its benefits.
#7 Feb 11 2009 at 5:51 PM Rating: Decent
I tryed to refine this build a little bit, getting rid of desecration, Wandering Plauge, and Unholy Aura, adding Gargoyle, Virulence, and Night of the Dead(http://www.worldofwarcraft.com/info/classes/deathknight/talents.html?tal=2305020500000000000000000000000000000000000000000000000230230335003115203100023103151). Unfortunatly, as you can see, this leaves a very odd point that doesnt seem to fit anywhere. Ive considiered Rune Tap as a nice self heal when say I get caught in Sarithon's Lava Strike, and the healers are slow to act.









Edited, Feb 11th 2009 7:51pm by Lichbourne
#8 Feb 14 2009 at 12:41 AM Rating: Decent
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988 posts
Quote:
The aura does have its benefits.


The auras are class- and tree-defining. While I certainly understand that/why some people are most concerned with their personal dps, I think it's a great loss for for the group's performance overall.

Asides from actually killing the boss(es), I measure performance through

- Damage Dealt
- Damage Healed
- Damage Avoided

Unholy Aura boosts all of them big time. There isn't just offensive (re)positioning, but defensive as well.

Violet Hold: Picking up the now splitting squad and hurting it is that much easier if you move faster. Cyanigosa needs taunted after each pull-in, resulting in the need to reposition - either to maximize damage or avoid cleave or tail swipe or both.

Ahn'Kahet: You're 15% faster on the mob that's to be sacrificed, drastically reducing the chance for an enrage.

Halls of Lighning: Running games with Ionar and Loken. Enough said.

Those are even just pre-raid examples most people should be able to relate to. And while tank and melee dps are the most obvious to benefit from increased movement speed, it's not that ranged damage dealers wouldn't have to adjust their position along with everybody else. Same goes for healers who not only get to position themselves faster, but also have a much easier job if cleaves, tail-swipes, novas, and whatever else can be avoided.

No offense, but a PvE build that doesn't bring the aura fails in my book.
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