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Dual-wield or 2-H: Where will you go in 3.2Follow

#1 Jun 23 2009 at 1:52 PM Rating: Good
3.2 is bringing the revival of an old DK skill: Dual-wielding. The new talent:
Quote:
Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike
makes Dual-Wielding viable in a PvE environment. There are still two problems that discourage many people. The first is the hit penalty, decreasing the chance of our weapons to hit by 24% roughly(21% with 3 points in Nerves of Cold Steel). This could be fixed by gemming for hit, with the loss of Str and AP gems. Secondly, you will have to invest two extra points than a regular Frost DPS build, causing a bit of trouble constructing builds. I wanted to see the Zam DK community's opinion on this, and whether they would give this old skill ago in the Colosseum.

Edited, Jul 17th 2009 8:29am by Lichbourne
#2 Jun 23 2009 at 3:28 PM Rating: Decent
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I'm a tank, and likely won't be DWing any time soon.

But, either way, I'll wait to reserve judgement on this until the info is actually available.

One of the issues I can see now, though, is that this demands DWers to go Frost, when a lot of the best DW talents are decently deep in Unholy.

I can still see it with a lot of issues. I'm, luckily, no more partial to DW than 2-hand, so I could DpS as whichever is best.
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#3 Jun 23 2009 at 4:08 PM Rating: Excellent
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Too early to tell. Speculation does nothing but soak up time.

To clarify: The main issue with DW is that when a Strike misses it messes up the rune refresh timer and thus your rotation (or priority cycle).

Also: You cannot just gem enough hit to cap for DW in your 2-hand gear, you need to gear differently (including changing stat weights).

The talent is obviously for people who like to DW not necessarily for min/maxxers. Some folks prefer the look and vibe of DW and this is Blizzards answer to them. In no analysis yet is there a clear advantage of going DW over 2-hander and the frost tree continues to be reliant on abilities that depend entirely on weapon median damage for which 2-hand performs better, generally.

In the end it won't really matter if you're DW or 2-hand unless you're doing hard mode content. The game just isn't that hard anymore for folks to stress 10ap here or 22 crit there. Play what you like is the new theme and this talent is great for those who really want to swing two weapons around and still keep up on the meters.
#4 Jun 23 2009 at 4:08 PM Rating: Decent
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If they could make it viable at least we could pick up some weapons with tanking stats.
#5 Jun 23 2009 at 6:17 PM Rating: Excellent
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Quote:
If they could make it viable at least we could pick up some weapons with tanking stats.


It sounds good, but it really isn't worth it. Parry Gibbing may not increase damage taken by a lot with DW, but it does increase it. If the avoidance on weapons was really high, this could be worth it. But, it just isn't. I think you get something like 1% more avoidance at the loss of threat, with the best weapons in the game.

Even if they introduce this change, you still have to remember a few things. The hit cap is an obvious one. Beyond that are Rune Strikes, which are not currently included in this talent. For one, this will lower your RS threat by a lot (and your rune-related strikes/frost strikes by a small amount). Beyond that, you end up with fewer FSs, because RS will be sucking your RP with any tolerable level of avoidance.

And then you have to remember that FS can now be dodged and parried. This is a BIG issue for tanks. Add to that a vastly increased hit cap and FS isn't looking so pretty.

It is one thing for a DpS to DW--they can eliminate Parry, which helps a lot when gearing. And, while it certainly sucks to miss an attack, it is less detrimental for them to do that than a tank.

I'll keep my 8% for 2-handers if I can.
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#6 Jun 24 2009 at 12:40 AM Rating: Excellent
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I really don't know how often it needs repeating: The main problem with DW tanking is not parry-gibing (which is indeed a small problem). It's that gearing enough Hit and Expertise to be practical soaks up so much of your gears' itemization budget, itemization that should rightfully be placed in avoidance, mitigation and threat. To get to an acceptable Hit Rating you lose tons of Stam, Dodge and Defense.

There is a reason you don't see top progression guild tank DKs swinging 2 Last Laughs.
#7 Jun 24 2009 at 2:24 AM Rating: Decent
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I know. I'm just pointing out that the "advantages" aren't nearly as good in the defensive stats as people imagine they are, making DW less appealing before you even factor in gear and threat problems.
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#8 Jun 24 2009 at 8:38 AM Rating: Decent
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I've never liked Dual-wielding for the reasons stated above, too much itemization budget goes in to making sure you can hit, before you actually start gearing for damage.

Granted I haven't played my warrior in AGES, (like over a year) so I can't comment on how well it does in 2H vs DW builds, but I would take Arms before Fury or at least do a 2H Fury build before going Dual-Wield, and I love playing as a Ret Paladin.

I'll stay as 2H regardless of how things go because I believe that no matter how they do it, a 2H build for DK's, since we rely mostly on special attacks and magic damage and not white hits, will always be better or as good as a DW build....unless they make some extensive changes to auto-attack procs, but still don't see it being so much better that you'll be totally destroyed on damage parses if you go 2H vs a DW.

Plus I just like the look of a 2H rather than DW.
#9 Jun 24 2009 at 9:16 AM Rating: Good
People seem to be discussing the tank aspect of DW at this time. I was really asking whether DW DPS was viable in the eyes of the Zam community.
#10 Jun 24 2009 at 9:25 AM Rating: Good
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And, like we said, there is no way of knowing.

And, like Therion said, it'll likely be fine if you don't care about max/min-ing.

What we CAN discuss is things that we DO know. And those are the problems with itemization, the problems associated with threat loss in exchange for a small avoidance boost and aesthetics.

Anything else is just speculation. (Well, EVERYTHING is speculation right now--for all we know they'll change the hit penalty for DW. But this we can actually evaluate).

Remember, we don't even know what kinds of weapons 3.2 will bring. Maybe the 1-handed weapons will be better. Maybe the change allowing Rogues to use axes was made because of some new items.

Maybe 2-hand will get a nerf.

Maybe they'll give all strikes our spell-hit chance instead of physical.

Etc, etc, etc.
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#11 Jun 24 2009 at 10:17 AM Rating: Excellent
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idiggory wrote:
Maybe they'll give all strikes our spell-hit chance instead of physical.

Even DWing, you shouldn't need more than 8% hit for your specials to land. It's white attacks that get penalized with DW.

Depending on the mechanics of the class (i.e. how much dmg is white vs. yellow and if you have any talents that scale well with white hits) you'll end up with a different valuation for hit. See Combat Rogue vs. Mutilate Rogue vs. Fury Warrior.

It may well end up that even with DW once you hit your special cap (same as DW as it is for 2H), hit is "useful" but not the strongest stat point for point.
#12 Jun 24 2009 at 11:30 AM Rating: Decent
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You're right, I completely forgot that the cap didn't change there.
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#13 Jun 24 2009 at 12:49 PM Rating: Good
When I first heard Blizzard describe the DK class, they said it was a 2h wielding tank class with the ability to dps. They later said while they would add DW as an option, it would never be better than using a 2h, and if it ever became better than 2h, they would fix it (like they did with shadowfrost). I love using a big 2h, and it makes me extremely happy to know that Blizzard has my back on the 2h vs. DW argument. It is also a safer bet to go with 2h, because if 2h is ever inferior, it won't ever be inferior for long.

Basically I don't care what changes they make to the DK class, I will always use a 2h. ***** DWing, leave that for shamans, rogues, and warriors.
#14 Jun 24 2009 at 6:26 PM Rating: Default
MMO-Champion just posted a 3.2 calculator, so I put this(http://talent.mmo-champion.com/?deathknight=2305000500000000000000000000320053503510030123000331013510300000000000000000000000000000&glyph=141813040506&version=10026) together, which would probably be the build to go with for DW DPS. http://talent.mmo-champion.com/?deathknight=2305020500000000000000000000320050503520031123002031013510300000000000000000000000000000&glyph=131418050406&version=10026 would be the build to go if you want to stay 2-H Frost DPS.

I know the 2-H and DW builds were the same before the edit, but the DPS one is now fixed

Edited, Jun 25th 2009 6:36pm by Lichbourne
#15 Jun 24 2009 at 8:23 PM Rating: Decent
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Unless 2-handing suddenly starts doing some major sucking I'll stick with 2-handers. Less hassle to upgrade, look cooler, more bursty damage (which is good in PvP) and no need to level up a new weapon skill.
#16 Jul 08 2009 at 4:40 AM Rating: Decent
Quote:
The main issue with DW is that when a Strike misses it messes up the rune refresh timer and thus your rotation (or priority cycle).

Only if your strike hit% equals your dual-wielding hit%. I don't think it does, unless DKs are unique in this regard. For example: my rogue, with his crappy hit rating, rarely misses with backstabs or eviscerates, although his autoattacks miss often.

In other words, I expect a dual-wielding DK to hit normally with abilities, while missing more often with auto-attacks. If true, dual wielding won't mess up runic cooldowns or rotations.
#17 Jul 08 2009 at 3:07 PM Rating: Good
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The hit cap for rogue specials (315) is different (more) than the current 2-hander auto-attack hit cap (263). In a raid, rogues (and other DW'ers) need to cap for specials to be effective for similar reasons that DKs will have to cap for strikes: Missing a special attack is a major DPS loss. DKs have the added incentive to not miss special attacks due to the rune refresh timers.


Also, news for you DW haters: As of right now Frost with BS spam out performed my deep Blood build....

.... no I'm not kidding... /cry

moar nerfs inc!
#18 Jul 08 2009 at 8:09 PM Rating: Decent
That's very interesting. Can you cite a source for this information so I can read it for myself and climb out of my well of ignorance?

Also, as I carefully reread your last post, I see that you haven't addressed my suggestion. You've completely sold me on the notion that a bad hit rating on specials screws DK dps. But could you also convince me that DW changes the hit rating for specials....


Edited, Jul 9th 2009 12:10am by CyanCentaur
#19 Jul 09 2009 at 1:16 AM Rating: Good
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Quote:
But could you also convince me that DW changes the hit rating for specials....

The Specials hit cap doesn't change for abilities that use Spell Hit (synonym for Specials Hit) regardless of how many weapons you're swingin', this includes all Strikes as far as I'm aware. This was covered in the thread above quite clearly.

Point is that you need to get to the specials cap for DW to become reasonable for raiding which is a bit more Hit Rating than we normally gear for. We'll either have to spend a bit more in gear itemization or talent points for Virulence. Both of which will remove those resources from straight-forward DPS stats or talents. With rotations as tight as they are to min/max, we'll have no choice but to invest in Hit.

From some limited testing on the PTR I'm seeing Blood as a slightly better sub-tree to DW Frost but the 3-point investment in Virulence would take some of the bite out of it and force us to go instead for Necrosis and, shudder to think, BCB!

Oh, wowwiki spell hit article, and the melee hit one.
#20 Jul 09 2009 at 4:51 PM Rating: Decent
Quote:
Point is that you need to get to the specials cap for DW to become reasonable for raiding which is a bit more Hit Rating than we normally gear for.

Under "special attacks", wowwiki says "The system is exactly the same as normal attacks, except the miss chance is reduced to 8%." Meaning specials use a different base miss rate that does not depend on whether you dual wield. Which is just what I would expect, having seeing it work this way on rogues, shamans, and warriors.

In other words, DW would need the same amount of hit rating as anyone else to get specials to hit consistently. The only reason for DW to pursue extra hit rating is to boost white dps, and for abilities (without a hidden cooldown) that proc off autoattacks.
#21 Jul 09 2009 at 5:44 PM Rating: Good
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How deep into Blood?

I am assuming an Oblit, FS, BS based rotation with loads of Death Runes from both trees, DRM and BotN ???!!!, used for BS spam.

I'm guessing maybe this or if not than dropping VotTW for HB. But having both VotTW and some TS helps with the need to gear for expertise.

Also would Unholy Presence be beneficial as DW usually does well with haste?

I still wouldn't want to tank with DW as a tak using a 2Her just looks cooler IMHO.
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#22 Jul 09 2009 at 9:58 PM Rating: Excellent
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Some abilities use the Melee Hit Table, some use the Spell Hit table. I can't make it any more clear than that. Maybe I'm bonkers.



Edit: This was the build I started testing with then moving to variations. FS isn't as useful as it once was according to my current info but that could change. And Unholy Presence is debate-able because of the cooldown adjustment. It kinda messes up the cycles a bit, sometimes for good, sometimes not so much.

Edited, Jul 9th 2009 11:08pm by TherionSaysWhat
#23 Jul 10 2009 at 2:58 AM Rating: Good
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TherionSaysWhat, Assassin Reject wrote:
Some abilities use the Melee Hit Table, some use the Spell Hit table. I can't make it any more clear than that. Maybe I'm bonkers.


No, you are correct. Kind of trying to find what DK abilities use which. Makes a big difference for a DW. I would imagine at most gear levels a DW build more utilizing melee hit tables would win until the spell hit was achieved pretty much via raid buffs and gear, while not overly stressing hit either of course.

Quote:
For Death Coil, Icy Touch and Howling Blast, the cap is 17% hit or 445.91 hit rating.(Source)


So 3 abilities use spell hit.

Melee weapon DW hit is 27% hit to be capped. (Source )

The rest are specials and capped at 8%. (Source )

So BS is 8% hit. Your awesome dagger you use off hand is 27% as is the other dagger in your main hand. Your IT is !7%.



edit:

I think some stuff isn't included in the spell hit on wowwiki. UB, Pest, BB and other similar spells I would imagine use spell hit. I could be wrong.

Edited, Jul 10th 2009 7:16am by Horsemouth

edit: changed the dagger example as i hit a wrong button. at first it was IT at 27% but that was wrong. IT is really 17%. As obviously I chose that example because it showed all 3 aspects of DK in one swoop. I initially entered in wrong and i beg your forgiveness.

Edited, Jul 11th 2009 7:00am by Horsemouth
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#24 Jul 10 2009 at 6:30 AM Rating: Decent
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This and this are Frost DW specs I've been playing around with (I generally don't actually put points in Merciless Combat for test dummy tests because it would be active all the time). Bliz has gone out of their way to make non-deep Frost specs less viable (they heavily nerfed the Blood Strike part of the Bloody Strikes talent to prevent Frost-Blood hybrids).

On the PTR I haven't been able to get a DW dps spec to match the old 0/10/61 2h Unholy build, at best it was 200 dps behind (and I'm not sure Unholy Blight is stacking correctly yet, so that would be a bigger boost for Unholy).
Dual spec'ing helps a lot for testing these things, I've run separate tests with both my own DK and a pre-made one (had to use equally sub-optimal 1h and 2h heirloom maces on the pre-made DK because they don't give you 1h weapons or a way to get decent ones).

Edited, Jul 10th 2009 11:15am by angryempath
#25 Jul 11 2009 at 12:12 AM Rating: Decent
Quote:
So BS is 8% hit. Your awesome dagger you use off hand is 27% as is the other dagger in your main hand. Your IT is 27%.

I agree with that, until the statement "IT is 27%".

My understanding is that spell hit is not derived in any way from melee hit. This notion is corroborated by wowwiki spell hit. If wowwiki is incorrect or incomplete, is there a better source of info you could direct me to?

After playing hundreds of hours on an enhancement shaman, it sure seems like shock spells hit much more often than DW autoattacks.

Edit: also, wowwiki DK guide specifically says IT is capped at 17% which exactly matches ordinary spell hit rather than DW hit.

Edited, Jul 11th 2009 4:28am by CyanCentaur
#26 Jul 11 2009 at 2:57 AM Rating: Good
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CyanCentaur wrote:
anger


I hit 2 instead of 1. I linked sources.

Did you read them?

I post drunk. I hit the wrong button. It happens. Check the source.

Melee and spell hit use the same hit rating. Check the sources on Hit in the more generic sense. Spell hit and melee are the same stat. 3.0 patch notes.

I'll edit it now.
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