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 Death Knight
miyuki
Posted: Nov 27 2008, 04:32 AM


Mew


Group: Princesses
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Joined: 1-January 06



I am thinking of experimenting with a 23/48/0 tanking build.

The up side is 6% more str and stamina and 4 more expertise then a normal frost tanking build. You also get rune tap (which I love)

The down side is you have less avoidance and you have to refresh diseases more often.

You could also pull 3 out of tundra stalker to get 3% more dodge but I'm thinking 6% damage and 3 expertise is a little too much to give up.

Personally I think trading 5% dodge for 6% stam and 6% str isn't bad. It still has close to the avoidance of a Unholy tanking build because you gain 3% miss.

There is also the completely off the wall 23/11/37 build which will get you more str and stamina while still still grabbing lichborn and bone shield. I have a feeling that you will be completely gimp in threat though.
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miyuki
Posted: Nov 27 2008, 06:24 AM


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Okay, Ive been thinking about it some more and I think I may raid as:

http://www.wowhead.com/?talent=jcEMV00cZGxxthcdohoVosh

The main compromise is sacrificing rune tap for 4% crit. I should be able to pull off good DPS and tanking like this. Its close to a frost DPS build and I think the extra str/exp will help it stay competitive in DPS even though its missing a few DPS oriented talents.
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Vanora
Posted: Nov 28 2008, 10:02 AM


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That's a cool build. I'm not entirely sold on trading 5% dodge for -1% to be parried/dodged, but it should be pretty solid given that the DK tank gear stacks an ungodly (unholy?) amount of strength to turn into parry.


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miyuki
Posted: Nov 28 2008, 12:15 PM


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Its less for the expertise and more for the Stamina. The extra str will also give you a little parry back but thats secondary. Rune tap is pretty good too. If I find myself tanking more I'd probably take it instead of the crit.
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Vanora
Posted: Nov 28 2008, 01:33 PM


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To extend that on that idea, you could spec 24/47 for improved rune tap. At levels of tank health I'm already seeing, that would be worth 5k health every 30 secs if needed. Pretty decent.

EDIT: You could also shift the two points in crit to Spell Deflection if so inclined.


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miyuki
Posted: Nov 28 2008, 02:27 PM


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Yeah, ill probably try it out at 80 and see how it goes. Theres going to be a lot of experimenting with death knights.
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tinwhisker
Posted: Dec 3 2008, 08:56 AM


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Marrio
Posted: Dec 3 2008, 03:23 PM


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QUOTE (tinwhisker @ Dec 3 2008, 08:56 AM)
Lots of stuff from the Devs here.

http://forums.worldofwarcraft.com/thread.h...129078969&sid=1

Sounds like:

PvP nerfs
Blood PvE buffs

Though this was "his thoughts" so no idea what that means.
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tinwhisker
Posted: Dec 3 2008, 04:03 PM


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QUOTE (Marrio @ Dec 3 2008, 04:23 PM)
Though this was "his thoughts" so no idea what that means.

Ghostcrawler is head of class development, "his thoughts" generally mean "this will happen unless one of the other devs comes up with a good reason why it shouldn't."


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miyuki
Posted: Dec 10 2008, 02:18 PM


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QUOTE
We have talked about making some of these changes and wanted to provide more details. You should be able to try these out yourselves on the PTR before they go live.

Our reason for most of these changes should be obvious, but some common themes are:
-- Making tanking still rely on cooldowns, but rely on them a little less.
-- Make Blood a more attractive spec, and particularly for tanking.
-- Chill out some of the defensive capabilities all DKs have in PvP.
-- Avoid having to use Death and Decay as an out-of-combat runic power generator.

1) Rune Strike -- damage decreased from 200% to 150% but threat increased to 150% from 100%.
2) All multi-rune abilities generate 15 runic power.
3) Anti-Magic Shell -- cooldown lowered to 45 sec from 60 sec.
4) The healing of Blood Aura, Blood Presence and Death Pact has been doubled.
5) Bone Shield -- mitigation reduced from 40% to 20%.
6) Icebound Fortitude – now reduces damage by 20% instead of 50%. The amount of damage reduced increases with bonus Defense (to about 35% for 540 Defense, but it can go higher). The stun immunity is intended to be its primary role in PvP.
7) Frost Presence -- bonus armor increased from 60 to 80% and magic damage reduction increased from 5 to 15%. We wanted to reduce the effectiveness of cooldowns but bring up base mitigation to reduce damage spikiness.
8) Corpse Explosion -- damage increased substantially, added 5 sec cooldown, and changed cost to 40 runic power.
9) Heart Strike – we overhauled this ability. It no longer has a haste debuff but will now be able to strike two targets like a cleave. It still hits for more than Blood Strike, but you can still use Blood Strike if e.g. you don’t want to break CC.
10) Horn of Winter -- now has no cost and grants 10 runic power in addition to its stat buff, but has a 30 sec cooldown.
11) Night of the Dead -- now grants 40/70% passive area spell avoidance to your pet in addition to its current effects.
12) Outbreak – this talent no longer receive bonus damage from Pestilence. The bonus from Plague Strike and Blood Boil has been increased slightly.
13) Bloody Strikes – the bonus damage from Pestilence has been moved here to help Blood AE slightly.
14) Pestilence -- no longer has a 10 sec cooldown.
15) Raise Dead -- now split into two spells: Raise Dead now raises a ghoul or pet ghoul (if talented). Raise Ally now raises a fallen party member (at no reagent cost).
16) New runeforge rune -- Rune of the Stoneskin Gargoyle (two-handed only) now grants 25 Defense and 2% Stamina.
17) Shadow of Death -- duration reduced from 45 seconds to 25 seconds.
18) Unholy Blight, Dancing Rune Weapon and Hungering Cold – cost reduced from 60 to 40 runic power.
19) Vampiric Blood -- in addition to its current effects, also adds 20% health temporarily.
20) Will of the Necropolis -- now reduces the damage of any attack that takes the DK below 35% health by 5 /10/15% instead of boosting armor when wounded,
21) Many death knight glyphs have been changed. In many cases the negative consequences were removed.
22) New death knight sigils are now available, primarily from vendors, including a tanking-oriented sigil.


Overall I like the changes to blood. I liked the style when I was leveling so I might spec back once those changes go through. It seems like you can get a solid dps/tanking build.
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Tarja
Posted: Dec 10 2008, 02:31 PM


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QUOTE
16) New runeforge rune -- Rune of the Stoneskin Gargoyle (two-handed only) now grants 25 Defense and 2% Stamina.


Should be really easy for DKs to hit uncrittable now, as long as that isn't a typo which meant to say 25 defense rating.
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Vanora
Posted: Dec 10 2008, 03:42 PM


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When I first started leveling my DK, I said to Matron that they should move Corpse Explosion to RP since it was so unusable on an unholy rune. The pet avoidance is beautiful making the ghoul actually usable. The removable of the CD from pestilence is a god send too.

Overall, very solid changes.


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miyuki
Posted: Dec 10 2008, 04:04 PM


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QUOTE (Tarja @ Dec 10 2008, 02:31 PM)
QUOTE
16) New runeforge rune -- Rune of the Stoneskin Gargoyle (two-handed only) now grants 25 Defense and 2% Stamina.


Should be really easy for DKs to hit uncrittable now, as long as that isn't a typo which meant to say 25 defense rating.

Its confirmed to be flat defense. Help a ton.
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tinwhisker
Posted: Dec 10 2008, 04:04 PM


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QUOTE (Tarja @ Dec 10 2008, 03:31 PM)
QUOTE
16) New runeforge rune -- Rune of the Stoneskin Gargoyle (two-handed only) now grants 25 Defense and 2% Stamina.


Should be really easy for DKs to hit uncrittable now, as long as that isn't a typo which meant to say 25 defense rating.

It's not a typo. DKs generally have a harder time reaching the defense minimum especially early on in raiding (no tanking weapons and no shields which generally give significant +def to warriors and paladins).

Not long after they've gotten a few pieces they should be able to drop this runeforge in favor of one the gives more DPS/threat. It's a stop-gap measure that should make everyone who plays a DK tank happy.


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