Showing posts with label Abilities. Show all posts
Showing posts with label Abilities. Show all posts

Tuesday, May 19, 2009 Incidental Damage and You - Or, Why nerfing Unholy Blight won't do a damn thing

We think Unholy dps is probably too high on fights with adds, which ends up being a lot of Ulduar bosses. From looking at the numbers, the main culprit seems to be using Death and Decay, Unholy Blight, Pestilence and Blood Boil all together. None of those are a problem alone, but they work really well together. Unholy Blight is the spell we would most likely change. It has never really found a niche.
Ghostcrawler
Lead Systems Designer


So there you have it, Unholy Blight is getting tuned down.  But will that really help with Unholy's high damage output?  I highly doubt it.  The problem is that topping the meters is what it's all about as a DPS class - well topping the meters without pulling aggro or dying.  So at the end of the night if you look at WWS or Wow Web Meter you'll see something like this for total outgoing damage...

---------------------------------------------------------------------------> Unholy DK
--------------------------------------------------------------> Frost DK
-----------------------------------------------> Blood DK

First glance some might think "Lawlz, those two other DKs are slacks!" but in reality it's from the incidental damage that Unholy does in it's single target rotation.  

Lets break down the abilities for a single target rotation for each spec (single target rotations here, no DnD, no Pest).

Unholy
Ebon Plaguebringer: Your Crypt Fever morphs into Ebon Plague, which increases magic damage taken by 13% in addition to increasing disease damage taken.  Improves your critical strike chance with weapons and spells by 3% at all times.
Wandering Plague: When your diseases damage an enemy, there is a chance equal to your melee critical strike chance that they will cause 100% additional damage to the target and all enemies within 8 yards.  Ignores any target under the effect of a spell that is cancelled by taking damage.
Desecration: Your Plague Strikes and Scourge Strikes cause the Desecrated Ground effect.  Targets in the area are slowed by 50% by the grasping arms of the dead while you cause 5% additional damage while standing on the unholy ground.  Lasts 12 sec.
Unholy Blight: A vile swarm of unholy insects surrounds the Death Knight for a 10 yard radius.  Enemies caught in the area take 48 Shadow damage per sec.  Lasts 20 sec.
Rage of Rivendale: Your spells and abilities deal 10% more damage to targets infected with Blood Plague.  Also increases your expertise by 5.

So as an Unholy DK you start your rotation with PS - IT, now you have Frost Fever, Blood Plague and now Ebon Plague on your target and are doing 10% addtional damage right off the bat because of RoR.  Wandering Plague now spreads these 3 diseases to all enemies within 8 yards. The Unholy DK is now standing on Unholy Ground and doing an additional 5% damage and then uses Unholy Blight (which is shadow damage).

Frost
Howling Blast: Blast the target with a frigid wind dealing 518 to 562 Frost damage to all enemies within 10 yards. *Glyph of Howling Blast: Use: Your Howling Blast ability now infects your targets with Frost Fever.
Glacier Rot: Diseased enemies take 20% more damage from your Icy Touch, Howling Blast and Frost Strike.

GR will only take effect from the Frost DK's 2nd HB as the intial HB will apply FF (when glyphed - and it should be glyphed).

Blood
Heart Strike: Instantly strike the target and his nearest ally, causing 50% weapon damage plus 368, total damage increased by 10% for each of your diseases on the target.

So in order for the cleave to hit a 2nd target both need to be in front of the DK...woo?

Basically, the nerf to UB won't do a dent to Unholy's incidental damage because of how the encounters were made in Ulduar and Unholy has too many AoE tools.  UB was the icing on the cake and Blizz is just making the icing less sweet - nothing else.

The problem is that there will still be a vast amount of QQ'ing from the masses as they don't look behind the numbers to see why Unholy is inflated.  Maybe Blizz should come up with their own parsing meter to offset this so they can make a column like "Total Damage done to the Boss" and with that they should make it so that shields and other disc abilities show up.

Tuesday, May 5, 2009 1 kg Bloodworms for $20!

Great deal eh? I picked these up this past weekend at my local spring fish auction along with a rather nice light for a planted tank I have going. The only bad part was that the cooler I brought wasn't big enough as these guys were frozen flat and my cooler was more cubed. Which meant that when I took a detour to the race track to bet on the Ponies racing in the Kentucky Derby they started to thaw. Not so bad, if you don't mind your kitchen smelling like a bait shop on a hot summer day.

So, Bloodworms, good, bad or indifferent?

Bloodworms

Before 3.1 they were considered a leveling talent as they soaked in healing and would sometimes run off to go attack another encounter of baddies down the hall. The psycho temperament has been fixed, but they still will soak in healing. However, with how AOE heavy encounters are in Ulduar I really don't see that being an issue because they'll die before they're able to lap up some heals.

So what would you give up in order to get Bloodworms? - Mark of Blood and Vampiric Blood - Both of which consume a Blood Rune and a GCD.

How much DPS do your worms do? Not much, reports coming in as little as 30 DPS to as high as 90 DPS. So lets put this all together...

30-90 DPS Increase > No DPS Increase + Consumes Blood Rune + GCD

I use Vampiric Blood as my "Oh shit!" ability, but usually at that time it's a wipe or going to be, so I don't get much use out of it. My role in a raid is DPS, so if I have 2 floater points I'm going to put them into something that can actually increase my DPS.

TLDR: Bloodworms r gud mmkay?

Friday, May 1, 2009 Pet Management and why we're not Hunters

So last night I tried out the 44/0/27 spec as I have been reading some good things about it. Basically you give up Dancing Rune Weapon and Blood Gorged for Unholy Blight and the Perma-Pet. Since the drastic nerfings of DRW so that Arena Blood DK's can't smoke their opponents, it made the 51 point talent rather lack luster for us PVE guys and has been put on the same table as Unholy Blight - which is a 21 point talent. So the real question came down to this for me...

DRW + Blood Gorged < Unholy Blight + Perma Pet

It's great to read other's thoughts and experiences on different builds but I'm more of a practical guy, I like to see things in practice before deciding. So that's what I did last night, put my new 44/0/27 build into 25 man Ulduar Practice.

First rule when raiding with a pet = Put your pet on passive

First Boss: Iron Council

Rotation is the same, just need to keep UB going at all times - Crap, overload! Put the pet on defensive then back to passive to peel him. Awesome, I spent more time then I would have liked making sure my pet was doing the right thing that I took a bit too long getting back into melee range after Overload.

Second Boss: Freya

Lots of things going on in this fight, sucked to have to micro-manage my pet. The fight went something like this for me...

RL: "Everyone on the Stormlasher"
Me: Hit Pet Attack and start my rotation on Stormlasher
RL: "Switch to the Water Elemental"
Me: Stop Attacking; Target Water Elemental; Pet Attack
RL: Tree up!
Me: Stop Attacking; Target Tree; Pet Attack; I start to attack
RL: Get the Snaplasher to 30%
Me: Stop Attacking; Target Snaplasher; Pet Attack; I Start to attack
RL: Finish up the Stormlasher!
RL: Tree Up!
Me: Stop Attacking; Target Tree; Put Pet on Defensive, Put Pet on Passive; Go to attack Tree - Tree is down, go back to Lasher; Pet Attack
RL: Who's ghoul is still on the Snaplasher!?
Me: Mine wasn't

TLDR: Correctly micro-managing your pet as melee sucks. In Naxx it wasn't an issue because it was Face-rollable easy, Ulduar there seems to be a bit more components for the fight. As Melee if there is a rune on the ground on the melee I have to move out of the way and then I have to micromanage my pet to do the same, which takes up time. As my Hunter I just keep standing where I am and can easily control my pet as I am not having to move myself first. I'm going back to my 51/2/18 spec, not because I don't think that the 44/0/27 sucks, but rather it's really good on paper but has some drawbacks in practice. Unholy DK's do get the perma pet but I have not seen many correctly manage their pet, I mean it is a whole other kettle of fish. And as a Blood DK I need to spend my time setting up my HS spam, not making sure my pet stays out of fires/voidzones/water walls/etc.

Wednesday, February 11, 2009 Diseaseless Blood & Armor Penetration

The DPS spec that I have decided upon is the 51/0/20 2H build that focuses on a diseaseless rotation. The reasoning? - I like that it scales with gear as my guild is clearing all content and because I didn't pick up Annihilation + Epidemic so reapplying diseases became a tedious chore. Don't get me wrong, I believe that Deathknights should use their diseases to do their damage and when/if that gets changed in 3.1 I will change my rotation/spec to reflect that.

A few things about my spec choices:
I. I picked up Improved Rune Tap and Glyphed for it. Reasoning - I'm finding that healing DPS is a last priority even for the healers who's duty it is to heal the raid. And that they don't start healing DPS until they drop below 50% and as a spec that does an additional damage based on health I then need to make sure I stay above 75%. Also, after going through wws reports the mage that raids 98% of the time doesn't use Frostfire Bolt so glyphing for Blood Strike would be a waste of a major.
II. I don't have Death Rune Mastery as my rotation is the standard OBx2, HSx2
III. I picked up Vampiric Blood for the reasons stated in I.
IV. I do like the concept of Blood Worms - The passive heal that does damage (abit they do minimal damage it's still damage) and they don't waste a Blood Rune that I could have used on a HS nor do they consume a GCD. The problem I have with them is that they can soak up AoE Heals (when they are finally cast) and I've heard reports on Thaddius that they can consume a charge and wipe a raid.

So, where does Armor Penetration come in?

There was a glimpse of 3.1 changes posted in the general section of the WoW live forums. Blood Gorged is getting its expertise changed with ArP (Note ArP = Armor Penetration and AP = Attack Power). There were no details on if it was going to be a base number with each rank or a percentage gained that would scale with gear. I would hope for the latter as Blood itself seems like the build that scales the best with higher end gear.

At the moment there are no solid numbers for soft or hard caps for ArP, however there is a lot of interest in finding it. My concern is that there is a limited amount of gear in the current raid content that has ArP on it, this of course can change with 3.1. On a non-raid night I really want to test out gemming and gearing for straight ArP and spending a few hours in front of the raid dummy in Ironforge.

Some early thoughts on ArP on WoW gaming forums is that it doubles in value as you gain it. So with 1% ArP it is on the same value table with haste for 2H builds. But unlike haste once you're at 2% it will be of a larger DPS increase, and the value keeps doubling until it reaches the point of DR. Now - at what is the target percentage that is the "sweet spot" to reach is unknown - what the point of DR on ArP is unknown. Basically, a lot of unknowns but it's exciting to have a once thought useless stat become rather attractive with a Blood build.

On another note, I got Khaeli and I the Belkin N52TE Gaming Keypad. We're both keyboard turning clickers and have been for years. We're looking for something that can really help maximize our game play and simplify things and once we get use to this thing, it looks like the way to go...we'll see though.

Tuesday, December 9, 2008 Hungering Cold...

Great name isn't it? I think so, which is why I made it the title of my Deathknight blog. However as an endline ability it's lacking...severly.

Purges the earth around the Death Knight of all heat. Enemies within 10 yards are trapped in ice, preventing them from performing any action for 10 sec and infecting them with Frost Fever. Enemies are considered Frozen, but any damage other than diseases will break the ice.
60 Runic Power, Instant, 1 min cooldown

This is Frost's 51 talent...looks decent on paper doesn't it? Well, in actual practice it's completely useless, not even worth the 1 point that it would take to get it because it doesn't have any situations where it would help.

Think about it...

Frost is the rune starved spec, to be able to have 60 Runic Power to use it you'd need to spec 3/3 Runic Power Mastery and 2/2 Chill of the Grave. So that's 5 points to even make it remotely possible to use. Now, take into account that it will break on any damage other then DK diseases and it becomes useless.

PvE Aspect- Heavy Runic Power cost, great way to spread Frost Fever except for the fact that Icy Touch (0 Runic Power, 1 Frost Rune) + Pestilence (0 Runic Power, 1 Blood Rune) is a must easier and faster way to spread Frost Fever. Specially as a Frost Deathknight you'll have Blood of the North so in essence it's more or less like spending 1 Blood Rune. I may not be a number cruncher like the guys over on EJ, but 1 Blood Rune > 60 Runic Power + 5 Talent Points.

PvP Aspect- Looks nice in PvP as a way to CC the opposition...oh wait...Runic Power cost again! As a Frost PvP DK you'll be spending your RP on Frost and Rune Strike...so again it fails.

My thoughts on making this end-line talent viable are...

Make Hungering Cold cost 0 RP...yeah that's right. Now this would help with PvE but could put a dimishing returns on the PvP aspect. PvP isn't balanced so why make PvE suffer because of it? As a tank I could then use it for when I need to CC group encounters if my AoE DPS of my party members is weak. Refer to the below diagram...(don't make fun of my Paint skillz!)


Ok, the red circle is the group encounter, I then pull them back to the blue X and Hungering Cold the group, CC'ing all of them. I then Icy Touch a single mob from the encounter and bring it back to green X for my group can beat it down. Rinse and repeat as needed.

This would make HC situational in the fact that it couldn't be used for raiding, and would be used mostly for pulling group encounters. Keep in mind that as a Deathknight we have huge aoe abilities, so this would only be used in situations where we could not live while 4+ NPCs are beating on us.

Here's the meat of this post - A lot of classes got "situational" end line 51 talent points in Wrath. Hungering Cold cannot even be classified as that. It's an ability that is completely useless because of the Runic Power along with the fact that it breaks on everything but diseases. I don't mind situational end-line abilities...just make sure there are situations in which they should be used for.