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Exiledshmoo
08-10-2008, 01:47 PM
As most of you know, a new beta build came out recently, which explains the lack of activity on this forum. Well I am stuck at work so I have some time to digest all of the changes.
My DK is now level 70, it took me 36 hours played from 55-70. 55-66 was done after the Death and Decay nerf and before the rune rotation changes, so during a weak time for the class. I dinged 70 in Blades Edge Mountains. I soloed every group quest in Nagrand and Terrokar except for Durn. The instances I did were, Ramps X2, BF, SP, and UB. All instances and Durn were done as a 5 X DK group.

As long as the class receives no major nerfs, I expect to be able to level to 70 within 30 hours.

In regards to all the changes that recently came about, several of them allow the DK to be able to solo any 3 man group quest. Those changes are Ice Bound Fortitude trainable at 62 and death strike. Ice Bound Fortitude reduces damage taken by 50% and grants immunity to stuns for 12 seconds untalented and it only costs 20 runic power.
The other massive change that makes soloing elites doable is the new death strike. Death strike is one of the finishers for your rotation, and the new death strike is amazing. As blood spec, my death strike crits have a 60% bonus, and thanks to dancing rune weapon, I have gotten death strike heals for as high as 2800. Now numbers that high are extremes under the best conditions. Normal death strikes heal for about 1000, this combined with 4% of your damage as heals and rune tap allows you to survive against most elites for well over a minute.

To put this into context, I was 69 in Nagrand going after Tusker. I cleared the trash around him, got 100 runic power, and I pulled with Icy touch.
I dump my runic power into Dancing Runic Weapon.
I plague strike for 400 as does my runic weapon,
then proceed to drop 2 heart strikes for 1000 to 2500 crits.
I then follow it up with a death strike for 500 and heal myself for 1500.
Dump runic power into an 900 death coil.
Repeat the above steps and I have a dead 3 man elite in 25 seconds or so.
I also soloed Levixus the Soul caller and Chowar the Pillager, Death Strike makes it easy.

Keep in mind, this is blood spec so best physical damage possible, so the new changes have increased DK's damage by smoothing out the rotation and simplifying diseases. They have also increased their survivability a ton with the change to death strike.

With the new changes to Death strike, I am very disappointed in Mark of blood. Since it costs an unholy rune, it totally wrecks your rotation and quite frankly, Death strike >>>> mark of blood. Obviously you can use Mark of Blood to good effect when somebody else is tanking, but even then, Blood Aura + death strike does a better job. Actually, Blood Aura with rune tap and death strike is going to be amazing in 5 mans and raids.
Mark of blood will only be useful if hp scales dramatically.

The talent Endless Winter is amazing, it allows you to keep Icy Touch/Frost Fever up all the time allowing you to use your frost runes on other things.

The adjustment to death coil makes me a little sad, but no real loss there.

I am going to spend this week doing some of the new instances and getting death knight tanking figured out.

If anyone has some specific questions, I am not the best to ask but I may be able to answer lol.

Exiledshmoo
08-10-2008, 01:49 PM
I have not been able to test the other specs out as of yet, as I wanted to reach 70 asap and blood spec is the best to do that. So all content in this post is in regards to having experience as blood spec and theory crafting of other specs.

Death Knights are going to be the new rogue in double dps 2's arena. You have impressive damage, within lines of other hybrids. You can heal yourself quite a bit through death strike, rune tap, and lich borne + death coil.

Your cc is a bit limited depending on spec, but icy touch is good. You do have a ranged silence, a pummel, death grip can be used as a cc and to allow additional cc like mind freeze and Hungering Cold. When you crit, you crit very hard and burst is good but not at the same level of a mage or shaman. You have a lot of utility and some snares.
If you pair with a rogue, bm hunter, or a ret paladin they are in serious trouble.

Just as an example, warrior/dru v frost dk/ret paladin

Both of us are in plate and have a ton of tools to reduce dmg and remove snares and stuns. We are going to start dmg on the warrior. Because of plague strike removing hots, the druid will be forced to come with in range to cyclone at which point he will get death gripped to us. Once he is in our range, he will get hoj'd and we will switch to him. If he trinkets the hoj he gets a joj for his trouble. At this point we can either chain cc the warrior and train the druid, or chain cc the druid since he trinketed and kill the warrior. Repentance for a 10 second cc, Hunger cold for a 10 second cc, strangulate for a 5 second silence = dead warrior.

What I am saying is not that Death Knights need a nerf, what I am saying is due to abilities like death strike, anti magic shell, ice bound fortitude, etc, death knights are never going to be focused, just like ss rogues.

Goodfight
08-10-2008, 01:53 PM
Interesting read, looks awesome.

Deccard
08-10-2008, 06:16 PM
I don't think you can kill the :warrior: in your scenario because of the new Shield Wall. I don't even think the :druid: needs to get in range for Death Grip. Removing one hot every 5(?) seconds isn't going to help much. Remember that :druid:s get a reduced GCD on Lifebloom.

Exiledshmoo
08-10-2008, 07:09 PM
50% less damage for 12 seconds is nice for the warrior, and he does have various ways to mitigate damage. Both the death knight and the ret paladin do a portion of their damage as magic mitigating the warrior's armor. Plague strike consuming an entire stack of life blooms = to 3 seconds of casting life bloom. Note lifebloom has not really done anything at that point as it needs to get rolling or bloom, so the druid spent 3 gcds and healed him for 600 total.

The DK also has the potential to remove 4+ hots in a 10 second period, this bypasses dispel resist and life blooms do not bloom when the entire stack is consumed by this effect.

The warrior will either turtle, or the druid will have to attempt to cc. Neither ret paladins or dk's run out of mana, and a wotlk ret paladin can heal decently, combined with a dk's natural healing. So if they go for an out last game, it will take quite some time to get the paladin oom and since life bloom is being nerfed, the druid will have to cc. If the druid comes within 30 yards, its only a quick hop to death grip him to us.

Also remember BLizzard is forcing druids to actually stand still and heal, so your ghoul which can stun and kick can put him even further behind on healing.

Worse case scenario, they live through your burst, you bubble and bop, heal to full, and drop the cc chain again, since they have a 1 minute cd, and you will get a kill when there is are no heals or peels for 30 seconds.

Deccard
08-11-2008, 05:47 AM
Are you sure the whole stack of Lifebloom can be erased?

Krigare
08-11-2008, 09:35 AM
Are you sure the whole stack of Lifebloom can be erased?

http://forums.worldofwarcraft.com/thread.html?topicId=8557303653&sid=2000&pageNo=1#18

To whichever forum or site was asking about this, Plague Strike *removes* a hot instead of *dispelling* it. In other words, Lifebloom (the whole stack) just goes away and doesn't bloom. Ah, the challenge of writing tooltips. :)

Mekila
08-11-2008, 11:35 AM
I hit 77 this weekend pretty easily as I was also soloing group quests (recommended 5 party members) that involved killing some big high level elite with tons of HP.

Bloodworms and Death Strike are incredibly overpowered atm and need a nerf. I was able to solo the new ring of blood all the way to the last boss (who bugged out 7 times so I gave up).

Icy -> Plague -> Death -> Heart -> Heart ->
Death -> Death -> Heart -> Heart

This rotation over 20 seconds gives you around 10 worms, which do about 400 damage every 2 seconds and heal you for 1200. Death Strike can heal you anywhere from 1200 to 8000 on a crit.

I also did some testing in pvp with some duels and the new battleground Strand of the Ancients. I discovered a few interesting things.

Anti-Magic shell lasts 5 seconds now but seems to be broken as Fire, holy, shadow, and arcane damage go right through it and absorbs nothing. However, it now makes you immune to fear and frostbolt. Dueling a priest is quite funny as you can:


AMS every 15 seconds for a 5s fear immune.
Strangulate every 30 seconds for a 5s silence.
Mind freeze every 10 seconds to lock out magic schools for 4s.
Lichborne every 5min for 30s to become fear immune (just interrupt shackle undead)
Death Grip to interrupt casting.
Arcane torrent every 2min for 2s silence (if BE).


Other useful pvp tidbits:


Lichborne also makes you an 'invalid target' for polymorph.
Hysteria basically makes you impossible to cc for 30 seconds, its like a Death Wish to all CC.
Icebound Fortitude and Bone armor make you nearly unkillable with both active.
Desecration takes too long to trigger and sometimes you will find that your target has run out of it before being snared. Luckily you can just Death Grip him back into it.
Scourge strike hits ridiculously hard with diseases on your target. It does shadow damage and I've seen it HIT for 2500 with 1600 attack power.
You can Death grip bestial wrath'd hunters.


On tanking:
Oh and Pestilence is even harder to use than before. It only spreads disease on mobs that are stacked completely on top of each other. 1 yard radius ftw :(

Luckily, they returned D&D's damage and gave it a high threat modifier. Unfortunately, it is not a disease anymore so you can't AOE taunt with it.

Krigare
08-11-2008, 01:23 PM
omg give me a beta key bliz

Exiledshmoo
08-11-2008, 04:34 PM
Anti-Magic Shell - We are looking at Anti-Magic Shell as possibly being runic power or even free. We need to get the remaining bugs knocked out of it to see how it feels. (src)
http://forums.worldofwarcraft.com/thread.html?topicId=8765569824&sid=2000&pageNo=4#71

I saw a blue post in regards to them possibly making you immune to magic during the duration of it. You were right, they did change it to 5 seconds which is quite a nice buff, and as the post mentions, they may make make it free or runic power.

<3 The info about lichborne, I was having a discussion with a paladin about it. I am excited for the poly and horror immunity, he was excited about the instant stun and pally fear lol and we both quickly agreed it needed testing lol.

In regards to blood worms and death strike, I totally agree with you about it needing a nerf, I just hope they wait until I get to 80 lol. Maybe they can just get rid of the worms and keep death strike.

Death gripping BW hunters is probably a bug, you were able to cyclone them back at 70 and that got changed. Death grip is just going to be too much fun. Living bomb + death grip can yield interesting results as well.

Unholy is looking really nice, always having a ghoul out, having the control of him as a pet, spamming scourge strike is always good against druids.

Infact, all the trees are looking good for tanking and pvp lol.

Mekila
08-11-2008, 06:45 PM
Anti-Magic Shell - We are looking at Anti-Magic Shell as possibly being runic power or even free. We need to get the remaining bugs knocked out of it to see how it feels. (src)
http://forums.worldofwarcraft.com/thread.html?topicId=8765569824&sid=2000&pageNo=4#71

I saw a blue post in regards to them possibly making you immune to magic during the duration of it. You were right, they did change it to 5 seconds which is quite a nice buff, and as the post mentions, they may make make it free or runic power.

<3 The info about lichborne, I was having a discussion with a paladin about it. I am excited for the poly and horror immunity, he was excited about the instant stun and pally fear lol and we both quickly agreed it needed testing lol.

In regards to blood worms and death strike, I totally agree with you about it needing a nerf, I just hope they wait until I get to 80 lol. Maybe they can just get rid of the worms and keep death strike.

Death gripping BW hunters is probably a bug, you were able to cyclone them back at 70 and that got changed. Death grip is just going to be too much fun. Living bomb + death grip can yield interesting results as well.

Unholy is looking really nice, always having a ghoul out, having the control of him as a pet, spamming scourge strike is always good against druids.

Infact, all the trees are looking good for tanking and pvp lol.

Blood kind of sucks for pvp at the current quest gear level, unless of course you are spamming death strike for brokenworm zerging.

Frost currently is broken with Hungering cold not working right and breaking on frost fever damage. Frost strike damage also does not seem to be fixed.

Unholy's anti-magic zone does not work, nor does blood-caked blade (it hits for 1 damage), and the pet ghoul lost all its abilities but gained pas/aggr/def and stay/follow modes (bug). However, Desecration, Scourge strike, and Bone armor make up for it. They are THAT good for pvp. Oh and the pet ghoul does more white damage than I do >_<

Exiledshmoo
08-11-2008, 07:43 PM
I have seen a lot of talk on the DK forums about pvp issues, largely stemming from chains of ice and anti magic shell (which is broken atm) screwing you out of death strike and obliterate. The fast paced and rapidly changing environment of pvp is very unfriendly to a standard rotation. I think frost has some talents that help resolve this like endless winter. Applying frost fever through frost strike and chains of ice resolve the frost rune issue there.

If they move anti magic zone to runic power, that should resolve rune rotation issues in pvp if you spec frost, but then other specs may be ineffective for pvp.

From what you are telling me atm, unholy is the clear champion for pvp, but a lot of that is due to things being broken for every spec. They can potentially resolve the snare issue for unholy if they increased the area of desecration to be more along the range of frost trap.

Blood really seems like its going to be dependent on a warrior or rogue. As an example, cast hysteria on your warrior, breaks cc on him for 30 seconds, stack that with death wish, you follow around the spam string bot dropping your dmg and extra cc while he destroys.

Mekila
08-12-2008, 12:19 PM
I have seen a lot of talk on the DK forums about pvp issues, largely stemming from chains of ice and anti magic shell (which is broken atm) screwing you out of death strike and obliterate. The fast paced and rapidly changing environment of pvp is very unfriendly to a standard rotation. I think frost has some talents that help resolve this like endless winter. Applying frost fever through frost strike and chains of ice resolve the frost rune issue there.

If they move anti magic zone to runic power, that should resolve rune rotation issues in pvp if you spec frost, but then other specs may be ineffective for pvp.

From what you are telling me atm, unholy is the clear champion for pvp, but a lot of that is due to things being broken for every spec. They can potentially resolve the snare issue for unholy if they increased the area of desecration to be more along the range of frost trap.

Blood really seems like its going to be dependent on a warrior or rogue. As an example, cast hysteria on your warrior, breaks cc on him for 30 seconds, stack that with death wish, you follow around the spam string bot dropping your dmg and extra cc while he destroys.

I was messing around with specs yesterday to see which talents were affecting Scourge Strike damage more, the ones that increase spell dmg or attack power.

My testing was interrupted by a 77 Draenei mage who hit me with a 8k pyro while I was staring at my combat log. We proceeded to have a few duels, and I noticed a few things from these fights:

Master of Ghouls' pet ghoul can be sheeped (lol). The ghoul does a lot of damage but is too easily controlled when it is a 'pet'.

Death grip needs to stick someone in place for a second or be more consistent on moving targets. I would save my Death Grip to close the gap on his blinks, but he would still just get away before I could Obliterate the majority of the time.

Keep bone armor up as much as possible, it keeps you alive long enough to dish out your damage. (If he crits pyro with it up its not fatal)

Shadow of Death only really works once, he can be surprised by it and end up dying to your ghoul form if he is not expecting it. Once he knows you have it, he can just debuff you/dps you to hell while you are slowly crawling out of the ground for what seems like an eternity. It has less of a surprise factor than a shaman's 'pop and shock' due to the fact that you are a sitting duck while the raise dead animation plays.

Icy reach is a must have for pvp. Not being able to do anything when they are at 1% and you have full runes but no runic power is very irritating.

Minor speed/Boar's speed to boots is necessary to properly utilize Unholy Aura's stacking movement speed buff. Without the enchant, it doesn't feel all that much faster and you are still very vulnerable to kiting with snares.

What actually worked was casting Death and Decay in front of me, strangulate, Death grip him into the D&D (got lucky and proc'd fear), Obliterate, Plague Strike, Arcane Torrent -he iceblocks here-, wait about 1 second before the Iceblock ends and cast AMS to go immune to frost nova, he blinks, Chains of Ice, run up and finish. At the end there I got pyro'd but survived it due to bone armor.

Exiledshmoo
08-12-2008, 12:52 PM
You bring up a valid point about Death Grip. If both of you are moving when you use it, due to lag, it can result in some odd positioning thus preventing you from landing a snare. If Death Grip provided a 1 second root or a 1 second duration 50% snare this could be resolved. It really just comes down to allowing it to work with lag.

You can ask most warriors, charge barely works with a 1 second stun, and if intercept gets resisted, you will often fail to land a ham string due to lag.

A question in regards to AMS, since you are unholy, you have improved AMS which of course brings it up to 100%. If you have the base version of AMS, will it still grant immunity to FN, fear, etc?

Mekila
08-12-2008, 01:10 PM
You bring up a valid point about Death Grip. If both of you are moving when you use it, due to lag, it can result in some odd positioning thus preventing you from landing a snare. If Death Grip provided a 1 second root or a 1 second duration 50% snare this could be resolved. It really just comes down to allowing it to work with lag.

You can ask most warriors, charge barely works with a 1 second stun, and if intercept gets resisted, you will often fail to land a ham string due to lag.

A question in regards to AMS, since you are unholy, you have improved AMS which of course brings it up to 100%. If you have the base version of AMS, will it still grant immunity to FN, fear, etc?

Improved AMS is broken and does the same thing base AMS does. Neither of them absorb damage, but they make you immune to effects. Fireball, shadowbolt, smite, arcane barrage, pyroblast, all go through it completely, regardless of talents. It does make you immune to Frostbolt, Sheep, fear, psychic scream, and death coil with just the base skill.

Mekila
08-12-2008, 01:12 PM
Gargoyle is pretty good at lvl 77. It does 1k nature dmg every second its up and can do a lot of damage while you are being kited.

Krigare
08-12-2008, 01:18 PM
how much health are ppl running around with at 77?

Mekila
08-12-2008, 01:59 PM
how much health are ppl running around with at 77?

11-12k or so

Deccard
08-12-2008, 02:18 PM
That's really low. I've seen damage go through the roof. How are we supposed to survive anything?

lobster
08-12-2008, 04:27 PM
because they're in quest blues and greens. not lev 80 pvp gear

Mekila
08-12-2008, 05:12 PM
Yeah, a lot of the dps quest rewards have 0 stam on them. You kind of have to sacrifice the stam if you want to stay hit capped and maintain non-pitiful crit rates as you level, due to stat scaling.

You need something between 130 and 140 hit rating to maintain 5% hit >_<

I do have 14.5k hp in my lvl 75 blue crafted tanking gear though.

Mekila
08-13-2008, 12:31 PM
Stirred up some trouble last night to test a few things. Here's what I found:

AMS makes you immune to Hungering Cold and chains of Ice.
Unholy blight only applies Blood Plague once.
Unholy blight can be activated at 5 runic power and still lasts 20 seconds.
Gargoyles can do 5k dmg during a strangulate silence.

On fighting ret paladins:

Do NOT get stunned or you will eat a 5-6k (sometimes 8-10k) Judgement of Command. Stay at range initially and use AMS to avoid repentence, and chains or Icy Touch to get enough runic power to pop Icebound Fortitude. Use Death Strike to heal yourself if you get below half hp, if they bubble you have to back off and stay out of los until Icebound Fortitude is back up. Keep them silenced when you don't have Icebound Fortitude active, use AMS again when it wears off.

If they use wings, you have to kill them during your Icebound fortitude duration.
If they bubble, you have to delay until Icebound fortitude is back up.
Use Mind freeze on their heals, it should be super slow with Frost Fever on him.
Use globals for defensive abilities first. You basically want your diseases to tick from range and only engage in melee when you are immune to stun or they are silenced. Don't stand in consecration, you can beat him at his own game by using Death and decay to make him move as well.

Exiledshmoo
08-13-2008, 01:57 PM
Sounds awesome, one question though, was he not cleansing your diseases?

Mekila
08-13-2008, 07:43 PM
Sounds awesome, one question though, was he not cleansing your diseases?

He doesn't need to. Ret palys do so much damage in beta that a level 70 can kill me during hammer of justice. Yes, 100->0 during hammer. Judgement of command crits for 5-8k. He can autoswing, seal of command proc, crusader strike/divine storm, judgement of command and finish up with hammer of wrath. Most of that damage is holy and can't be resisted/mitigated by armor. If I don't start with a silence and get enough runic power to activate Icebound Fortitude asap, I die in seconds.

Also, they usually bubble when they are in trouble and that gets rid of diseases instantly. Otherwise, I guess he can cleanse after he drops you, does that count?

Exiledshmoo
08-14-2008, 02:11 PM
Another beta push came last night, there are quite a bit of noteworthy changes.


Death Knight
Blood
- Bloodworms: 3/3 Your weapon hits have a 12% chance to spawn 2-4 Bloodworms. Bloodworms attack your enemies, healing you as they do damage for 20 sec or until killed. (Healing amount remains the same)
- Sudden Doom now lasts 15 seconds (was 10 seconds).

Frost
- Chains of Ice cooldown has been removed.
- Icy Talons description changed: You leech heat from victims of your Frost Fever (old: your Icy Touch), so that when their melee speed is reduced, yours increases by 20% for the next 20 sec.
- Lichborne cooldown lowered from 5 minutes to 1 minute. Duration reduced from 30 seconds to 10 seconds.
- Aneurysm has been removed.
- Endless Winter has been reworked and moved to Aneurysm's position, it now requires Chillblains: Your Chains of Ice has a 50/100% chance to cause Frost Fever and the cost of your Mind Freeze is reduced to 20/0 runic power.
- Frigid Dreadplate changed: Enemies who hit you in melee have a 30/60/100% chance to become unsettled, decreasing their chance to hit for 5% for the next 12 sec. (old: decreasing their attack speed)
- Runic Power Mastery stats changed: Scaling runic power abilities behave as if you had an additional 20% runic power. (old: 2% runic power)
- Acclimation now affects the whole raid.

Unholy
- Anti-Magic Shell: Runic Power cost increased from 10 RP to 20 RP.
- Morbidity moved to Tier 1 in unholy
- Virulence moved to Tier 2 in unholy
- Blood-Caked Blade: Your autoattacks have a 5/10/15% chance to cause Blood-Caked Strike, which hits for 50% weapon damage times the number of your diseases on the target. (Was 60%)
- Night of the Dead: Hitting a target with Plague Strike or Scourge Strike reduces the cooldown of your next Raise Dead and your next Army of the Dead by 30 sec / 1 min. This effect stacks up to 5 times. (was bugged to be 1 min for both ranks)
- Desecration range component increased from 2 yards to 7 yards around the target.

Desecration change is huge. Chains of ice changes are huge, especially with it applying frost fever if you are frost. So both deep unholy and deep frost have much more reliable, and to a degree, spam-able snares.

Also it appears that unholy presence's tooltip actually makes sense now, but is it really increasing run speed by that much?

Mekila
08-14-2008, 02:49 PM
Frost fever and Blood plague are ticking for A LOT more than before. As frost spec I've been getting ticks for 310-350 and as unholy I've been getting ticks for 550-650.

Hello, locks in plate?


Blood caked blade is almost like a seal of command proc now, its been hitting for 1275 for me with 3 diseases up.

Gargoyles seem to be bugged and disappear way too fast.

AMS/AMZ still don't work to absorb spell damage.

Frost Strike is hitting for 2k and critting for 5-6k w/ 145 dps 3.5 speed axe.

Howling Blast is hitting for 3-4k with Frost fever up, critting for 5-6k.

The auras are bugged and refund your talent points on zoning, but the aura themselves persist. I currently have blood, unholy, and frost auras on with 0 points actually in them.

Pet ghoul still can't be death pacted but has its skills back.

Thrash was removed and Gnaw cooldown time increased to 20s (from 10s)

There is a new mount tab in your spellbook.

Wandering plague seems to be bugged as 75% of its damage is resisted, even on lower level mobs.

Hungering cold does not break on disease damage and D&D ticks.

Crypt fever works now

Imp Rune Tap properly reduces cooldown of Runetap.

Icy talons bugged, only works with Imp icy talons

Chains of ice is still magic and has DR on the root.

Lichborne lasts 10s and has a 1min cd.

Soxx
08-27-2008, 12:50 PM
Awesome thread Mekila and Shmoo. I learned a lot, thanks for the information!

Mekila
08-28-2008, 12:24 PM
Frost is now the new spec of the month. Spec into full frost and you will see numbers like 5k-10k Howling Blasts and Frost strikes.

Icy Touch -> Howling Blast -> Frost Strike

This pretty much destroys any non-elite mob, and the majority of players. Frost now needs a retuning of its scaling on Frost Strike, and a nerf on the base dmg of Howling Blast. Howling Blast can do up to 7k crit with 0 Attack power currently!

Exiledshmoo
08-31-2008, 12:53 PM
Frost is now the new spec of the month. Spec into full frost and you will see numbers like 5k-10k Howling Blasts and Frost strikes.

Icy Touch -> Howling Blast -> Frost Strike

This pretty much destroys any non-elite mob, and the majority of players. Frost now needs a retuning of its scaling on Frost Strike, and a nerf on the base dmg of Howling Blast. Howling Blast can do up to 7k crit with 0 Attack power currently!

Howling Blast needs a nerf to its base damage but needs scaling added onto it. It seems amazing atm, but at 80 when people already have 22k hp in blues, its not as amazing. Health will go up but Howling Blast's will do the same damage mostly whether in greens or in epics.

Also keep in mind the majority of these large numbers come from Merciless Combat, aka execute. Howling Blast in an opening situation only crits for 4k for me, so Icy Touch - HB generally nets me 3k-5k damage in total. Also, since its a spell, resilience greatly reduces HB's huge crits.

Frost Strike is really the hard hitter, especially with 120 runic power and you just unload 3 in a row. Icy Talons + Improved Icy Talons combined with Killing Machine nets you a lot of guaranteed Frost Strike crits.

At this point in time, both Frost Strike and Scourge Strike do too much damage. Both of those talents get modified by many different talents such as Black Ice, Vicious Strikes, Outbreak, etc... So I do not know if its a case of too much base damage or too much scaling, but when they do the number pass, they are going to be altered in some way.

For the record, Frost is the highest sustained dps atm, but Unholy is king of AOE and can 2 shot level 80 players with Scourge Strike.

Deccard
08-31-2008, 01:49 PM
Also, since its a spell, resilience greatly reduces HB's huge crits.:confused:

KennyEU
08-31-2008, 01:54 PM
Lol yeah was thinking the same.. wtf is that about?

Exiledshmoo
08-31-2008, 06:49 PM
HB is a spell
Spells do 150% damage as a crit
Resilience reduces crit damage for spells and melee.
People in pvp gear have resilience
Said people will not be crit by Howling Blast with the absurd numbers that have been popping up

I fail to see what is hard to follow here?

You guys didnt buy your toons did you?

Deccard
09-01-2008, 02:51 AM
I don't get why you mention it being a spell results in resilience greatly reducing it's crit damage. It's the same (and more) reduction for melee.