Jump to content

  • Curse Sites
Help

So Blood Dks 5.2 best FC?


  • Please log in to reply
4 replies to this topic

#1

  • Junkies
  • Humanclass_name
  • EU-Outland
  • Misery
  • Talents: Fire 0/2/2/2/1/2
  • RBG: 2573

Posted 06 February 2013 - 04:39 PM

the feral tried to get hes stream started (xplict didint want to) so thats the reason he didint do that much damage, were prbly alt tabd for 2-3min to record that survival :D + he was waiting for cds to set somethin up..

And the real reason we killed him was cause he used "Shield wall" to get out of a stun in the end (at full hp)
Posted Image

so me and a feral mate were playing started playing some 2s on the PTR when suddenly a Prot warrior and a Blood dk came against us and well...warrior went down, but the dk were more or less like a raid boss(AGAIN)
Death Knight
  • Death Siphon now heals for 150% of the damage dealt (was 100%).
  • Conversion now costs 5 Runic Power plus 5 per second thereafter, down from 10 Runic Power plus 10 per second.
  • The Bloodworms summoned by Blood Parasite now have 200% more health and heal for triple the amount.
  • Strangulate's cooldown has been reduced to 60 seconds (was 2 minutes).
  • Asphyxiate's cooldown has been reduced to 30 seconds (was 1 minute).
  • Unholy

    for those wondering "Conversion" works just like Second wind, but it drains runic power and can be used at 100% hp to stay at that % :<

Edited by Zerlog, 06 February 2013 - 04:46 PM.


#2 flannelsoff

flannelsoff
  • Junkies
  • Orcclass_name
  • US-Tichondrius
  • Bloodlust
  • Posts: 759
  • Talents: Frost 2/0/1/0/1/0
  • RBG: 2818

Posted 06 February 2013 - 04:54 PM

Blood dks will just die in solar beam and have no mobility. Prots dstance will still be 25%
Posted Image

#3

  • Junkies
  • Humanclass_name
  • EU-Outland
  • Misery
  • Talents: Fire 0/2/2/2/1/2
  • RBG: 2573

Posted 06 February 2013 - 05:04 PM

View Postflannelsoff, on 06 February 2013 - 04:54 PM, said:

Blood dks will just die in solar beam and have no mobility. Prots dstance will still be 25%

you know that they replaced sac to get conversion? and its healing for stupid amounts, also the bloodworm heals for round 40k ish (they can have 4up at one time i believe)

so 70% resi + 8% stance + random 3% hp = sec + blood worms and rotate cds

#4 Sabyth

Sabyth
  • Junkies
  • Humanclass_name
  • US-Uldaman
  • Nightfall
  • Posts: 138
  • Talents: Arms

Posted 06 February 2013 - 05:15 PM

Conversion will likely be made less effective in Blood Pres (and hopefully more effective in other stances). There will be a lot of crying about it when 5.2 hits when no one can kill Blood DKs in random BGs.

As far as silences you just have to make sure it's up before the silence hits and it'll keep ticking. Most people also haven't realized it yet but if you macro "/cast !Conversion" you can spam it to use globals and double RP to get 6% health per second which is insane if you're being kited or trying to los.

#5

  • Junkies
  • Humanclass_name
  • EU-Outland
  • Misery
  • Talents: Fire 0/2/2/2/1/2
  • RBG: 2573

Posted 06 February 2013 - 05:53 PM

View PostSabyth, on 06 February 2013 - 05:15 PM, said:

Conversion will likely be made less effective in Blood Pres (and hopefully more effective in other stances). There will be a lot of crying about it when 5.2 hits when no one can kill Blood DKs in random BGs.

As far as silences you just have to make sure it's up before the silence hits and it'll keep ticking. Most people also haven't realized it yet but if you macro "/cast !Conversion" you can spam it to use globals and double RP to get 6% health per second which is insane if you're being kited or trying to los.

the macro is insane, my mate was using it in 2s when we played dk sp i think, didint even need to peel cus jk outheal

Edited by Zerlog, 06 February 2013 - 05:53 PM.





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users

<