I would generally agree. I am hesitant about going deep into the other trees without understanding the way deathknights work better (frost & unholy are more complicated than blood), but I can definitely see going deep into Unholy for teaming up with other casters (passive disease proccing for 15% increased spell damage to target, and 15% reduced stats on target, etc).
The blood build is something I would run in 2v2 with a ret paladin or rogue.
Imagine ret's vindication dropping the target's health by 15%, then your heart strike dropping their health a further 20% to 35%. That's all without even counting a single point of damage. :D
Ret/DK strikes me as the ultimate Druid/War farm team, though probably a bit weak against just about everything else.
I'm having fun imagining scenarios like...
Warrior gets lured into the middle to fight your ret (or rogue), gets worn down a little to say 80%, gets a full 3 lifeblooms, maybe even a rejuv, then you inch out beside a pillar, deathgrip him to you to get him out of range of his heals. As your ret rushes up to start dpsing again, you degenerate once, turning all the hots into dots, heart strike, and blow him up in seconds before his druid can recover. Obviously shadowstep rogues would be better for deathgrip tomfoolery, but I know a pretty good ret.
edit: i dont like spell deflection btw..unless DKs get retarded parry rates
It's honestly just something I picked up because it was there and looked useful. Not a big deal. However, food for thought:
"You have a chance equal to your Parry chance of taking 30% less damage from a direct damage spell."
"Whenever you have no Runes active, your Parry chance increases by 10% for the next 8 sec."
There is also a rune for your 2h blade (basically like a DK only enchant on top of everything else) that increases your parry rate by 3%.
However, I think once people play a bit, the likelihood of being targeted by casters as the burn target will sharply decline because all deathknights get the baseline antimagic shell. So further antimagic talents that only benefit yourself may not be all too useful.
Also, not sure if the damage reduction stacks, but if it does, you could stack icebound fortitude (1m cooldown, immunity to stuns and -50% damage for 15s) with Bone Armor:
The Death Knight is surrounded by 4 whirling bones. While at least 1 bone remains, Ghe:she; takes 40% less damage from all sources and deals 2% more damage with all attacks, spells and abilities. Each spell or attack that lands consumes 1 bone. Lasts 5 min.
... for a total of 90% damage reduction for even more ludicrious survivability in 2dps.
Edited by Zeriel, 21 July 2008 - 02:53 AM.