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Lyamarth

Member Since 08 Nov 2011
Offline Last Active Yesterday, 08:20 PM
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Posts I've Made

In Topic: How to beat hpriest/huntard

21 May 2014 - 03:50 PM

The way i beat hpriest/hunter in 2s as hpriest/dk is: Dampening

Sounds stupid but if they play properly I don't see them dying before that point. I stick on the hunter on pretty much any map. You can switch to the priest when you have asphyx up and he's in a bad spot.
You obviously try to kill the hunter as already mentioned with stuns so he's not able to deterr early enough (dot's+soulreaper do like 60-70k dmg in deterrence, you can't hope for the lucky crit) or die without doing so. Usually early game not that much happens, cds are being used on both sides and both priests try to cc as much as possible. Your job as DK is to survive and interrupt / counter cc on your priest so that you actually survive. Conversion is really op to do so, AMS is also pretty good to get some extra runic power (chimera into AMS = 100RP, SV dots).

What actually will happen around your 3rd gargolye if you have good cc on the priest: hunter needs to use his last deterr/all priest cds are gone, stuff like that. From that point on you're winning the game on time. Dampening gets higher and the hunter has to play more and more defensive, can't push in anymore because you will kill him if he overextends. Their team starts rotting from your dots (and little swaps to priest if possible)
Most games against good hunter/hpriest teams end at like 40-60% dampening and they've been playing more defensive than we did since last gargoyle.

I rarely go for the priest because i'm slowed by the hunter, i'm slowing the priest, he kites me to bad spots
-> my priest - hunter - me - enemy priest
this positioning is pretty much suicide because DK is melee and hunter is ranged, so he can do whatever he wants to my priest while my priest can cc him from time to time but i feel like the hunter has the upperhand.

In Topic: WW FC build for RBGs

03 March 2014 - 04:41 PM

Monk defensives are pretty bad, considering how hard you're going to get focused and bursted down. Touch of Karma is pretty useless because any paladin can just simply use Hand of Protection and its gone. Compared to guardian druids you are very squishy if you are trained for a longer time or swapped to frequently,

In Topic: Frost/Unholy 5.4.7 guide

23 February 2014 - 07:36 PM

Very nice guide! It's good to have something like that again :) As somebody already mentioned races could be added.

In "Professions" you say that it doesn't really matter. Well if you want to min-max you character it kinda does.
- If you are non-human and you use a pvp-trinket engineering is probably the strongest.
- Blacksmithing is superior to other professions because gemsockets let you gem what you need (most professions give 320 strenght bonus). In our case thats 640 extra crit/haste
- Tailoring 4k AP procc... well i have no clue how good it really is as a dk...
- Jewelcrafting is pretty bad in my opinion because of how the stats on the jewelcrafing gems are: 320 strength (is good when you're going for strength) mainstat BUT! 480 Haste / Crit. If you compare that to the normal gems 160 strength, 320 Crit/Haste its obviously a bad tradeoff if you're going for "secondary stats".

Thanks again for taking your time and writing this!

In Topic: DKs in season 15

23 February 2014 - 03:50 AM

View PostCaizhu, on 22 February 2014 - 11:25 PM, said:

theyre obviously going to buff unholy might, like they do every patch
I am pretty sure they won't. The reason why they buffed unholy might and other classes in terms of dmg was PVE. And because the PVE game will be the same next season there is absolutely no reason to buff might again. They won't buff it just for PVP because of PVE dmg balance.

I don't think DKs will be bad next patch, and i also don't think that we'll need the unholy might buff. But it might get annoying to play vs a lot of rogues, if that even happens (season hasn't started, ptr can be deceiving)

In Topic: Watching Mes sit in roots all day makes me a sad DK.

31 July 2013 - 10:26 AM

View PostEproxx, on 31 July 2013 - 09:32 AM, said:

Just trinket roots and save your other 4 trinkets for the other stuff :ph34r:
so we have 5 already? :o

OT: I'll go with what Another said, even though it would be nice if Desecrated Ground would also break roots.
I mean it's "ground" so.. you know... hehehe...

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