- Viewing Profile: Reputation: foozelol6
foozelol6Member Since 13 Dec 2012
Offline Last Active Mar 08 2014 11:14 PM
- Group Junkies
- Active Posts 10
- Profile Views 861
- Member Title Member
- Age Age Unknown
- Birthday Birthday Unknown
Posted Jimos on 21 January 2011 - 11:06 AM
/cast Turn evil
What you do is press tab, press the macro and press tab once more and you win at life.
Posted Vanguards on 19 January 2011 - 02:14 PM
This guide is written mainly for players new to playing retribution in arena / PvP.
What changed about Rets in 5.4.7 from 5.4 for PvP?
1.) There are no changes.
2.) The biggest changes are to the game. Base resilience is going up, Battle Fatigue is increased, and Gear ilvl is higher once again.
Many people ask me if Rets are viable this patch. Viable is more or less an opinion, I'll let you decide after trying it!
In the talent picture I selected talents that I use as default in arena. Talents and Glyphs should be changed every arena match depending on what composition you're playing, what you're up against, and what strategy you and your opponent might execute.
Usual recommendation: Long Arm of the Law.
Why Long Arm of the Law? Well Judgement cooldown is incredibly short, so this sprint is almost on demand.
For most compositions I recommend Fist of Justice.
For compositions where your team has no Fear DR and you can actually cast it off I recommend Evil is a Point of View.
Any 3 of these talents are viable. What is best will depend on many factors such as your play-style, the composition you're running, and what you're fighting against. Fist of Justice is an easy to use instant CC that allows your teammates to easily chain off of as well. Fist of Justice also increases your HOJ range which is very useful for a melee. The fear talent is quite powerful when you can get it off, but most compositions will have enough utility to stop a melee from consistently casting it. If you are not in this situation, it is very powerful. Repentance is similar to Evil is a Point of View, just a different CC on a different DR.
Selfless Healer is recommended for most cases.
Having Selfless Healer is useful to get those fast and lower mana costing heals on yourself or your teammates. Other talents aren't bad either, but Selfless Healer performs the best.
Recommended: Clemency - A previous patch made Hand of Sacrifice dispel magic effects. Clemency was already really strong for most scenarios since you can use freedom, sacrifice, and protection twice.
Hand of Purity is awesome for counter comping into DOT cleaves. Hand of Purity is to be used when you fight a DOT Cleave such as affliction warlock teams.
Unbreakable Spirit is particularly good when you know you're getting trained, especially against Caster Cleaves. The buff in 5.4 made this talent very strong, and I usually use this over the other 2 specs when fighting against double Caster compositions.
Recommended: Holy Avenger
All 3 talents here are quite strong, but Holy Avenger usually performs best for burst which fits the current meta game with long CC chains to get kills. Holy Avenger also lines up with Avenging Wrath perfectly to use together for stacking CDs.
Recommended: Execution Sentence
This is an extremely common question. Why Execution Sentence? Before 5.4 Holy Prism was a lot better. Due to gear scaling, and the Execution Sentence dispel change it has made this talent superior in general. When you dispel Execution Sentence now it will immediately activate the last tick which is the big burst that you want. Gear scaling has also made this talent deal far more damage.
Holy Prism is good because of how PvP is, situational and burst oriented. Holy Prism lets you heal when it's needed, or otherwise burst.
Most major glyphs are purely preference. Prime glyphs there are several choices with Templar's Verdict in my opinion almost always being mandatory since Ret is always a viable kill option. The only way you'd ever take this off is if you're 100% positive you will not get targeted.
Templar's Verdict (Necessary) - Now works on exorcism as well!
Burden of Guilt (It allows you to slow on your judgement now in 5.4! Highly recommended especially when you have no slow on your team.)
Double Jeopardy (The extra 20% burst is really insane at the moment, purposely judgeing a focus target then swapping back right before you Avenging Wrath is really useful)
Word of Glory (Extra damage for all those WOGs you do!)
Really doesn't matter, Hearthstone glyph is cool though!
Gems / Enchants / Stats
General Priorities for Stats (Resil is more of a situational Stat that you may want more or less of):
3% Hit>3% Expertise>Strength>Haste>Crit=Mastery>Resil>PvP Power>More Expertise>Other
Resilience gemming has been nerfed in PvP in 5.4 even further. It's still nice to have a resilience set when you find yourself unable to survive, but in most cases it is now better to gem for damage and other useful stats.
Here's an old note for a quick understanding of what Resilience is:
"There's a common misconception that PvP Power negates Resilience. This actually isn't true because Resilience is factored in after PvP Power in a sense. Lets say a Frostbomb hits for 100,000. With 50% PvP Power it hits for 150,000. However, if a person has 50% Resilience, it would hit for 75,000 in the end.
Now lets pretend the Mage gemmed more PvP Power and the target gemmed more resilience. The PvP Power became roughly 60%. The Resilience became 55%.
Frost Bomb not hits for 160,000, but with 55% Resilience it hits for 72,000. This is not the exact PvP Power to Resilience scale; but that should give you the picture that Resilience = generally more damage reduction than PvP Power's increased damage point to point with full PvP Gear.
edit: In the end you can't just go one way or the other for everyone. If you play a class like Enhance Shamans, gemming Resilience is probably smart since they get trained over half the time. If you play a class like Warriors, it's probably good to use PvP Power against non-Casters and Rogues."
Strength and Haste is the biggest damage stat for PvE. PvP Power is really similar to Strength for Rets, increasing Damage and Heals. However, in a previous patch PvP power was nerfed in stat weigh.The best way to go now is to gem for Strength and Haste. Strength is considered better in my opinion because it also helps with your burst heals and burst damage rather than just DPS.
You should always reforge for Hit and Expertise cap rather than gemming for it. This is to increase your other important stats as much as possible.
The biggest argument and most questions I get as a ret now is "What Off Stat?" There is no definite answer here. In my stat priority I listed haste as the best, with Crit and Mastery being similar. I'm going to give you a few things to read and let you decide on your own. In PvE, Haste is the best followed by Mastery and then Crit. However, PvP is different. Critting affects everything we do in PvP including heals, and our ranged damage such as judgement which mastery doesn't help. Mastery is probably our best stat for actual burst in single globals. I choose Haste as the most valuable cause it affects most of the things we do, including cast time, DOT damage, lower judgement cooldown for faster sprinting and such, it's also one of the best stats for pure consistent damage. I choose crit vs mastery as nearly equal, because I feel if you can melee a lot, mastery is better. If you end the game in Wings, mastery is better for Hammer of Wraths. If the game prolongs and you have to kite or line of sight a lot, Crit is better. Take these factors into consideration, and make your own choice!
Meta - 216 Strength / +3% Crit Damage or Tyrannical Meta Gem (Have both Helms ready, Strength meta still does more damage / burst while Tyrannical Meta Gem is better for surviving)
Red - 160 Strength
Yellow - 80 Strength / 160 Haste
Blue - 80 Strength / 160 PvP Power
Get 3% Hit Cap
Get 3% Expertise
Get the off-stat off your choice. I recommend Haste>Mastery=Crit.
Head - None
Shoulders - 200Strength / 100 Crit
Back - 180Hit or 180Crit
Chest - 200 Resilience or 80 to all Stats
Wrist - 180 Strength
Hands - 170 Strength
Legs - 285Strength / 165 Crit
Feet - 140Mastery / Run Speed
Weapon - Tyrannical Weapon Enchant, 400PvP Power / 200 Resilience / Disarm Reduction, have Dancing Steel weapon ready for teams without disarm.
A previous patch buffed Seal of Justice due to the Sword of Light change, but I find censure to still be the best.
For a simple answer: Censure
Here is a more complicated answer:
Generally for any target you are staying on for 10+ Seconds, Truth is the highest damage dealing seal.
For a game where you don't have burden of guilt, and you're swapping a lot, Seal of Justice could be better. A composition such as Ret / Shadow Priest / Resto Shaman for example has no slow.
Seal of the Righteous is good for AOE, this is very rare in PvP. I've probably swapped it once in the entire expansion.
Healing Seal is good for when you're getting trained, or desperately need mana. Another rare seal to use.
Viable Ret Comps
Viability's definition is different for each person. Just about anything can be ran to gladiator range (I've ran triple pally, 2 hunters + ret, 2 priests + ret to gladiator and higher range in 3s)
Doesn't really matter. Use any professions that give strength or attack power gains. Blacksmithing is really good since it can give you Resilience if you choose to do so. Jewelcrafting also can give you Resilience, these professions give you choices on what you want to do. Engineering is very strong for burst since most people will now use the "Proc" trinket rather than "On-use" unless you're human. The engineering gloves does share CD with On-Use trinkets.
What rotation do you use in PvP?
There is no "specific" rotation in PvP.
The best I can give you is this in terms of a PvE Damage Rotation:
Less Than 5HP up:
Keep Inquisition up with 3HP>Exorcism>Hammer of Wrath>Judgement>Crusader Strike>Templar's Verdict
Everything is situational. Keep note that our hardest hitting ability will be Templar's Verdict, which also clashes with Word of Glory as both takes holy power.
What macros does Ret have for PvP?
Most of Ret PvP Macros look like this:
/cast [target=party1] Word of Glory.
You can basically fit in 1-4 for 1, and Word of Glory with Sacrifice / Freedom / Hand of Protection and you'll have most of the Macros I have. I only have 1-2 for most of them, and 1-4 for WOG for 5s. 1-4 for everything was a bit too overwhelming for me. (Not Enough Buttons + Too Crazy lol)
There are people who simplifies this by using mouseover macros and such, all personal preference. Add #showtooltip to the start of these macros if you want to see it.
Some other general macros:
1.) Start Attack + Crusader Strike
/cast Crusader Strike
2.) Start Attack + Templar's Verdict
/cast Templar's Verdict
3.) Focus HOJ
/cast [target=focus] Hammer of Justice
4.) Focus Repent
/cast [target=focus] Repentance
5.) Switching Between 2H and Shield
/equip [equipped:Shields] Your2HWeaponName
/equip [noequipped:Shields] your1HWeaponName
/equip [noequipped:Shields] YourShieldName
6.) Camera Distance *This is the Camera I used to use, I'm going default max zoomed out now though*
/console cameraDistanceMaxFactor 4
7.) Focus REBUKE
/cast [target=focus] Rebuke
8.) Focus Judgement
/cast [target=focus] Judgement
9.) Cancel Bubble
/cancelaura Divine Shield
10.) Cancel Wings
/cancelaura Avenging Wrath
The Support Macros I Personally Use:
(switch x with number or partyx with Toon Name)
13.) Hand of Protection
/cast [target=partyX] Hand of Protection
14.) Hand of Sacrifice
/cast [target=partyX] Hand of Sacrifice
15.) Hand of Freedom
/cast [target=partyX] Hand of Freedom
16.) Word of Glory
/cast [target=partyX] Word of Glory
17.) Flash of Light
/cast [target=partyX] Flash of Light
As said with almost everything, Macros have a lot to do with personal preference. You can also use modifiers for different skills in your macros such as Repent. Use these only as a general guideline and form your own macros!
Gearing Ret for PvP
You can basically use all the PvP Gear and you'll do great!
Unless you're human obviously you would use the trinket that removes all impairing effects.
For your second trinket, I recommend a Strength proc trinket. If you're human I recommend using an On-Use PvP trinket to replace the medallion. You want to use double PvP trinket now due to it giving bonus resilience which is HUGE. Rets are an extremely common train target.
General Arena Tips
Ret is a very strange spec, it's place in arena is rather vague. We have good burst damage during wings, but outside of that we're a bit gimped. We have INSANE off heals and good support, but we're also incredibly easy to CC as a melee class which throws everything off.
As a ret pally, you always have to remember you ARE NOT a warrior. You need to watch your partners the entire game. Do not waste your extremely insane off heals, freedom, BOP, Sac. You are a support class that can burst once every 2 minutes! In an arena match my eyes are on my party screen the most.
If you are playing with a DK or Warrior or Rogue, be considerate about your freedom. In 3s, I almost NEVER freedom myself. You can cleanse most of your roots, and my death knight can kill people around 2 times faster than me, why would I freedom myself?
Ret PvP Stream
http://twitch.tv/VanguardsTV - My (Vanguards) Twitch.TV Stream! Be sure to follow!
Ret PvP Page / Question Page
Ret PvP Videos
Check out these channels:
Thanks for reading, I hope this helped you out. Post any other questions you have! If you have specific questions for me, try posting them on my facebook page.
By Vanguards / Sam
http://twitch.tv/VanguardsTV - Stream (Follow to know when I'm live!)
http://twitter.com/VanguardsTV - Twitter
http://facebook.com/Samk920 - Facebook
http://youtube.com/SamK920 - YouTube Videos
Posted Ownu on 24 February 2014 - 04:59 AM
This guide is not only a starting place for players looking to learn the basics of Unholy, but is also a great place for advanced players to sharpen their skills.
There are no changes to Death Knights from 5.4 to 5.4.7, however there are large changes to PvP:
- Base Resilience has increased to 77% up from 72%.
- Battle Fatigue has increased to 60% up from 55%.
- "Gladiator's Distinction", the set bonus for wearing two PvP trinkets now grants 5280 resilience up from 2600 resilience.
- Item level on the new gear is 550, up from 522 on the old gear.
This is the default talent core that every Death Knight should start with. It is the go-to set of talents for the majority of matches you will play, and is well rounded. Talents and glyphs are like a tool box where you get to chose a few of the most effective tools to get the job done in the cleanest way possible: talents should be changed to benefit you the most. Always take into consideration what composition you are playing as, what you are playing against, and strategies that might be used by both teams during a match.
Tier 1: Rolling Blood
Rolling Blood casts pestilence on any target hit by Blood Boil, making it easier to spread diseases. Right now, Death Knights are all about damage; and this is one of the simplest ways to maximize it. This is the most effective talent to wear down your opponent.
Tier 2: Lichborne
Lichborne turns you undead, allowing you to break free of fears, charms, and sleeps. Additionally, while undead, you are immune to polymorph effects (Sheep, Hex) and incapacitates (Sap, Gouge), and may heal yourself by casting Death Coil on yourself.
Tier 3: Asphyxiate
Asphyxiate is an improved version of strangulate that stuns your opponent instead of silencing them. Additionally, it costs no rune. On occasion you may be playing a composition where your team mates have too many stuns already, and standard strangulate may be a better choice. In this case, Chillblains is your next best bet, as you will gain a three second duration root on Chains of Ice, as well as a built in slow.
Tier 4: Conversion
Conversion allows you to sacrifice runic power per second to gain health per second. Activating it while it is already active will double both the runic power sacrificed and the health gained at the cost of one global, for one global. While Death Pact is normally a viable option, currently Battle Fatigue causes the ability to suffer too much to put into practice.
Tier 5: Blood Tap
All three talents in this tier are fairly close, however Blood Tap gives you the control over when runes are reset. It also gives you Death Runes, allowing you to use Necrotic Strike more frequently.
Tier 6: Desecrated Ground
An extra trinket that will make you immune to all forms of CC other than silences, disarms, roots, and slows while you are standing in it. Remorseless Winter is useful against double melee teams where the chance of needing to trinket multiple things is low, and where and extra peel is required.
Three strongly PvP oriented glyphs make choosing glyphs for Death Knights easy, however there are times when glyphs can be swapped in or out.
Shifting Presences - Allows you to switch presences and retain 70% of the runic power you had before the switch. A must have, as presence swapping without this glyph will slow down your damage and may put you into risky positions (Swapping to Blood Presence when being switched to, and not having runic power to convert).
Icy Touch - Your Icy Touch will now dispel one beneficial magical effect from your opponent. Purge is a very powerful spell, and any class that has the option to take it should.
Dark Simulacrum - Reduces the cooldown of Dark Simulacrum by half, and increases the duration the debuff stays on the target by 4 seconds. Dark Simulacrum can be your strongest spell if used properly. Being able to use it twice as often increases the chances of having it ready when a juicy spell is about to be used. Can be used every Asphyxiate, allowing you to steal major defensive cooldowns from healers that can be cast while stunned.
Death's Embrace (Minor) - Restores runic power when healing a friendly undead minion. Save some runic power to heal your Ghoul or Gargoyle up.
Resilient Grip (Minor) - Resets your Death Grip if your target is immune to both the pull and the taunt (Iceblocks/Divine Shield/Cyclone) - For those unlucky situations.
Stats - Gemming / Enchanting / Reforging
3% Hit >= 3% Expertise > Strength
At the passive ratio of 1.35 Strength per point of Strength (thanks to our good friend Unholy Might), Strength is your dearest friend. Additionally, our Runeforge enchant grants us half more the Strength that Unholy Might gives us (15%) as a proc that is up most of the arena, as long as you are hitting things. Gem and Enchant Strength wherever you can, while respecting Strength increasing socket bonuses. Here is an example. Grievous Gladiator's Dreadplate Legguards have one red, and one blue socket, with a 120 PvP Power socket bonus. In this case, the damage gained from having two Strength gems and ignoring the socket bonus is greater than respecting it. On the other hand, Grievous Gladiator's Dreadplate Gauntlets have a blue socket, and a 60 Strength socket bonus. In this case the damage increase from using a Strength/PvP Power gem yeilds more damage.
Your GCD is affected by various factors such as expertise, Time Warp, your connection speed ect. The best way to approach haste itemization is whether or not you personally experience GCD locks. If you have no trouble expending resources, haste remains highly favored. Haste becomes more valuable the more uptime you have on your target. Ideal for comps like PHD, where most teams will focus down your hunter and allow you to do as you please.
Crit makes abilities twice as hard, and stacking crit makes it happen more often. Crit is a big damage boost to your diseases, which are always ticking on everything all the time. It can make our gargoyle deadly, in a much more RNG way than mastery. Typically great for spread pressure, crit allows you to keep your damage up while you're not on your target. Great for big Soul Reapers.
Mastery boosts your shadow damage and gargoyle's damage. A less RNG way to keep our damage up over multiple targets, and when we are not on our primary target, mastery will increase the damage of just about everything you do other than your Auto Attack, Necrotic Strike, and frost damage.
A quick word from our friends over at Elitist Jerks about secondary stats priority:
"Unholy secondary stat weights are all very close right, so close in-fact that there are obtainable gearsets for every possible stat priority. This means there is no one "right" way to gear, as it will vary from person to person"
Elitist Jerks Death Knight Guide Author
Granted that was wrote with PvE in mind, it applies to pvp as well. You are encouraged to play the stat priority that feels best for you, here is some background knowledge of the the secondary stat priorities when it comes to PvP. Keep in mind a secondary stat's usefulness increase and decrease based on what team composition you are playing, and to a lesser extent, what team composition you are playing against.
Mastery is generally the stat most Death Knights pick today. Not only is it the most reliable way to keep damage up when kited, but it also directly effects your biggest burst: Summon Gargoyle. For heavy spread pressure, play mastery > crit. For fast damage, play mastery > haste. Using this information, you are encouraged to find the secondary stat priority that is best for you.
Enchanting is fairly straight forward as there are not a lot of options.
Head - None
Shoulders - 200 Strength / 100 Crit
Back - 180 Crit
Chest - 200 REsilience or 80 to all Stats
Wrist - 180 Strength
Hands - 170 Strength
Legs - 285 Strength / 165 Crit
Feet - 140 Mastery / Run Speed Increase
Weapon - Runeforge: Rune of the Fallen Crusader (15% Strength Multiplier)
#Showtooltip /cast !ConversionAllows you to recast Conversion while Conversion is already active.
#showtooltip /cast [target=pet] Death CoilCasts Death Coil at your Ghoul, healing it.
#showtooltip /cast !Lichborne /cast [target=player] Death CoilCasts Lichborne and then Death Coil at yourself, healing yourself.
Focus Death Grip
#showtooltip /cast [target=focus] Death Grip /cast [target=focus] Chains of IceCasts Death Grip at your focus target, and then slows them. The Chains of Ice line is optional.
#showtooltip /cast [target=focus] StrangulateStrangulates or Asphyxiates your focus target.
#showtooltip /stopcasting /cast [target=focus] Leap /cast [target=mouseover, exists][exists] Leap /petattackBecause of Leap's Buggy nature, this was the best way to get Leap to work properly. Its possible that the technical issues of Leap have been fixed, though the macro continues to do its job for me, and so I still use it. It will make your ghoul Leap at mouseover targets as well as your focus target.
#showtooltip /cancelaura Lichborne /cast Lichborne /cast !Anti-Magic Zone /run SetMacroSpell("Lich/AMZ",GetSpellInfo("Lichborne") or "Anti-Magic Zone")Tap once to activate Lichborne, tap again to cancel it. Handy for avoiding Shackle or Paladin Fear. This macro will combine Lichborne and Anti-Magic Zone into one keybind. The Macro name must be the same as the the part listed in the last line /run SetMacroSpell("Lich/AMZ"), or the Tooltip will not update (and the cooldown wont show).
Focus Mind Freeze
#showtooltip /cast [target=focus] Mind FreezeInterrupts your focus target.
Raise Dead/Dark Transformation
#showtooltip /cast [@mouseover,dead] Corpse Explosion /cast [nopet] Raise Dead /stopmacro [nopet] /cast [target=pet,exists]Dark TransformationPush to summon your Ghoul. While Timmy is active, push again to activate Dark Transformation (assuming Timmy has five Shadow Infusions). Also will cast Corpse Explosion at a moused over corpse (just for fun).
#showtooltip dark simulacrum /cancelaura Ice Block /cast [nomod] Dark Simulacrum; [mod:alt, @focus] Dark Simulacrum /click MultiBarBottomLeftButton12Back when traditional focus macros didn't work because of how Dark Simulacrum is composed (entire spell name changes to the name of copied spell, making it impossible to use the copied spell on your focus target with a traditional macro), this was how I made it work. No idea if a regular /cast@focus macro works with copied spells; either way this gets the job done. Replace "12" in "MultiBarBottomLeftButton12" with the corresponding action bar slot you place this macro into.
#showtooltip /cast [@arenax] Death Grip /cast [@arenay] Death GripOnly used when playing with a hunter against comps with multiple trap eaters (KFC), set x and y to arena 123 numbers corresponding to the dps on the team. Use when your hunter's trap is just about to activate. EG: arena 1: Warrior, arena 2: Hunter, arena 3: Shaman macro is as follows:
/cast [@arena1] Death Grip /cast [@arena2] Death Grip
#showtooltip /cast Remorseless Winter /cast Desecrated Ground /run SetMacroSpell("T6",GetSpellInfo("Remorseless Winter") or "Desecrated Ground")Combines Desecrated Ground and Remorsless Winter into one macro. Requires the name of the macro to be the same as "T6" in the last line of the macro, or the tooltip will not display.
#showtooltip /cast [@player] Unholy Frenzy /use Grievous Gladiator's Badge of Victory /use 10 /cast Summon Gargoyle /focus pettarget /petfollow /petattack /petattack [@focus]Because of the Gargoyle's strange behavior, this is the only way to ensure that your gargoyle switches targets when you want it to. Repressing this macro while he is already out will force him to switch targets. This macro will consistently mess with your focus target, so it is advised to run a set focus target macro. An example is provided below.
#showtooltip Necrotic Strike /startattack /cast Blood Tap /cast Necrotic Strike /focus arenaxAs stated in the Gargoyle macro which resets your focus target to your kill target, it is advised to run a macro to reset your focus back to the target you want it by macroing it into a frequently used keybind. I chose Necrotic Strike. Replace the "x" in /focus arenax with the corresponding arena123 target that you want to be your focus target. Additionally, Blood Tap is macroed here, so that blood tap charges are primarily used for Necrotic Strike.
*Keep in mind that macroing Blood Tap is purely a suggestion; I find when playing manual blood tap, I lose out on charges more often which is essencially wasted damage. Others have suggested macroing it into Death Coil (more of a PvE thing), however that means you lose the control that you're trying to gain by taking Blood Tap in the first place. I macro it into Necrotic Strike, because generally I only really use Necrotic Strike when bursting/looking to get defensives and trinkets, and thus maintain control over when I want the damage.
Most often I'm asked how I do damage. Unholy isn't quite as straight forward as Frost is, and is generally foreign in concept to players looking to pick up the class.
Simply putting diseases on your targets should be your first priority when not looking for a kill. It is important that your diseases are on as many targets as you can get them on (players, hunter pets, warlock pets, ect). At the end of the day, Blood Plague is going to be your top damage in every arena game. When diseases are not up and you are not looking for a kill, your priorities should be:
Acquiring Death Runes - Death Runes are how you are going to put the hurt on your opponents, as they will allow you to use Necrotic strike, making the damage you do hard to heal though.
Stacking Shadow Infusions - Casting Death Coil will give Timmy one stack of Shadow Infusion, granting him 10% increased damage. Get five, and turn him into a Monstrosity, granting him 100% increased damage, and new abilities. While the damage increase is nice, the abilities are more valuable when going for a kill. Just because you have five Shadow Infusions does not mean you have to Dark Transform Timmy. You're more than welcome to wait until you set up crowd control and go for a kill to force defensives.
Stacking Blood Tap charges - Blood Tap is an ability that stacks to 12. Every five charges allows you to reset one of your fully depleted runes, and change it into a Death rune. Ideally, you want around 10+ Blood Tap charges when going for a kill, as this will allow you two Necrotic Strikes in addition to the Death Runes you already have.
Dealing damage as a Death Knight isn't as consistent as it used to be in previous expansions. Most of our damage is easily healed though unless backed up by Necrotic Strike, in which case it becomes much more difficult to heal though. However, as of Mists of Pandaria, Necrotic Strike now requires a Death Rune instead of an Unholy Rune, making the ability much less used overall in comparison to Cataclysm, where it was highly spammable. The most effective way to get necrotics off in sequence is to start by converting all of your Blood and Frost Runes into Death runes. You can do this via Festering Strike, or using Icy Touch and Blood Boil. How you do it is up to you. Additionally, you should have 10+ charges of Blood Tap, for the two extra Necrotic Strikes.
When I describe how I deal damage to new Death Knights, I often call it a build and dump "rotation". You build up your Death Runes, Blood Tap charges, and Shadow Infusions, and then dump them all at the same time, causing unhealable burst. When done properly, you either have to be peeled off, or you get defensive cooldowns/trinkets, or they die.
When playing PHD ([healer]/Hunter/Death Knight), you will pretty much be free to walk around and do as you please, unless facing a spell cleave. Haste is highly valuable , as most teams will ignore you and tunnel your squishy Hunter. PHD is all about damage. Sure hunters have good crowd control, but Dks do not. Pair any other DPS with a hunter, and there will be more crowd control between the two of them than there will between you and a Hunter. This means its more than important to get the little crowd control that you have off early, to gain momentum, than it is to wait for an ideal opportunity.
Treat Asphyxiate as your Hunter's cooldown. You should consistently let eachother know when your Asphyxiate and traps will be ready, for early coordination. You should be going for Asphyxiate-Traps as soon as possible. Its not uncommon for Asphyxiate to be your second global, especially against other Hunter cleave teams. If the team you are playing against has multiple ways to get to their healer to eat traps, be prepared to grip them off. If a warrior is on the other team, he should be able to Intervene-Reflect every single trap if he is not sitting in crowd control. Be prepared to Icy Touch his reflect off, and then grip him immediately afterward. Often, hunters will sit on their healers to eat traps, since standing next to a Death Knight as a healer isn't all that threatening compared to a Warrior (Shockwave, Intimidating shout, Disrupting Shout). In this case you'll either have to Gnaw the Hunter, or Death Grip him off as well. However while traps are important, it is not the end of the world if you miss them. Asphyxiate-Wyrven Sting-Scatter Shot-Silence Shot combinations or variations are more than enough to force trinkets or defensive cooldowns, especially if Gargoyle is out.
Typically a healer killer, Shadowcleave capitalizes on heavy consistent spread damage with the goal of either running a healer out of mana very quickly, or having a healer fall behind to where they can't pick their team back up, making multiple swap opportunities. Generally speaking, a healer will be able to heal though your team's damage fairly easily if you (the Death Knight) are not on the healer. You don't have to start on the healer, or tunnel them for the whole game, but you should switch to them every Asphyxiate. For the first two Asphyxiates, your Warlock will have Dark Soul dots up.
Sometimes you will play against comps (specifically double melee) that will either tunnel your Warlock, or tunnel your healer (depending on the healer you play with) into the ground. Many Death Knights see their healer panic, or ask for help, and as silly as it sounds, that is NOT your job as a Death Knight. If you know how to do damage properly, your best peel is often soloing their healer, though its fair to throw the occasional Chains of Ice or Death Grip. Simply ask for a Spell Lock, or a Mortal Coil if possible, but know that it is not required. More than often you will see your opponents DPS come running to get you off their healer, and rightfully so. Sometimes either their healer will not ask for help, or the DPS will play with the mind set that "Its just one Death Knight...", and their healer will simply die. If he doesn't die, hes using all of his defensive cooldowns to live, and his partners are rotting away to your Warlock. Now you are in a great position, as their entire team is probably low health, causing their team to play defensive and allowing your Warlock to stop peeling for a while and do real damage. Finish up the game on your next Asphyxiate.
Posted Nashwoodz on 10 February 2014 - 04:57 PM
when will we get to see the new armor for S15 arena?
Season 15 armor is a color shift of Season 14 armor.
is the elite gear for season 15 still going to be the same color?
Will we get a new pvp mount for S15?
effort given = zero
Posted Swack on 05 February 2014 - 03:06 PM
Posted Rhetorical1 on 05 February 2014 - 03:45 AM
Posted Marshmellow on 05 February 2014 - 02:18 AM
Posted Votlol on 01 February 2014 - 01:27 PM
Posted Braindance on 01 February 2014 - 06:16 AM
Posted Braindance on 31 January 2014 - 11:27 PM
Fkn fgt warriors, cya<3 xxoxo love u all