Showing posts with label DK Spec. Show all posts
Showing posts with label DK Spec. Show all posts

Tuesday, February 15, 2011

DK PvP/DPS Guide Update

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As promised, a look at what I'm doing on my DK for a Frost PvP/DPS type spec and playstyle. I'll copy the changes into this post like I've done for my other guides, and post the entire thing as a page linked on the left side. Comments will point to here.

The Spec

With that in mind, I went with a 3/31/7 spec.

It's important to note that my aim is to be able to do two things well with this spec. The first, I'd like to be able to DPS in a PvE environment competitively. The second, I'd like to feel useful in PvP Battlegrounds. Thus, some points are chosen for that sort of utility, even though I know it makes my spec not "the best" raiding spec or "the best" PvP spec. It's a hybrid spec. For instance, my PvP needs are what entice me to spec into Chillblains and use the Glyph of Hungering Cold. You may want to go another route if you're wanting a pure raiding spec.

In the Frost tree, I laid off Icy Reach, Chill of the Grave, and Endless Winter. I may swap the points I spend in Butchery for CotG just to see which generates more RP. I'm happy with Butchery right now though and don't feel RP starved. I ignore the 2H Might of the Frozen Wastes since I'm DW, and also put a point in On a Pale Horse. It's nice to be just a bit faster in BGs.

In the Unholy tree, I extend my disease length and put two points in Unholy Command (mostly in order to get to T2 but it doesn't hurt for PvP). In the second tier I pick up Desecration. My playstyle in PvP revolves around controlling and slowing the opposing players. With the combination of Desecration and Chillblains (Plus Hungering Cold and Chains of Ice thrown in), I've found it pretty effective. Especially when protecting siege vehicles and such.

In the Blood tree I just take Butchery and put my last point in Bladed Armor. I may eventually take points away from Desecration and fill up Bladed Armor (maybe even just one point) if I feel that I'm overdoing the "slowing" approach. For now, though, I like it.

The Glyphs

  • Major Glyphs - Pillar of Frost, Chains of Ice, Hungering Cold- Here's where it gets a bit murky. Hungering Cold for free is good stuff in a BG. It works as both an interrupt and a freeze. I find it incredibly useful. After that, I didn't find myself using Pest as much anymore and went with Pillar of Frost instead for an extra escape. I also didn't find myself needing the extra Strangulate seconds (and wondering how many times I actually procced it since I use Mind Freeze as my interrupt), so I went with Icy Chains, which I use all the time. I contemplated Dark Succor for the healing, but, again, I just don't find myself using it enough. Your mileage may vary.

The Rotation

Intro: Howling Blast > Plague Strike > Necrotic Strike > Blood Strike > Obliterate > Frost Strike

Added NS into my "setup" phase. Also added a bit about DS:

You also get Dark Simulacrum, which is a very neat spell to use, especially in PvP. Basically it lets you steal any spell that uses mana and then use it. Cool stuff and the possibilities are endless. Have fun with it and throw it in when you can. I like to steal heals in PvP and heal myself. One little bug I've noticed is that DS doesn't really work inside of a macro. I had to have it on it's own key to get the second spell to work, or it'll just tell me that "I haven't learned that spell." It'll do the original cast of DS well enough, just not the "borrowed" cast. I don't know what it is about being in a macro that messes this up, so I've just put it on it's own key straight from the spellbook.

The Stats

Strength > Hit (until melee cap) >= Expertise (until cap) > Mastery > Crit > Haste > Agility > Hit (to spell cap)

Wrap Up
I've been having a blast with this chica in BG's. Having leveled this later as an alt, I find myself a bit behind the gearing curve of the general PvP public, but I can still hold my own. With the changes in 4.0.6 we retain our ability to eat mages for lunch, and also gained some added protection against stuns (and rogues). Good stuff.

Thursday, December 2, 2010

Cataclysm Leveling Specs

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Got a nice little request from reader Zorch the other day to share my leveling plans for Cataclysm.  We are on the cusp of the expansion where we will once again be encourage to reach a new plateau.  This one is only five levels away, so might go by quicker than those of years past.  The levels are much higher, though, so we may be surprised at the length too.  Either way, it's been a while.  We also have new trees to contend with, so there's plenty to discuss.  I'm going to try to talk about both my 'lock and DK, and I've convinced Fuu to pass on some brief Paladin info too.  I'll mash it all up into this post for one stop shopping.  'Tis the season. 

Affliction Warlock Leveling Spec
My primary spec remains Affliction.  It's what I plan to raid with, even if it's not the top spec, so I'll want to get some practice in with it on the route to 85 as well.  With the pared down trees, I don't really need to spec differently for a leveling build.  I can just work toward what I plan to raid with at 85.

The Affliction spec will have good self healing that will make it useful for questing, but really I'm interesting in dungeon running with it.  Rumor has it we may be called on to CC a bit, and with elementals being the big baddies in Cataclysm, Banish may come in handy quite a bit.  Additionally, Soul Swap provides a powerful spell that serves to make us dreadfully efficient in the dungeon, target-at-time paradigm.

My starting spec will be what I'm raiding with now.  See this post for specifics.  First, I plan to fill up Bane and then move on to Improved Soul Fire.  ISF will entice me to utilize my instant-cast soul fires a lot more in order to give me a temporary haste boost.  I imagine it'll almost be sort of like how we used Life Tap with the old glyph.  We'll want to use it to start, and then a couple more times throughout the fight.  We probably will not be able to keep it up like we did with the LT buff, but it will be helpful like a trinket.

The last point will likely go into Demonic Embrace for the Stamina buff.  It'll add a bit more survivability to the spec and seems to be the best of the low hanging fruit.  The only choice I can see is that I might want to take a point or two in Improved Fear if it's usage as CC becomes vital.  That may be my only respec.  If you find yourself using Fear a lot, don't be afraid to shuffle a point or two that way.  I'd take it out of Demonic Embrace and likely just use one, but really it just depends on if the utility is worth it.  There is that glyph out there that helps too.

Demonology Warlock Leveling Spec
I've traditionally really enjoyed having a Demonology off-spec for soloing.  I expect this not to change come Cataclysm.  Demonology traditionally provides hardiness and better burst ability.  Depending on how fast stuff seems to be dying, I like to have this spec to pop into.  Also, the AoE capability of this spec far outstrips anything else, so it's great for farming and kill quests.  Really it just depends on you can survive the gathering or not.

Like Affliction, I'll start here, and then fill up Shadow and Flame and Improved Soul Fire.  In this case, that basically does it.  The time to use this spec would be for AoE and quick dying trash.  If I need to be precise or have CC, I'm going to roll with Affliction.  This is a great spec to have in my back pocket, as it were.  I like to use this if I PvP on my 'lock as well.  The Hand of Gul'dan spell and talent makes it pretty effective, though I normally PvP on my DK, since it's what I rolled her for.  So pretty simple here for my secondary spec.

Dual Wield Frost Death Knight Leveling Spec
I plan to PvP level this toon.  As such, my spec reflects PvP utility while still being pretty solid for group DPS.  I'll start here, and then fill out Improved Icy Talons, Epidemic, and Bladed Armor.  I love howling blast with the slowing effect for PvP, as well as utility of the Frost spec.  I think the DW makes it a great PvP spec.  DK's can be pretty solid against casters, who seem to have the upper edge right now.  I popped in a spell reflect meta-gem, and your anti-magic shield really comes in handy.  Plus you can grip and rip, which is fun, and Icy Chains provides a nice root.  A Killing Machine powered obliterate is great for a killing blow.  The added bonus to my 'lock self is that I still get to play with DoTs here.

Fuubaar's Paladin Leveling Plans
Yes, I'm cutting in because, damn it! I'm important! I'll be continuing to level Fuubaar as Protection like I have every expansion. Now, leveling as prot is a bit easier for me because I have my pocket DPS. If you've never leveled as prot, I will warn you, it is a bit slower but you will never die. The main idea was that you would round up some mobs in the area and AoE them down. Now, from what I've heard from people in the Cataclysm Beta is that these mobs hit harder and are not meant for a DPS class to be able to pull more than a few at a time without running into trouble. Now, I'm going to assume since we have more survivability and lack in the DPS department that we would still be able to pull more mobs than a DPS but it will just take even longer to burn them down if you're soloing. I would highly suggest when pulling questing mobs, to test them out first before going head first into 10 of them at once o.0

Anyways, Fuu's talent plan will look a little different than what she's using now for Raiding. Mainly, from what I've found is that as long as you have the "Core" Talents, pretty much everything else is a bonus.

Major "must have" Talents in the protection tree are:
  • Divinity- Mana and healing are going to be extremely important for healers and easier you can be on them, the happier they will be. We love our healers & we wont them to love us back. <3 Also, I know that I ranted a bit about this talent before being so worthless in Wrath but our other options aren't really all that great either.
  • Judgements of the Just - Survivability
  • Toughness- Survivability
  • Sanctuary- Our Crit Immunity
  • Hammer of the Righteous- Our AoE tanking ability
  • Wrath of the Lightbringer- Huge DPS/Threat Boost Talent
  • Shield of the Righteous- High Single target Holy Power Dump Threat Move (also triggers Holy Shield)
  • Vindication- Attack Power Debuff on Mobs/ Bosses aka Survivability
  • Holy Shield - Now passive. Is triggered by SotR and now increases our Damage Blocked (10% increase) rather than increased block rate.
  • Sacred Duty- Passive Threat Bonus. "Set it and forget it!"
  • Shield of the Templar- Avenger's Shield Cooldown.
  • Ardent Defender- Our, now, new non-passive 1UP
With your left over talent points, you can pretty much put them where you feel is most useful for you. If you like to pvp as prot, then look for Hammer of Justice for faster stuns. If you want to focus more on AoE tanking, look at Hallowed Ground for cheaper Consecrations. Personally, I'll be looking more towards flexibility for chain pulling questing mobs so I'll want longer ranged Judgment pulls over in the Ret tree & cheaper WoG with Eternal Glory for soloing some of the tougher stuff.

If you would like to read further information regarding some highly theorycrafted Talent breakdowns, glyphs, gems, enchants, etc. I highly suggest you pay Theck over at Maintainadin a visit.

Ful's Meta Plans
I haven't worked at all on a tanking spec for my DK; I just don't feel like doing it since the death of DW Frost tanking.  That was sort of a fun little niche before, and I haven't really gotten excited about speccing into the Blood tree.  I've heard tales of disease-less tanking, but I just don't have the motive or opportunity to try it out yet, hence why I've not updated my guide.  I will likely remove the link.  I may get back to it in the future, but for now it's on hold.  Also, I'm going to hold off on updating the Enchanting List until I get more familiar with the expansion.  For now, those enchants are still pretty solid, though you'll want to watch out for things like taking spirit as a 'lock because it's worthless now.

Quite simply, these are my plans for leveling in Cataclysm.  My 'lock will be leveled through dungeons and quests.  My DK through PvP.  I also plan to roll a Druid Worgen from scratch for a healing capable toon.  I'm sure I'll write some about that along the way.  It seems to me that the pared down trees make things like a specific "leveling" spec a relic of the past.  The only wild card is really how much you, individually, will be required to use certain CC spells.  Thus, you may want to shift one or two points around, but the base is still there.  I can't say I'm altogether displeased with the simplicity of speccing, though it does make for less interesting writing.  Look for some reflections once I get rolling and I'll update my guides once I hit 85.  Definitely hit me up with any questions you might have along the way, and I'll at the very least try to research and make an educated response, even if I haven't experienced it yet.  Otherwise, pleasant leveling!

Thursday, November 4, 2010

4.0.1 Death Knight Frost DW DPS Primer

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Everything you want to know about ("casual") Death Knight Frost DW DPS, right here, in one article.  Or something like that.  Hopefully it'll at least get you started.  My goal is a bit different from the standard end-game raiding scene.  Mostly I run BG's with this toon, but it is also my alternate raider when needed.  Thus, my DK is designed to be respectable and fun, not the top dog.  If I want to /flex, I'll go on my 'lock, but that doesn't mean I want to look like noobsauce on this toon.

The Spec
With that in mind, I went with a 2/32/2 spec.

It's important to note that my aim is to be able to do two things well with this spec. The first, I'd like to be able to DPS in a PvE environment competitively. The second, I'd like to feel useful in PvP Battlegrounds. Thus, some points are chosen for that sort of utility, even though I know it makes my spec not "the best" raiding spec or "the best" PvP spec. It's a hybrid spec. For instance, my PvP needs are what entice me to spec into Chillblains and use the Glyph of Hungering Cold.  You may want to go another route if you're wanting a pure raiding spec.

If you checked out my preliminary spec right after the patch dropped, you may notice that I changed up my plans a bit.  Originally, I had taken Improved Icy Talons and Bladed Armor at the expense of the blood and frost talents that cause you to generate more runic power.  My thought had been that I never had a problem generating RP before, how much would these really help?

After mucking around on a dummy for a while, it quickly became apparent to me that without those talents, RP generation is just too slow.  I wasn't firing off nearly as many Frost Strikes as I'd like, and my DPS wasn't where I wanted it to be.  So I respecced, dropping IIT and Bladed armor in favor of RP generation talents.  I plan to get some points back into those talents soon, but for now this is what I believe makes the spec playable. 

The Glyphs
You can see from the link above that I'm going with:
  • Prime: Howling Blast - To spread Frost Fever and, thereby, Chillblains. Awesome for keeping melee away from demolishers, etc.  Also great to spread out the deeps.
  • Prime: Frost Strike - Less cost = More Strikes = Moar Deeps.
  • Prime: Obliterate - OB tends to be my big finishing move in BG's.  Great idea to buff it.
  • Major Glyphs - Pestilence, Strangulate, Hungering Cold- Pest will help in AoE situations to hit more folks.  Strangulate should be good against casters.  Hungering Cold for free is good stuff in a BG.  It works as both an interrupt and a freeze.  I find it incredibly useful.
  • Minor Glyphs - Horn of Winter, Path of Frost, Resilient Grip - Minor's are decently useful for DK's.  First, there's nothing like extending your horn. Second, we make our water walking spell a bit more hardy.  Third, we more chances with our MK-Scorpion-like talent.  Not all that exciting, but could be useful. 
The Rotation
As most specs change from less of a rotation to more of a priority system, I want to break down what I do into two ideas: an Intro sequence and then Ongoing Priorities.  To me, DK DPS works best when you think of it as setting up, and then moving into a "maintain" phase, so that's how I'm going to approach it.  I'll start off as if we're just worried about a single target, and then note the changes for multiple targets later.

Intro: Howling Blast > Plague Strike > Blood Strike > Obliterate > Frost Strike

Ongoing Priorities:
  1. Keep Diseases Up - With Rime procs and the glyphed HB, you should never have a problem with Frost Fever.  Keep an eye on when you might need to toss in a Plague Strike.
  2. When the side auras for Killing Machine show up try to use an Obliterate or Frost Strike.  Obliterate is the better choice, but don't miss a proc waiting for it to show up.
  3. When Rime procs, throw a Howling Blast (frost aura above your head)
  4. Use FrS to dump your Runic Power whenever it caps or as filler when your runes are on cooldown.
  5. Weave in Blood Strikes when your other stuff is on cooldown in order to convert some blood runes to Death Runes.  I like to try to keep one Blood rune as a Death rune at all times.  Just try not to have it where both of one type of rune are sitting unused.    
  6. If everything else is good, then you should just be popping OB's every time they're up and dumping RP in between, watching for procs and the priorities above.  That should keep you busy enough.
Since HB costs simply a single Frost Rune now, it basically replaces IT (hence why I dropped the glyph).  You may want to keep IT handy for any situations where some AoE splash is a bad thing, but otherwise HB is the way to go.  If you're Dual Wielding like I am, you want to run in Frost Presence.  Otherwise, I've read where 2H benefit more from being in Unholy, but that's not what I'm doing here.  Check it out on EJ if you're curious, they have a pretty solid article that helped me out a lot. 

I know that in the course of my research, it was tough to figure out what DW weapons to use. So here's the easy answer: you want a slower weapon in each hand in order to maximize the damage of your special spells.  Since they're calculated with respect to your base damage, and your base damage is directly relational to the weapon speed, you want two slow weapons.  Why?  Let's say you have two weapons, each with the same "DPS" but one is fast and the other is slow.  In order to equalize the DPS, the slow weapons has to have more damage per hit.  Since specials are calculated on damage per hit, I think you can see why we say "go slow".

I don't really change up the rotation for AoE situations except to try to use more HBs when I can to maximize my damage.  You still will want to put up and spread your diseases, though with the Pestilence nerf and HB being glyphed, you only want to use Pest for this if you have more than a handful of targets.  Otherwise, you'll just want to PS and then weave HBs and use your normal RP dump (still FrS).  Also, you'll want to use Death and Decay when it's off cooldown, though watch your threat.  Utilize BS to keep Death Runes coming.  More Death Runes means more HB's and that's really the key here.

The Stats
Hit (until melee cap) > Expertise (until cap) > Str > Mastery > Haste > Crit > Agility > Hit (to spell cap)

Ewww numbers: Melee hit cap is 8%.  This governs almost all of our special abilities that are melee in nature (though not "white noise" attacks).  More hit will still help, as our spells can go all the way up to 17% before cap.  Our spells include HB and IT, so after melee cap this stat weight only falls slightly for us, probably being in between Crit and Haste until Spell Capped.  Expertise cap is 23 (Thanks, Stop!). 

It's also good to rune you weapon with Fallen Crusader (MH) and Razorice (OH).

Wrap Up
That's it for my DPS DK.  Pretty short and simple, which is how I do my lone max-level alt.  She's a great change of pace and I love to PvP on her.  I only raid on her if I run into save issues on my 'lock or just to knock out old content with newer raiders. 

I'm sure a lot of you could come up with better pure raid specs, feel free to leave 'em in comments to help others out who stop by.  Also, if you're a frosty DK like me, do you roll with the same rotation?  Same basic set up?  This is one toon where I know I still have stuff to learn.

Thursday, October 28, 2010

DK Specs, Fuu's Debut, and 310% Flying Cheap(er)!

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The above represents perhaps the most auspicious title I've ever had around here.  I mean, usually I stick with one topic, or go with some form or "Randomness is Random" title.  Here I have three distinct, and pretty much unrelated, writing points.  Could be crazy.  You've been forewarned.

Why am I rambling about the title?  Well, as you may have surmised, the title is generally what draws people in.  Also, it makes for easy search and find via a service like Google.  That's why for information that I want to get out to more than just the regulars, I tend to have a more mundane heading.  People search for things like "4.0.1 class spec", and not "Ful's Cavalcade of Hilarious and Insightful Talent Spending."  Not that I'm in any sort of position to give other burgeoning bloggers advice... it's just something to keep in mind as we go into Cataclysm and are looking to get helpful information in the hands of the people looking for it.

With that said, no one is likely to search for "Fuu's Podcast Debut", so what's that doing in there?  Well, she mentioned it earlier in the week, and it's now up!  For you tanky types out there, I'm sure it's worth a listen.  I haven't even gotten to hear it yet, so I'll be perusing it with the rest of you when I get a chance to hit up the link.  There is a link right?  Yes, I'm sure and I'll pop it in here as soon as someone can get it to me at work (I'm, of course, blocked), or we find it at home tonight.

edit:  There were a few issues with the podcast being available on iTunes. It finally showed up. Here is the link to his website at The Guardian Tank. I believe that it starts working with your main media player (Quicktime, Windows Media Player, etc.) If you would like to download it directly to your iTunes or Zune, you can search for the Program; The Guardian Tank. The Episode is called: Tanking Mastery 3 (Master Tank: Fuubaar). Please let me know if you have any questions, comments, concerns, issues finding/ downloading. <3 Fuu

Fuu is the podcast queen.  If there is a podcast, she's probably listened to it.  I, on the other hand, am terrible about listening to podcasts.  It's probably why I've never been invited to one. I've tried, I really have, but I'm just a reader through and through.  I love talking to others, but just listening is like torture to me.  I want to interact!  Moral of the story: direct all podcast questions to Fuu.  I'm just the odd scribe she lets out of the dark cupboard under the stairs every now and then.

If you're here for the prospect of 310% flying at a discounted rate, I have great news.  Commenter "Ben" tipped us off last week that you could potentially get the required training for a much more modest 4k gold at Valiance Keep (for Alliance, Horde I believe is in Warsong Hold or something).  Of course, the discount comes from having an exalted reputation with the folks out there.  I know it's one of the Wrath groups, not sure which one though.  I earned exalted with all of them through the Argent Tournament a while ago.  In any case, there is a trainer right next to the flight point in Valiance Keep that will give you the same training as the dude in Dalaran, only with a 1k discount if you're exalted.  Totally a deal, and got me my 310% perhaps two weeks earlier than I'd thought at the rate I'm going.  Big thanks to Ben for the great tip!  

Finally, if you're here for DK specs, I've been a bit busy with Warlocky stuff and haven't really gotten to spend much time with my alt-DK.  I have, however, worked out some preliminary specs.  I've only used the DPS one in game so far, running around doing some dailies.  I'm rather scared to try out my tanking now that I have to go to a whole new tree.  Plus, I still only have DW weapons and there really isn't a DW tanking option.  I suppose you still can (and I will until I lock down a solid 2H weapon), but it's not nearly as cool or "niche" as it once was.  In any case, I wanted to pass along the links for both of these specs for any interested parties.  I'm definitely looking for feedback and will be updating those guides in the upcoming weeks as well.  Warlockery comes first 'round here, but I don't plan to abandon my PvP toon and alternative tank.

Preliminary 4.0.1 Death Knight Tanking Spec Here.  Some notes:
  • Talents were hard for me to pick here, seemed like there was a lot of good stuff.
  • I focused on things that would give me survivability (not worried so much about threat right now).
  • Blood Boil could be a great AoE spell for us (as opposed to relatively trivial before).
  • Epidemic seems important to me to pick up.
  • Since I specced for survival, I tried to glyph more for threat.  Seemed to work out best.
Preliminary 4.0.1 Death Knight Frost Dual Wielding DPS Spec Here.  Some notes:
  • I've yet to really figure out a rotation, it seems like I'm constantly rune starved.
  • I made this spec with PvP (BGs) in mind.  Thus, some of the talent choices reflect that.
  • Glyphing seemed easier or this than the tank, just buff your DPS.
  • Diseases seem to last a heck of a lot longer, plus we have that new strike that refreshes them.  I've not been able to fit it all together nicely yet, but haven't had a lot of time to spend with it either.  Advice appreciated.
I don't usually get to do nearly as much research for my DK as I do for my 'lock.  It's just the way things go.  Still, I wanted to post up my spec plans with the hope of getting feedback.  At the very least, I think they're good starting points.  Death Knights saw a huge amount of change with the 4.0.1 revamp, so it's going to take me a bit to get my mind around them all.  It just doesn't feel very smooth right now, but that could simply be due to lack of practice as well.  I hate feeling clunky, don't you?

Thursday, December 17, 2009

3.3 Dual Wield Death Knight Tanking

38 comments
This will be the last of my guides for the immediate future. I try to limit myself only to specs that I'm playing, basically just trying to pass along the research I'd do anyways.  Recently, I've been spending a lot of time tanking (wow, is it easy to get into heroics this way or what?) and I know that there was a good amount of interest in my first cut at a DW DK tanking build.  I have various articles scattered around here, so this is my effort to bring them together in one convenient location, plus update for the 3.3 patch.  Anyways, let's get down to business.

First things first: The Spec.
With the new DW friendly talents that Blizz gave us in 3.2, it's very important to be sure you're specced correctly for any sort of dual wielding. This means basically for DW you must get the following two talents: Nerves of Cold Steel and Threat of Thassarian. You can see if you'd like to click that my 8/55/8 spec reflects these. Additionally, I've taken many of the traditional frost tanking talents.

I didn't modify this spec for 3.3; I didn't see the need (edit: I actually did change a few things, see comments below. Still the same basic spec though).  I'm also continuing to go Frost because I love the AoE abilities that the spec gives me.  I don't think I can function without Howling Blast.  Plus, since I'll be DPSing as a Frost, staying similar as a tank helps decrease the retardation of my fingers.  I don't know about you, but when I switch specs, if similar spells aren't in similar places, I'll spend the first few pulls looking like a newb.

In any case, there isn't a whole lot of science or math going into my tank spec.  I just tried to take all the damage reduction abilities available to me.  It was really that simple.  If you, the reader, can see obvious flaws or trade-offs, please let me know in comments because I'd love to fine-tune this spec now that I'm using it more.  As I mentioned in my DPS guide, DK's are still something I feel that I'm learning.

The Glyphs
Secondly, it's important to note that I'm going with the following glyphs:
Disease is a must for AoE pulls.  Love spreading my corruption, even as a DK.  Unbreakable Armor is also very useful as you should be using your tanking cool-downs religiously.  I finally caved and went with Howling Blast.  For AoE pulls, getting the single disease spread quickly is going to be very useful I think.  I'd used both Rune Strike and Obliterate glyphs before for the single target threat, but I don't think ST is going to be an issue.  I'd like to buff my AoE ability and the last major glyph choice does this.  The minors are the same I used for DPS and for the same reason: extending the horn is good, free ghoul is good, and larger disease area is good.  Simple enough, right?

Stats, Gear, and Runes. Oh My!
If you're just starting out, pick up two Teldrassil Protectors from the Argent Tournament, because these are a great place to start for 1H tanking weapons. The fact that they have defense and parry is really good for a DK DW tank. Most 1h weapons may waste some points on block, which is obviously useless for us.

The rest of my gear is your typical DK tanking fare.  You're looking for defense first.  You need to cap at 540 before doing any sort of raid (535 for heroics, but I would suggest even being 540 here, as most randoms will expect at least this).  After cap, defense isn't completely wasted (a la hit), so you shouldn't be afraid of being over cap, but it certainly devalues quite a bit.  At that poing, you'll really want to start looking at your other stats.  Let's list them out in semi-particular order:
  • Defense (D) - First priority is to hit cap, then if it comes, it comes.
  • Armor (D) - Stick with plate and you should be fine.  Armor should increase as you upgrade.  The point here is just don't go with anything that's not plate.
  • Stamina (D) - You need a good amount of health to absorb damage.  I think I'm sitting around 33k right now.  This will vary greatly with buffs, but this is a great stat to gem for.
  • Dodge (D) - This is a great avoidance stat since you'll elude 100% of the dodged ability's damage.  It's been said that you want to shoot for between 20-25% before you start experience diminishing returns and think strongly about other stats.  At that point I'd choose Parry over Dodge.  Those yellow gems slots are great for this once you're defense capped.
  • Parry (D) - As a DW DK tank, this is a great stat for us.  Our Rune Strike (great threat ability) procs off of parries.  Plus a parry allows us to avoid damage and when we parry, we hit faster (parry/haste mechanic).  So this is a good all around stat.
  • Expertise (T) - This will help your melee hits land without being parried or dodged by a boss.  It's not essential that we get capped as a tank, but it will certainly help with threat generation and is good to have.  It will also cut down on the parry/haste mechanic (it works both ways) for bosses.
  • Strength (T) - Strength will boost your parry AND help your threat, so it's great to have.  If you're balancing your defensive stats above, this along with hit are probably the only offensive stats you should look for.
  • Hit (T) - You don't want to have some of your key abilities miss, so hit is a good thing.  It sucks when a PS or IT misses and you have to waste a second GCD on the ability.  Hitting more will also really help your threat.
I say "semi-particular" because these are listed in a rough priority of what I value.  I also labelled then with either a (D) or (T), indicating "Defensive" or "Threat" stats, respectively.  Tanking is a lot different from DPS, though, as I believe you really have to strive for a stat balance rather than stacking one or two to the exclusion of all else.  You need to be able to withstand a wide variety of attacks, and different attacks will be affected differently by each stat.  Thus, what may be great in one boss encounter may not be all that great in another.  Also, if you go all defense and cause no threat, you're not going to be a very good tank.  So really, you have to evaluate your own performance and stats on a daily basis (or however often you run) and decide what you need to stack now.  This doesn't mean you have to re-gem and re-enchant every five seconds, but it will make you choose different weightings depending on what gear drops when.

You've probably heard about Expertise and Hit capping. For hit, with the Nerves of Cold Steel talent, we only need to gather a paltry 5% hit. "But wait!" you may say, "I thought DW imposed a penalty that means you need a whopping 27% hit in order not to miss." Yea, I say to you, that is indeed the case for white noise hits. That is most certainly NOT the case for melee based special attacks, where we need 8% (minus the 3% from the talent gives us 5%). Now, we do gain some benefit by going higher, since we rely on spells and they don't cap until 17% (minus 3% gives us 14%)... but you really don't see as much of a threat/dps gain from hit after 8% than you do from stacking other important stats. If you can pick up more, fine, just don't sacrifice better stats for it.  For expertise, 21 is our cap with the Tundra Stalker talent, but racials based on weapon type also decrease this.  You shouldn't worry too much about hitting either of these caps (except maybe the 5% hit one), as the other stats are more important.

Finally, you're going to want to head to the runeforge to get your weapons to glow.   I was ecstatic that Blizz introduced Rune of Nerubian Carapace with patch 3.3.  DW tanks were definitely at a disadvantage for lack of a tailor-made tanking rune.  First thing I did was slap one of these on each weapon.  I've got a healthy buffer on my defense cap, but the stam boost is also good and I'll be able to focus on my other stats for a bit.

The Rotation
Just because tanking is more reflexive doesn't mean that we shouldn't go in without a plan.  As usual, our plan must be two fold: one for AoE situations and one for single targets.

Single Target
The very first thing I try to do here is put on diseases.  After that, I'll Obliterate and Frost Strike as I can, keeping the diseases up. I don't want to FS too much so as to leave myself with enough RP to hit Rune Strike whenever the button lights up.  Remember, Rune Strike is proc dependent (on a Parry), which we should be doing a lot of as DW tanks.  Also, it's one of our best threat attacks. You really should be doing a lot of rune strikes, basically hitting it whenever that button lights up.  Since RS is not attached to your GCD and doesn't really have a cooldown, it shouldn't really effect your tanking "rotation".  Just hit it and go about your business.

An easy way to make sure your Rune Strike is always used is to attach the following macro to all of your commonly used spells:

#showtooltip
/cast Normal Spell Name Here
/cast !Rune Strike

The above macro will activate your Rune Strike whenever it's available and allow you to pretty much forget about it, while keeping it active as much as possible and pushing your threat to untold heights!

Since I have the glyph of Disease on my tank but not the Howling Blast glyph, I do have to pay attention to my Icy Talons buff to try to keep that refreshed for the good of the raid.  I'm not as good about this on my tank as I am on my DPS spec, since I have other, more important responsibilities, but it isn't really that bad as you may not want to AoE in single target situations anyways.  Plus if you have RS macro'ed to IT, you're killing two tickbirds with one key button press.

Multiple Targets
For multiple target situations where you have to hold aggro over AoE attacks and for other reasons, different skills will come into play.  It will also make a rotational approach more cumbersome, as you'll run into some cool down issues and such.  I welcome suggestions on how to weave this stuff together better, but I think it's just how it goes when you're trying for high AoE threat.

A big part of any AoE trash-zerg is going to be the initial burst threat.  With the ease of trash and threat generation in this expansion, DPS have been taught to be impatient on pulls and just open up right away.  As a tank, you'll need to be prepared for this and front load your approach accordingly.  Thus, I lead off with a DnD immediately followed by a Howling Blast.  These spells represent a good combo of both burst and non-burst threat generation, giving you a great set up that usually keeps trash locked on you until death with little or no more threat needed.

However, if it's going to be a longer fight, then I'll try to put up diseases and use Pest to spread them. Usually it becomes a bit awkward with runes at this point, but I usually have enough of a lead that I can use some of my RP dumps to pump up threat on a single target.  I might even jump around with a tab target to spread out some FS's.  After that I just try to keep up diseases and throw in a HB whenever I can, not really returning to a DnD cast unless there is a fresh wave of mobs joining in.  DnD is a great spell, it just takes a lot of runes away.

Speaking of waves (thing Gothik in Naxx), the approach there has to be a bit different as well.  When I know I'm going to be getting waves, I'll just save enough runes to try and keep up my DnD/HB combo with each waves, just mixing RP dumps in between or auto-attacking.  Waves usually die fast enough that the initial aggro is enough, but it can be tricky.

In all situations you'll want to spread out your cool-downs as well.  As frost DK's, we have three we want to be aware of: Anit-Magic Shield, Unbreakable Armor, and Icebound Fortitude.  The Anti-Magic shield is great for when your group is getting AoE'ed or attacked by, you guessed it, magic.  The last two are going to decrease incoming damage in general, so are great to stagger to give you healers a break or when you can anticipate a big hit from a baddy.  They have pretty short cool-downs, so should be used more often than you'd think.  Knowing the tough parts on fights is key as a tank, and saving these abilities accordingly can be the difference between success and failure.  Know what they do, and try to figure out when to use them.   Communicate with your healers.

Other than that, it's mostly a priority system more than a rotation: just try to use the right skills at the right time. It's been my experience that a tanking "rotation" is better off being flexible since you have to react a lot more but is also more forgiving since you don't have to be perfect to generate good threat. You just have to do the right things at the right time and stay alive.  

Wrap-Up
That's how I tank, in all it's gory.  I mean glory.  I'm not perfect at it by any means, but I've done it well enough in both raid and heroic situations to enable the group's success.  This is a role I'm still learning how to play and will be for some time to come.  I usually rely on Fuu for gear/stat advice and just try to adapter her Lighter thinking to my shadowy ways.  It's really an unholy combination.  Well frost, but also unholy.  You get what I'm saying.  (Boy, DK puns are fun).
Thanks for reading and suggestions/comments are always welcome.  Feel free to tell me to l2tank, cuz I probably need to.  Above all, you stay classy, WoW tanking community.

Wednesday, December 16, 2009

3.3 Death Knight Frost DPS Methodology

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Everything you want to know about ("casual") Death Knight Frost DPSery, right here, in one article.  Similar to what I've done with my Affliction Warlock HAOW series, only in one marathon of information.  Why?  Well I just don't have as much to say about Death Knights.  It's my alt.  A raiding alt that I really enjoy playing on, but an alt all the same.  There are subtle differences in the way I treat my alt compared to my main.  Chief among them: I'm not as serious about my alt.  This toon is designed to be respectable and fun, not the top dog.  If I want to /flex, I'll go on my 'lock, but that doesn't mean I want to look like noobsauce on this toon.

The Spec
With that in mind, I went with a 15/56/0 spec

It's important to note that my aim is to be able to do two things well with this spec. The first, I'd like to be able to DPS in a PvE environment competitively. The second, I'd like to feel useful in PvP Battlegrounds. Thus, some points are chosen for that sort of utility, even though I know it makes my spec not "the best" raiding spec or "the best" PvP spec. It's a hybrid spec. For instance, my PvP needs are what entice me to spec into both Rune Tap and Chillblains.  You may want to take the points I "waste" there and put them in Virulence or filling up Dark Conviction (for example).

The Glyphs
This also reflects itself in my choice of glyphs. You can see from the link above that I'm going with:
  • Howling Blast - To spread Frost Fever and, thereby, Chillblains. Awesome for keeping melee away from demolishers, etc.  Also great to spread out the deeps.
  • Disease - One button, one rune refreshing of diseases. Totally a must for DPS as it lets you throw in a lot more Obliterates.
  • Obliterate - If I'm going to be trying to use more of these, it makes sense to buff it.
  • Horn of Winter - Nothing like extending your horn.  Think Hodir-ish puns here.
  • Pestilence - Spread your disease like a bad brothel.
  • Raise Dead - Free Ghoul, 'nuff said.
The Rotation
I'm no where near perfect with it, but when I'm playing well, it ends up looking something like:

IT > PS > OB > FS > Pest > OB > OB > FS (repeating basically Pest, OB's, FS as they come up and making sure my diseases never fall off. Also, I throw in a HB whenever Rime procs... looking for the shinies around your player)

It's pretty simple, fun, and puts up respectable numbers.  Watch for your procs and try to be flexible.  The more OBs, FSs, and Rime procs you can fire off with buffs up, the better, but don't do it at the cost of running your diseases out.

I know that in the course of my research, it was tough to figure out what DW weapons to use. So here's the easy answer: you want a slower weapon in each hand in order to maximize the damage of your special spells.  Since they're calculated with respect to your base damage, and your base damage is directly relational to the weapon speed, you want two slow weapons.  Why?  Let's say you have two weapons, each with the same "DPS" but one is fast and the other is slow.  In order to equalize the DPS, the slow weapons has to have more damage per hit.  Since specials are calculated on damage per hit, I think you can see why we say "go slow".

A second important pointer here is that there are only two things that refresh your Improve Icy Talon talent: Icy Touch and Howling Blast.  Refreshing the disease with Pest does NOT do it.  Usually, I get rime procs often enough that my HB's keep IIT refreshed, but if I see it fall off, I will do a manual refresh and start the whole thing over.  You may lose out on some personal DPS, but the benefit to your raid as a whole is usually worth it.

I don't really change up the rotation for AoE situations except to use HBs in place of OBs when I can to maximize my damage.  You still will want to put up and spread your diseases first, then weave HBs and RP dumps.  As a DK that's specced into HB, AoE situations really let you put up some good numbers.  A lot of DPSers will throw in a DnD too, which is good, I just always feel like it screws up my runes.  Watch your aggro though, because you can be quite bursty, plus DnD does high threat.

The Stats
Hit (until cap) > Str > Expertise (until cap) > Crit > Haste

Ewww numbers: Melee hit cap is 263 raw (8%).  With Nerves of Cold Steel, we only need to hit 164 (8-3=5%).  More hit will still help, as our spells can go all the way up to 17% before cap.  Virulence helps with this.  Our spells include HB and IT, so after melee cap this stat weight only falls slightly for us, probably being in between Crit and Haste until Spell Capped.  Expertise cap is 26 - 5 (Tundra Stalker) = 21 Expertise.  Different from "rating".  Racials also factor in depending on what weapon you're using, so check that out too.

It's also good to rune you weapon with Fallen Crusader (MH) and Razorice (OH).

Wrap Up
That's it for my DPS DK.  Pretty short and simple, which is how I do my lone raiding alt.  She's a great change of pace and I love to PvP on her, but mostly I raid on her because sometimes I run into save issues on my 'lock or just to knock out old content with newer raiders.  It gives me something else to gear when there's "nothing" in it for my 'lock (really, there's always emblems, but like... I've got those coming out the fel ears now right?).

I'm sure a lot of you could come up with better pure raid specs, feel free to leave 'em in comments to help others out who stop by.  Also, if you're a frosty DK like me, do you roll with the same rotation?  Same basic set up?  This is one toon where I know I still have stuff to learn.

Wednesday, September 30, 2009

Alternate DK DW Tank Spec

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One of the places where I continue to get a lot of hits and inquiries is in the realm of DW DK tanking. Apparently I'm not alone in my enthusiasm for the spec. I recently received an email proposing an alternate spec and asking my thoughts. It isn't a major change, but I thought it offered some post-worthy trade offs. Unfortunately, I haven't had as much opportunity to use the spec as I'd like, but I do love the idea.

The point here is that for those of you out there who ARE getting to run with the spec, I'd love to hear the actual in-game trials and tribulations. Are you running into rotational/cooldown problems? Are you getting kicked from groups from asshat elitists? Are you kicking ass and taking names? Are you forgetting those names because, like me, you're horrible with names, and why would you want their names anyways if you're kicking their ass?

Anyways, the spec was linked to me like this (Thanks Vili!). My initial, cookie-cutter answer to the question of "is this valid" was my standard: the only real way to assess the validity of any spec it so try it out. We can all theorycraft until we're blue in the face (like the devs), but what it comes down to is how well can you play said spec in-game. You can have a great spec, but it goes totally against your grain and thus, preforms terribly for you. On the flip side, you can make a shoddy spec work if you're good enough.

My second answer, because that first one is clearly a bit of a let-down, was to take a look at the pros and cons of each spec. Let's take a look at those now...

Pros
  • While you may be losing some extra damage (read: threat) from Tundra Stalker, the additional Str from Veteran of the Third War should offset this. I'm not sure on the actual numbers, but Str for a damage modifier would seem to be a good trade-off. Str helps in other places too.
  • You pick up a net total of +1 more expertise.
  • If I were speccing this, I would probably take Spell Deflection over Scent of Blood since runic power is not a problem from where I'm sitting. Both talents give you something different (spell mitigation vs. more RP for dumps and threat generation).
  • You lose the crit bonus from GoG but gain crit chance with Dark C. Basically, you're trading a straight bonus for a chance here, which might be a negative, but crit really isn't all that important to a tank... so, IMO, it's a good trade if it allows you to do other things with the points.
Cons
  • You lose the Howling Blast spell, our best AoE burst spell. You still have other AoE options, but HB is probably the best to get some insta-threat on a multitude of targets.
  • You lose a few seconds off your Icebound Fortitude spell. For a heavily dependant cooldown tank, this isn't huge, but definitely something to consider based on how often you use the spell. If you have great healers and gear, maybe it's not something that bothers you.
As far as I can see, it's that simple. What does it mean though? Well, obviously there seem to be more pros to this spec than cons, but how big are the cons? For me, the loss of HB is a deal breaker. I love the spell and a lot of my playstyle revolves around it. It's not always an integral part of my rotation, but it's great for picking up adds.

However, if you're not a big fan of the spell, this alternate spec definitely has merit. From just a pure theorycrafting point of view, I would think it might be better in a more MT application, where you're not so worried about AoE threat, and want to beef up single target mitigation and threat generation. So if you're having single target woes, you might try this. If you're bothered by AoE threat, you probably don't want to lose HB. Either way, it's worth a look and an article.

Tuesday, August 25, 2009

Frost DW Tank Spec and Glyphs (3.2)

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The Case for Dual Wield Tanking
(If you're looking for a rotation, go here)

I've decided to take a small plunge into the world of Death Knight tanking. In fact, this plunge is going to be a very pointed one. We all know that DK's can tank just fine, but I want to dual wield tank. Yes, you heard me, DUAL WIELD. In addition, I want to be a frost dual wield tank. Why? Because it's atypical and fun for me. What more reason does one need?

I want to start by defining the scope of the article. I'm not trying to say DW tanking is better than other tanking, I'm merely making the case that it is equally viable as a form of tanking. Thus, please keep that in mind when reading. I'm not trying to disprove other methods of tanking, only trying to prove mine by association and comparison.

The whole concept of dual wield tanking has been taboo for some time. Ask any seasoned veteran elitist and they'll probably spout off some diatribe about the parry-haste mechanics on bosses. For those of you that don't know, this mechanic is that each time a boss parries one of your attacks, he gains a temporary haste for his attacks, meaning you take more damage. This is why we force melee to the back of bosses (so they don't contribute) and why expertise capping is a must.

Note that I didn't say hit capping there. Hit capping has NOTHING to do with the chance for a boss to parry you. That's all expertise, baby.

Anyways, at first I thought this was going to be an uphill battle, filled with complicated maths to be able to be respected by the otherwise skeptical tanking community. Luckily, Mr. Vick (nothing to do with dogfighting, I'm sure, unless he wants to roll a worgen) commented the other day about a Tankspot discussion that debunks the theory that DW tanking for DK's is completely unviable. I went and found that discussion, read through the whole of it, and what follows now is my interpretation of the data and what it means for DW DK tanks everywhere.

First things first: the spec. 
With the new DW friendly talents that Blizz gave us in 3.2, it's very important to be sure you're specced correctly for any sort of dual wielding. This means basically for DW you must get the following two talents: Nerves of Cold Steel and Threat of Thassarian. You can see if you'd like to click that my 8/53/10 spec reflects these. Additionally, I've taken many of the traditional frost tanking talents.

Now, I mentioned that I thought the DW part was going to be the harder sell. However, I think with the recent nerfs of the frost tree while buffing DW talents, it may in reality end up being the fact that I'm going to be a frost tank and not a blood or unholy tank. Still, while frost may be the least attractive at the moment, there is no obvious taboo on using it as your tank spec. Plenty of people still Frost tank with a 2H. Thus, I'm not going to try to justify the frost part here, this is mainly to address the issue of dual wielding. If you have a problem with frost, that's fine. Just don't give me crap about my DW.

Glyphs
Secondly, it's important to note that I'm going with the following glyphs:
Then, I snatched up two Teldrassil Protectors from the Argent Tournament, because these seemed like a good place to start for 1H tanking weapons. The fact that they have defense and parry is really good for a DK DW tank. Most 1h weapons may waste some points on block, which is obviously useless for us. The rest of my gear is your typical DK tanking fare.

These get me to around 535 defense, which is the heroic defense cap. I'd like to get to 540, which is the raiding defense cap, but I'll need to work on my gear a bit more to get there. I've maxxed out the enchants and such that I can use to help my gear.

Runeforging
Finally, I headed to the runeforge to get my weapons to glow. I was a bit saddened when I learned I couldn't use Stoneskin Gargoyle to bump my defense some more (duh, it's only for 2h weapons), so I slapped one with Swordbreaking and the other with Spellbreaking. It may behoove me later to pick up an enchant for Blade Ward, since from all reports this looks like a good one, especially for DW DK tanks (since we both hit more and rely more on our own parry).

Okay, so now on to the more mathy portion of this post, since I've covered the initial setup.

I mentioned earlier about Expertise and Hit capping. For hit, with the Nerves of Cold Steel talent, we only need to gather a paltry 5% hit. "But wait!" you may say, "I thought DW imposed a penalty that means you need a whopping 27% hit in order not to miss." Yea, I say to you, that is indeed the case for white noise hits. That is most certainly NOT the case for melee based special attacks, where we need 8% (minus the 3% from the talent gives us 5%). Now, we do gain some benefit by going higher, since we rely on spells and they don't cap until 17% (minus 3% gives us 14%)... but you really don't see as much of a threat/dps gain from hit after 8% than you do from stacking other important stats. If you can pick up more, fine, just don't sacrifice better stats for it.

Also, to quote myself from earlier: Hit capping has NOTHING to do with the chance for a boss to parry you.

Like I said, that's expertise. The number we need to shoot for there is 26 "skill" (not rating). This is the so-called Dodge Cap. The prolific Splug from the tankspot forums explained it pretty well and was venerated by his peers, so I'll quote him:

"Getting over the 6.5% dodge cap [26 skill] is very efficient for threat, and by that point the parry-haste contribution becomes overshadowed by the raw avoidance gains from dual wielding tanking weapons [Splug]."

Yes, therein lies our first right hook at the jaw of the DW parry-haste myth. You see, one of the benefits of dual wielding is an increased contribution by your extra weapons to avoidance in the form of more parrying. Thus, it is argued that at the dodge cap, your expertise is enough to minimize the amount the boss is parrying you, while granting you enough avoidance that you reach a tipping point where the boss mechanic is overshadowed by your avoidance. Yes, that is just a restatement of the quote above, but it is an important point not to miss. This is one big feather in our cap for the viability of DW tanking.

Now, we can get more expertise, which will further decrease our chance of being parried as well as help with threat generation, but once we get to this cap, we should again not sacrifice other essential stats. This is just another benchmark similar to hit capping that we want to hit prior to throwing ourselves out in LFG saying "hey, I can haz tank!"

Along this line, we need to remember that we'll be parrying a bit more ourselves with two weapons. The increase in parry for a dual wield tank is significant not only for avoidance, but also for threat generation. Remember, parry doesn't suffer from diminishing returns like many other stats, and DK's start out with more than our fair share of parries anyways.

What does this mean? Well, recall that DK tanks have an ability called Rune Strike. This is the very cornerstone of DK tanking. Check it out via that link if you haven't heard of it. It is important to note that not only is it high threat, but it is also activated every time we parry an incoming attack. Didn't we just say that a DW tank will be parrying a lot more do to having more parry and an extra weapon (more attacks)? Why yes, we did. Quite simply, this means we'll be doing more Rune Strikes than our 2H counterparts.

Let me assure you that Rune Strike seems to proc almost constantly when you DW tank. I just tried it this last weekend in a heroic, and was amazed at how often that button lit up. I basically had to press it between each spell/special cast. If you've read that tooltip or are familiar with the ability, you also know that Rune strike is both UN-parriable AND it replaces parriable white noise attacks. Thus, not only are we increasing threat generation by DW, but we're also decreasing that nasty parry-haste mechanic contribution even further.

If the above is not enough to convince you, lets put this in a little perspective. After all, a DW DK tank is probably still going to be parried more than a 2H DK tank, if we're comparing apples to apples. Let's bust out the oranges though! That is, lets look at another flavor of tanks: Warriors. They have to deal with the same parry-haste mechanic we do.

Again, it was done better in the tankspot forum discussion, so I'll quote the enlightening and math-centric Satorri (2S is two slow weapons, 2F is two fast weapons, 1S is one slow two-handed weapon, just FYI... warrior is your typical warrior tank):

"So let's adjust the table from above [which did not take into account replacing white attacks with Rune Strikes]:
#attacks  #parries(no Exp) #parries(26 Exp)
Warrior =     72       10.1             5.4
DK-2S =       58        8.1             4.4
DK-2F =       80       11.2             6.0
DK-1S =       31        4.3             2.3
So, notice now that while you will get more parriable swings, and more parries with dual wielding than a 2-h as a DK, DK's also start way ahead of the curve for parriable attacks, and in fact, dual wielding tank weapons can only marginally increase your risk of parry-haste over that of a warrior with the same Expertise. And after expertise we're nitpicking on half an actual parry (which is only relevant in a giant number statistical average) [Satorri]."

So what's the point here? Well, I haven't noticed any Warrior tanks being shunned from groups for parry-haste mechanics, nor has that mechanic been a particular problem for them. Yet, DW tanking for DK's is on par with warrior tanking when it comes to the same mechanic. Sure, 2H DK tanking may be better from a very selective perspective, but DW tanking has it's own perks as well (more parries, more avoidance, more rune strikes... the threat may end up being a wash since you hit harder with 2H weapons, but more often with two weapons). Also, I'm not trying to answer the question of if DW tanking is better, only if it's viable. I'm trying to debunk the myth that DW tanking suffers from too much parry-haste. Clearly, I think I've shown that it is just that... a myth. So, to answer the question...

Is dual wield Death Knight tanking viable in the 3.2 World of Warcraft?

My answer is an emphatic: Yes.

(Edit: I tried to clean this up a bit to make it easier to browse.  Also, if you're looking for more... I go into detail about my rotation and such things here.)

Sunday, August 9, 2009

3.2 Frost DK DW DPS Run Down

13 comments
Over the weekend, I took the plunge and dove into respeccing and regearing my Death Knight. For those who may not know, Death Knights got a full refund of talent points necessitating a revisiting of my spec. I was rather enjoying the playstyle I'd found, so I didn't wanna switch things up too much. However, I did want to see if the new changes in favor of dual wielding panned out like they were intended.

With that in mind, I went with a 14/57/0 spec. I filled up the "Nerves of Cold Steel" talent as well as the "Threat of Thasarrian" talent. I removed two points from Two Handed Weapon Specialization and kept almost everything else the same.

It's important to note that my aim is to be able to do two things well with this spec. The first, I'd like to be able to DPS in a PvE environment competitively. The second, I'd like to feel competitive in PvP Battlegrounds. Thus, some points are chosen for that sort of utility, even though I know it makes my spec not "the best" raiding spec or "the best" PvP spec. It's a hybrid spec. For instance, my PvP needs are what entice me to spec into both Rune Tap and Chillblains. Keep that in mind in your criticisms :-).

This also reflects itself in my choice of glyphs. You can see from the link above that I'm going with:
  • Howling Blast - To spread Frost Fever and, thereby, Chillblains. Awesome for keeping melee away from demolishers, etc.
  • Disease - One button, one rune refreshing of diseases. Totally a must for DPS as it lets you throw in a lot more Obliterates
  • Rune Tap - For the self/group heal. This is a utility thing that I enjoy. If you're looking for more DPS, go with the Glyph of OB as it is totally worth it.
  • Horn of Winter - These three minors are pretty much "no duh" choices.
  • Pestilence - for the obvious
  • Raise Dead - for the obvious
So, basically, in switching to a Dual Wield spec, I dropped my old glyph of Death Grip (which is great for levelling, but not all that useful in end game stuff, even if I really love the ability) and picked up the Glyph of Disease which is just essential for your rotation. I'm still ironing it out, but it ends up looking something like:

IT > PS > OB > FS > BS > Pest > OB > OB > FS (repeating basically Pest, OB's, FS as they come up and making sure my diseases never fall off. Also, I throw in a HB whenever Rime procs... looking for the shinies around your player)

It's pretty simple, fun, and puts up respectable numbers. With the addition of the glyph, I was doing better DPS than I was pre-patch right away even using my 2h weapon. Then I switch to my DW weapons and saw my DPS go up ~100 more on the same dummy. This is certainly not battle tested, but I would argue that my 2H weapon is far better than my 2 DW weapons, yet still I was putting out more DPS as a DW. It seems to me to confirm the general rumors I'm hearing that DW >> 2H for the Frost tree DPS spec.

I know that in the course of my research, it was tough to figure out what DW weapons to use. I know you want a slower weapon in each hand, but it was still hard for me to find "easy to get" 1H DPS weapons. I didn't want to farm anything, just purchase some stuff because I wanted to test it before I took the plunge. This basically limited me to emblems, seals, and/or currently achieved rep items. In the end, I settled on:
These replaced my two hander Death's Bite.

I'm also working on a DW tanking spec too, but I'll reserve a separate post for that.

So now that I've thrown all this out there, please feel free to shoot me advice and critique. I'm sure I've missed things or could have done things better. In particular, I would love advice on what to look for as far as DW stats on weapons. I find that I don't really understand that stats on them so much right now. Just keep in mind that I'm choosing to run with a hybrid spec for fun, realizing it means I'm not going to "top the charts" DPS wise in a raid. That's not the point of what I'm doing. I want to maximize this spec while retaining the utility in both PvP and some PvE (mostly heroics, maybe some low-end raiding). Thanks in advance!

(edit: In response to some comments and further research, I posted an update here with some clarifications about the IIT buff and how it affected my rotation.)

Friday, April 17, 2009

Frost DPS Death Knight Spec and Rotation for 3.1

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-Or- How I salvaged my Frost DPS spec.

In the second part of the two part series of 3.1 speccing and information, we'll talk about Death Knightery (not as catchy as warlockery I know... I'll work on it).

The Spec
I'm rolling out 3.1 with a 20/51/0 spec. My goal with this spec was to keep as much of my previous rotation as I could, since I really enjoyed the spec prior to the patch. Thus, I wanted to make Icy Touch viable, keep Howling Blast and Frost Strike available to me, and throw some points into the Blood tree for utility and DPS help. I also wanted to focus on a 2H build for now, since I don't really have any good 1 handers to pair up. Here is the work-friendly screenie:
20/51/0

Okay, so keep in mind that this is first and foremost a "fun" spec. I certainly have not focus as much on all damage dealing talents here as I would have on my warlock. I wanted to pick up some useful talents that could help in casual raids and casual PvP. For instance, that is the primary drive behind picking up both Hungering Cold and Chillblains. Neither of those really help DPS, but I like having them just to mess around with.

I steered clear of unholy because I don't want to be disease or pet dependant at all. I know there is more to that tree, but for this toon I'm trying to focus more on burst AoE and burst damage in general.

Similarly, I chose to take Rune Tap for the "free" healing. You'll see in the next section that I'm also grabbing the glyph, because I've really enjoyed being able to help out party members in a pinch. Usually it's like a free pot in a raid situation if things get hairy, or can save my butt in a PvP encounter.

If you're looking for more of a straight raid DPS spec, I'd probably take the points out of Rune Tap and Chillblains for sure and try to put them to use in the unholy tree prolonging your diseases or something of the like.

Other than the points I wasted in utility stuff, the rest are straight damage upgrades to the spells I plan to use. More on that in the rotation section

The Glyphs
Here are the glyphs I'm looking for to make this spec work for me:
Minors That Make a 'Lock Jealous


I pointed out earlier that one of my goals was to focus on a bursty, AoE type build. This is also reflected in my glyphs as I want DnD (I need to buy), I already have Pestilence (range extension is always good), and the new HB (might not be available for a while). All those glyphs should help my AoE damage.

Rune Tap is obviously picked for utility. If you don't like having that ability, there are definitely some other good glyphs out there. With how much I use Frost Strike, that glyph was a high contender for the spot.

Horn of Winter is a no brainer. Extremely useful, same with the Raise Dead glyph. Not having to carry around corpse dust? Yes please.

The Rotation
My rotation prior to the patch was pretty much IT > HB > BS > FS. Since this is primarily a "fun" toon, I didn't spend the time trying to match up cooldowns and come up with some perfectly fitting rune rotation. I've seen a lot of other blogs do that kind of thing and I don't really like it. It just seems to take so little to throw a lot of those rotations off. As such, I just wanted to find something that felt natural, lined up decently well, and wasn't a headache. Also, if things get hairy, I didn't want to be completely lost in a 8 button long rotation. Keep It Simple Stupid.

So my pre-patch rotation really exemplified this. It was a pretty simple priority based rotation, revolving around a few goals. First, I wanted to get my disease of choice up early since a lot of the other abilities had bonuses based off of it (this has since changed), therefore putting IT up early was a must. The bursty AoE of HB was then a next logical just to shoot every time it's off cooldown and frost fever is up.

I threw the Blood Strike in there to keep myself fresh with a death rune. I've found just doing one spreads them out nicely so I don't seem to run out of runes a whole lot. At the end of it all, I'll Frost Strike once or twice depending on where my runic power stands. Rinse, repeat. Simple.

Since IT has been nerfed and HB no longer receives a bonus based on the disease, I had to switch up my thinking a bit from before the patch. I still want to have my DoTs ticking becuase that's just a good idea. I decided though that the rotation could use a little something extra (and you'll see why), so now I'm going with this rotation: IT > Plague Strike > HB (or Obliterate) > BS > FSx2.

So this is a little more complicated. I added PS to put both of my diseases up. My OB seems to hit for a similar amount to my HB, so I mostly use HB unless AoE is a bad idea. When I do use OB though, it's good to have both diseases up. In that case, I'll throw in my BS before the OB so as not to waste the disease bonus. Otherwise, the same principles apply here and I'm usually racking up the RP for Frost Strikes quite nicely. We ran through OS-10 last night and it all seemed to flow very nicely without being too complex.

For AoE, I pretty much put up the diseases the same, then pop a pestilence to spread them, then HB. I'll throw down a DnD sometimes if I'm not worried about aggro (you have to be careful with it, since it is a high threat ability). The rotation doesn't really change a whole lot other than to make sure to get the diseases spread out. I haven't tried throwing in a blood boil either, though I might want to. Before it wasn't worth it, but it's been buffed a bit to offset the loss of pestilence damage.

It isn't the perfect gem of math that folks like The Stoppable Force might come up with, but it works and is a fun spec to play while doing respectable damage. How much? Well, lets move along to the last section I have for today.

Preliminary Damage Reports From The Field
Last night started off on my Warlock in VoA working hard on the second boss. I was very anxious to get some good, practical data as well as learn the new content. As with all learning situations, my numbers weren't going to be ideal representations of what I could do in this shiny new 3.1 world. We had a few good tries and the rotation definitely was simpler, easier to manage when you're learning new stuff. That's a perk. So was the 10k Drain Soul tick on trash. Overall though? I felt my numbers were a bit lower than expected.

I made some gear upgrades just before the patch hit that should have put me over the 3k mark for your average raid (doing a whole bunch more on gems such as Patchwerk). I expected to be above that mark, and I'm just not. I'm probably around 2.8k average. However, I have not been able to run a full Naxx yet, so its kind of hard to compare. I feel I need more data in a non-learning environment to really judge. The positive, though, was that with the simpler rotation, I felt that my damage numbers are evening out a bit. That is to say, I wasn't as abysmal on DPS even if I wasn't as high on the bosses. This gives me hope that in a better situation, I may find that I'm doing better on trash, worse on bosses, but the same overall.

When we went to OS-10, I switched to my DK to give it a try since my 'lock doesn't need anything in there. I'm still not very well geared, having about half my crap as raid items and the other half as quest blues and greens. A couple of the raid pieces are really tank pieces too. I certainly haven't gotten any tier gear yet. Even so, before the patch I was seeing numbers as high as 2.5k on my DK. It was completely OP. A similarly geared melee would be far far worse. I knew a nerf was coming and it did.

However, I'm happy to say that it really seems to be an appropriate nerf. I ran with a slightly better geared unholy/blood DK last night, and was fighting with him on the meters, hovering around a 2k average. This tells me that my spec is at least as viable as the cookie-cutter that he was using, so that's a good thing. Plus, the 2k number isn't unreasonable for my gear level. In fact, its pretty respectable. I was very pleased that I was able to keep the playstyle that I enjoy and not have found it nerfed to the ground.

In short, now that that servers seem to be evening out, I need more data. I need more runs. However, the preliminary indications are mostly positive. Even if both of my classes seem to have taken a slight hit, there are good things there and I'm confident it'll work.

(Update June 8, 2009: I seem to be getting a lot of traffic through here still, so I wanted to link to a post I made more recently in which I give an update on how I'm doing my rotation.)

Friday, April 10, 2009

3.1 Toon Preview Brought To You By Fear.Win

1 comments
Abi has questions... we've got answers...

For Fulguralis:
  1. What spec are you currently? - Let me look... oh right, Affliction. Deep Affliction. To the tune of 63/0/8. I picked up only Bane and Cataclysm in the Destro tree for the obvious benefits. Other than that... straight affliction baby.
  2. How long have you used this spec and why did you choose it? - I've been Affliction since day one, almost a year and half ago now. I love my spec, no doubt about it. I'd have to say it was fate. When leveling, those talents just appealed to me, so I put the points there. Since then, I've tried other classes and specs and just never liked any of them as much.
  3. What are you most unhappy with in your current spec? - Like most aff'locks, I get upset that my DPS takes such a large hit from any interruption due to its complexity. However, I don't want to QQ to the extent that we lose our identity, since the complexity is part of what I like about it. It's a double edged dagger and we'll see how it turns out in 3.1. I also wish I didn't feel so useless on short lived trash. I'd love to have a bursty AoE like an arcane explosion only totally full of shadow and win.
  4. What spec will you be taking in 3.1? - I will be going with the same one. I was Affliction when it wasn't cool, I will always be Affliction.
  5. If you plan on dual speccing, what will be your offspec? - I'm going to muck around with a Meta/Ruin spec for PvP and perhaps PvE trash fun. Mostly I just want to be able to turn into a demon to scare people before I get clothie squished in BG's and such. I want to dual spec just to be able to play with my "non-raid" spec.
For Decedereful:
  1. What spec are you currently? - Frost, 18/53/0. I love the bursty AoE damage of Howling Blast and the simplicity of the spec. Plus I feel like I have a lot of utility in a PvP environment as a DK in general, but also with my Frost talents. I also picked up some of the useful Blood ones.
  2. How long have you used this spec and why did you choose it? - I changed from Blood about two levels before 80 because I had tried out a Frost spec on another server and loved it. I may go back to Blood after the patch (it may ruin my Frost build), as I really liked that spec too.
  3. What are you most unhappy with in your current spec? - Not too much, it's a great facerolling spec that allows me to do damage far above my gear level. I'm sure that's why it is getting nerfed in 3.1. I guess we'll see.
  4. What spec will you be taking in 3.1? - I'm going to try to salvage some sort of Howling Blast inclusive Frost spec first, then maybe go to Blood if its completely borked.
  5. If you plan on dual speccing, what will be your offspec? - I'll probably set up a tanking build for the utility aspect.

Saturday, November 22, 2008

Blood on the Rocks

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Man, there are just so many fun looking talents in the Death Knight trees that it seems very hard for me to choose. I know I want to go blood spec because I really like the survivability of it and the parallelism with being "vampiric". I've always enjoyed that part of warlocky too. I guess it's because I'm an independent player. I don't like having to rely on a healer or tank to get the job done. I guess you could say that about any class, but the ability to drain tank as a Warlock was always something I thought was pretty cool.

In any case, I fooled around with a Blood spec that I think I'm going to shoot for at 80 and here it is:

Is it the best? Probably not. But basically I went through with two things in mind: Does it help my damage or is it vampiric? That second question is more of a "want" than a "need" and probably where my tree fails as a "max DPS" spec. I also wanted to get the top blood tree talent, and wanted to buff my often used abilities in the Frost and Unholy trees, especially the DoTs. That's why you see the points there. Finally, I wanted to be able to resurrect as a ghoul when I die because my Unholy friends were doing it and I was jealous :-). It just looked like fun.

Eventually, for a raid spec, I'd probably get rid of that and some of my points in the unholy tree and pick up some of the DPS oriented talents I gave up. A big one is that second tier 2-hand specialization talent. I didn't put points there right now because I'm not sure what weapon I'll be using at 80. I may really want to dual wield (just because its cool looking or it may be best for my DPS). Until I get there, I really don't know. Thus, might as well use those points to have some fun coming back alive as a zombie now and then maybe respec later.

The same could be said about a couple other talent choices, but you get the idea.

I just wanted to show what I was doing, not pass it off as some "uber" spec. I've always subscribed to the school of thought: "What good is maxing out if you're not having fun?"

The cool thing about this spec is that I also picked up the Glyph of Rune Tap, so that my Rune Taps affect everyone in my party in addition to all the usual healing effects. Thus, we almost never finish fights with lower than 75% health. It's pretty nice and allows a smaller group to do things without a main healer if you're clever. We ran Stratholme with three DKs last week and got to the boss that drops the Key to the City. It took a long time and there were some deaths. But boy was it fun and we were running an instance without a true healer. Pretty cool, IMO. Probably won't work too well as I get to higher levels, but still, fun times.

Saturday, November 15, 2008

Sequencing Even In Death

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As I mentioned yesterday, I rolled a Death Knight and I liked it. The moral ambiguity of the class reminds me a lot of why I chose to roll a Warlock in the first place. The playstyle is addicting and fast. The trees are varied and fun. You start at 55. What is there to not like?

As such, I believe I have found a "main" alt. That is to say, I think I'll be spending a lot of time on my DK. Warlocking is still and will always be my main squeeze, but DK is an excellent change of pace while not abandoning my "evilness". Thus, I brought a warlock's mind to the playstyle of a knight of death and devised a rotation and some macros for playing the class.

I don't know if its the best, but I'm pushing about 480DPS on a level 55 dummy at level 58. That can't be all bad, right? So, here's what I've come up with, feel free to compare notes.

First of, lets run through my cast bar:

  • Button 1: Blood Strike
  • Button 2: Macro "Plagues". I will post this macro in just a moment. This button's purpose is to use spells that apply a disease.
  • Button 3: Macro "Ill". I will post this one in just a moment as well. This button is used for spreading your diseases (ew... but oh so wicked).
  • Button 4: Death Coil... not to be confused with the Warlock Spell of the same name. This one will only do damage to mobs, heals from friendly undead.
  • Button 5: Death Grip. Ever want to be Scorpion from Mortal Kombat? Yeah, awesome spell. Great for pulling or ping ponging a mob around between multiple DKs.
  • Button 6: Chains of Ice. Sort of a DK shackle with diminishing returns over time. Haven't used it a whole lot yet but I'm sure it'll be handy.
  • Button 7: Mind Freeze. Caster interruption spell. Good to have handy as well.
  • Button 8: Raise Dead. 'Nuff said. Fun to raise your buddies as zombies.
  • Button 9: Vampiric Blood. This is a Blood tree only spell and increases my blood tap. Haven't used this one a whole lot yet, but it is mid-range in the tree and will probably start being useful in the "real world".
  • Button 0: Blood Tap. Almost a reverse of Life Tap for Warlocks. Get the talent in the blood tree where it heals your party and you can almost be healer... but we don't that around here. This is just really nice to have to keep you alive.
  • Last two: Not shown, but I always put my pots on these.
Macros:
  1. #showtooltip
    /castsequence [nomod] reset=target/ Pestilence, Death Strike, Blood Boil
  2. #showtooltip
    /castsequence [nomod] reset=target/ Icy Touch, Plague Strike
Okay, so with my short descriptors and now the macros, you may be able to see a playstyle forming here. At least that is my hope.

Single Short Lived Targets
My goal here is going to be to apply an initial disease early (which in turn amplifies your blood strikes) and then go to town with blood strikes. Thus I'd get a button sequence sort of like this: 2, 2, 1, 1, repeat. Add 4 (Death Coil) in there as you generate runic power. This seems to work pretty well and keeps up a nice DPS.

AoE Type Target Pulls
The goal here is to spread your diseases around and do some AoE damage while DPSing a main target. Thus, my button rotation looks like: 2, 2, 3, 3, 3, 1, 1, repeat. Again you can add death coil in there. This is rough to keep up you diseases as they expire, so you may want to swap back to that 2 button when you can to keep up the DoTs. As I'm blood specced, I don't want to cut out my blood strike though, so you just kind of got to feel it out. The nice thing about the 3 button (the second macro) is that you'll spread your disease around, do a nice little hit that will heal you per disease, and then pops all the diseases on all the targets in range. Its a nifty little rotation and should prove quite useful. Death coil is probably less of a priority here, but it does do some nice damage.

Single Target Bosses
I haven't really gotten a chance to work much on this, but from dummy work, I would do the same strategy as I used with short lived bosses. There is no real reason to spread you disease, then might as well focus on your heavy hitters. So I'm going to use that same rotation.

Results
Like I said, with both rotation types I'm pushing over 400 DPS in the blues at 58 straight out of the starting area. That seems pretty decent to me, but I don't really know. My goal here is not to try to say that this is THE spec or THE rotation, but to give an idea of how to play a basic death knight using the same logic that helps make a Warlock effective. I choose the blood tree for its obvious vampiric ties. The health regen is fun. Fuubaar is doing the unholy spec and loves the little minion you get there. We both use similar rotations and get similar DPS numbers. If you love pets as a Warlock, you might like unholy. If you like sucking life while killing, go blood. If you want to tank, that's what that icy tree is for.

All in all, a REALLY fun class and something I can see getting to 80 after my Warlock. I promise not to deviate too much on DK stuff on the way unless I see a lot of interest, but after spending some time working this all out last night I wanted to share. I'm also working on a pre-raid gear list. I'm hoping someone else does a better one that I can just point you to, 'cause its a lot of work :-).

To make a gear list I'm just going to be using the affliction template over at Loot Rank and searching through each slot. It won't be necessarily "the best", but it will give a general idea of what stats are good for 'locks, and what is out there. I will try to stick with "easy to obtain" items, mostly looking for the best quest rewards and maybe some non-heroic instance drops. This will probably take me some time, so don't expect it soon, but I wanted to say that I'm working on it. If someone else does a better job in the mean time, I'll definitely bow to them :-).

Edit: The Warlock's Den has a wonderful Warlock gear guide for the new continent. Not exactly the pre-raid list I want to put together, but really nice all the same.