Tuesday 13 September 2011

Firelanda raid nerfs incoming!

It seems that, from next week (Sept 19th), Blizzard will be nerfing the current tier of raiding.

With the final showdown against Deathwing approaching, we've been keeping a close eye on players' progress through the current Firelands raid content. Before patch 4.3 is released, we want groups who are working on Heroic-difficulty content to be able to get as close to Ragnaros as possible, and we want players who are tackling normal progression to be able to experience as many of the encounters as they can. To achieve these goals, we'll be toning down the difficulty of both normal and Heroic raids through hotfixes in the coming weeks. In general, we plan to reduce health and damage of all raid bosses in both normal and Heroic Firelands by around the same percentage we brought difficulty down for the original Cataclysm raids when Rage of the Firelands (patch 4.2) was released.
We're looking forward to seeing more groups of players face off against the Fire Lord in the weeks ahead. However, before we make these changes, we want to give everyone a final shot at the bosses at their current difficulty level -- so this is a heads up that we're planning to apply the difficulty hotfixes beginning the week of September 19. Stay tuned to the Patch 4.2 Hotfixes blog for these and other live updates to the game as they happen. 

source

This is interesting, in 4.2 they nerfed the Tier 11 raid, but that was old content and players could get much the same rewards from Justice Points. Now they are actually nerfing a raiding tier while it is current, and by the sounds of things, by quite a lot. The amount they nerfed the Tier 11 raids was quite noticeable, fight strategies changed and bosses often just rolled over and died. In my mind it was quite a hard nerf.

Part of me likes this change. It means our guild gets to see more of the bosses in Firelands and get them killed, and it may increase interest in raiding for the current tier.

Part of me doesn't like it though. One wonders if they have to nerf the content this hard, perhaps it was actually too hard to begin with, and they would have been better going with more bosses and a slower ramp up in difficulty.

This action also suggests an even slacker approach to the current tier of raiding. Why bother grinding against hard bosses for a tiny amount of Valor Points, when you can face-roll heroics for far more Valor Points? Why not just wait until Blizzard nerf the current tier of raiding, then go in there with all your Valor Point gear you ground in heroics, and face off against some far easier raid bosses, with the chance of far more progression.

Maybe because grinding heroics is boring, especially 2 troll ones. So although some raiders may well give up until 4.3 is nerfed, I may continue against Deathwing. I just hope there is enough content, and not a short and hard raid, intended to keep us "busy" until the next expansion.

Friday 2 September 2011

Ghost Crawler on active mitigation and DK tanks



Here we have a post by Ghostcrawler on Tanking and active mitigation, with some ideas of how they might go about making us press more buttons. There is a massive description of how Blood DK tanks work at the moment and how they might change them in the future.

They have noticed that now tanks don't need to spam buttons to generate threat, we can actually take it easy and concentrate more on keeping defensive buffs up. I can now concentrate on keep my Diseases up and just spam Death Strike when needed or runes are ready and thus going to be wasted. I can take this time to look around at what is going on, instead of spamming buttons, and plan where I might kite to, or watch or adds, or other tanky things. This is good, and I like having the time to consider the environment and the current fight.

GC discusses the three models, which are "Tank DPS matters", "DPS buttons provide mitigation" and "DPS buttons build up resources", where they will make us again press lots of buttons. I quite like "DPS buttons build up resources", where you build up some resource and can choose to spend it when you need it. It is quite a pain having to save runes for a Death Strike just after some damage, whereas having another resource you can use for a self-heal would solve this problem.

I can't help remembering the last time the water cooler was posted, some changes were made almost immediately. I think in this case the changes will be in 4.3, so we won't suddenly have a different way of going about tanking. Hopefully.

Tuesday 19 July 2011

Firelands raids and dailies rewards for Death Knights

Now is the time to take a look at gear from the new raiding Tier. This is from raid bosses, BoE drops from farming trash and thus the auction house, Avengers reputation from farming trash yourself, valor points from farming heroics, and Hyjal dailies rewards. Plus some crafted stuff.

Dailies
Firelands and Hyjal dailies unlock various item level 365 stuff, which is a mere 6 point upgrade over Tier 11 i359 stuff, but an upgrade nevertheless. If you never raided, this stuff is solid gold and a big bump over 346 heroic items. My plan is to take everything!

Getting to the Molten Front
Fireheart Necklace
Pyrelord Greaves

Vendor (Additional Armaments):
Meteorite Ring
Ricket's Gun Show
Rickety Belt

Vendor (Filling the Moonwell):
Moon Blessed Band
Moonwell Phial

Vendor (Calling the Ancients):
Nemesis Shell Band
Lygar Horn Ring
Dwyer's Caber
Relic of Lo'Gosh
Relic of Tortolla

So I'll be unlocking the Calling the Ancients vendor first, purely because they sell the most items.

BoE trash drops
Bored? Join a trash run for reputation and a crack at some BoE drops. Rich? Head on over to the Auction House or trade channel for the chance at some expensive BoE epics.

Scales of Life
Heaving Pauldrons of Protection
Apparatus of Khaz'goroth
Obsidian Cleaver

It is definitely worth doing some trash farming, for BoEs and the reputation items.

Avengers reputation
While running that Firelands raid trash, you can haz Honoured reputation with The Avengers of Hyjal. But no more, unless you can kill bosses. No sign of Emma Peel either, which is a shame.

Friendly: Bladed Flamewrath Cloak
Friendly: Durable Flamewrath Greatcloak
Honoured: Cinch of the Flaming Ember
Honoured: Girdle of the Indomitable Flame
Revered: Essence of the Eternal Flame
Revered: Stay of Execution
Exalted: Adamantine Signet of the Avengers
Exalted: Obsidian Signet of the Avengers


Valor points
Not killing bosses? Don't let that get you down, just grind 7 heroics into the dust for Valor points! Then die lots in the new, long and quite tricky Zul'* heroics!

Chest (2200 VP): Elementium Deathplate Breastplate
Chest (2200 VP): Elementium Deathplate Chestguard
Gloves (1650 VP): Elementium Deathplate Gauntlets
Gloves (1650 VP): Elementium Deathplate Handguards
Legs (2200 VP): Elementium Deathplate Greaves
Legs (2200 VP): Elementium Deathplate Legguards
Neck (1250 VP): Stoneheart Choker
Neck (1250 VP): Stoneheart Necklace
Ring (1250 VP): Deflecting Brimstone Band
Ring (1250 VP): Serrated Brimstone Signet
Relic (700 VP): Deathclutch Figurine
Relic (700 VP): Relic of the Elemental Lords
Bracers (1250 VP): Bracers of Regal Force
Wrist (1250 VP): Gigantiform Bracers


Neither the Tier 12 head nor the shoulders can be bought with Valor Points, you need a token from Ragnaros and Staghelm respectively. The Legs and Gloves could drop from the new boss in Baradin Hold, Occu'thar. The bracers are BoE, so they could be gotten from the AH eventually (at great cost).

Crafted
Patterns for the crafted items drop from trash in Firelands.

Feet: Mirrored Boots
Feet: Warboots of Mighty Lords
Hands: Fists of Fury
Hands: Eternal Elementium Handguards

Patterns from the vendor from the Firelands dailies:
One Hand weapon: Elementium Edged Scalper
2 Handed weapon: Masterwork Elementium Deathblade

Boss drops
The least likely thing to get, at the moment for our guild, is the boss drops. Mostly because a boss has to drop dead before we get a chance at their shinies.

Wrist: Earthcrack Bracers (Lord Rhyolith)
Hands: Fireskin Gauntlets (Lord Rhyolith)
Ring: Alysrazor's Band (Alysrazor)
Wrist: Bracers of the Fiery Path (Staghelm)
Chest: Breastplate of Shifting Visions (Staghelm)
Chest: Carapace of Imbibed Flame (Beth'tilac)
Feet: Cracked Obsidian Stompers (Lord Rhyolith)
Bracers: Earthcrack Bracers (Lord Rhyolith)
Hands: Fireskin Gauntlets (Lord Rhyolith)
Hands: Flickering Handguards (Baelroc)
Helm: Greathelm of the Voracious Maw (Alysrazor)
Helm: Helm of Blazing Glory (Baelroc)
Helm: Helm of the Fiery Vanquisher (Ragnaros) (Tier 12)
Legs: Lavaworm Legplates (Alysrazor)
Legs: Legplates of Frenzied Devotion (Shannox)
1 Handed weapon: Mantle of Beth'tilac
Shoulders: Mantle of the Fiery Vanquisher (Staghelm) (Tier 12)
Neck: Necklace of Fetishes (Shannox)
Shoulders: Pauldrons of Roaring Flame (Ragnaros)
2 Handed weapon: Skullstealer Greataxe (Shannox)
Shoulders: Spaulders of Recurring Flame (Alysrazor)
Trinket: Spidersilk Spindle (Beth'tilac)
2 Handed Weapon: Sulfuras, the Extinguished Hand (Ragnaros)
Waist: Uncrushable Belt of Fury (Shannox)
Trinket: Vessel of Acceleration (Ragnaros)
2 Handed weapon: Zoid's Firelit Greatsword (random Boss drop)

All these items are of course awesome, but given I don't raid on the DK, I won't be seeing any of them at all.

Tuesday 28 June 2011

Patch 4.2 for Death Knights

Patch 4.2 is live now. What impact will it have on the Death Knight?

General
    *     New Daily Quests: The Regrowth and Molten Front
          o         A large assortment of all-new daily quests and rewards are now available in Hyjal, where players can help the Guardians of Hyjal push back the allies of Ragnaros and establish a forward operating base in the Firelands! In order to partake in the Regrowth and Molten Front daily quests, players must have at least completed Mount Hyjal up to and including the quest Aessina's Miracle. Once this quest has been completed, players should speak with Matoclaw in the Sanctuary of Malorne to take part in the Regrowth efforts.
These new dailies will eventually reward item level 365 gear, in the ring, trinket slots plus one other, depending on whether you are tank or DPS. So there is a lot of grinding to be done (around 31 days to unlock one vendor and thus some rewards but not all), but the rewards are there if you are into soloing or just running 5 mans. Raiders may not bother.

New Quest Chain: Elemental Bonds
    *         A New quest line is now available to level-85 Horde and Alliance characters, bringing brave adventurers to Thrall's aid. The Call of the World-Shaman, the quest which will point players toward Thrall and The Nordrassil Summit, can be obtained at the Earthshrines in Stormwind or Orgrimmar.
Lore-tastic, but also for the loot whores among us, the quest rewards an item level 365 cloak at the end, with a choice of tank or DPS item. So this one is well worth doing. Even maybe for raiders!

Classes: General
  Crowd Control
    *         Many crowd control abilities no longer cause creatures to attack players when they are cast. The creature will not attack the player when the crowd control wears off, and nearby creatures will not become hostile to the player either. However, if a visible player gets too close to the target creature, the creature will remember and attack the player when the crowd control effect wears off. The intent is to make it easier for dungeon groups to manage crowd control assignments and pulling packs of hostile NPCs. The abilities affected by this change are: Hibernate, Entangling Roots, Wyvern Sting (will still cause hostility when it begins to deal damage), Freezing Trap, Polymorph, Repentance, Shackle Undead, Blind, Hex, Bind Elemental, Banish, Seduction.
Now this, if you are a tank, should make heroics easier, if you bother with crowd control at all. Certainly I've seen that no one does bother with crowd control in 5 mans, and I hear not even in the new Troll instances. If you are DPS, move along, we have no crowd control to apply anyway.

Pets
    *         The Aggressive pet stance has been removed and replaced with the Assist stance. This stance will cause the player's pet to attack the player's target. The pet will not change targets unless the master attacks a new target for a few seconds.
    *         The Defensive pet stance will now only cause the player's pet to attack enemies which attack the pet or the master.
Now for those Unholy Death Knights with their Ghoul pet, this change has potential. Assist sounds lovely for instance work, and no more Aggressive means no more pet running off aggroing everything.

Stats
    *         Death knights, paladins, and warriors no longer receive any bonus to their chance to dodge from Agility. Their base chance to dodge is now a fixed 5%.
    *         Death knights, paladins, and warriors now receive 27% of their Strength bonuses as parry rating, up from 25%. This conversion still only applies to Strength above and beyond their base Strength.
This means you should never use Agility on anything, Strength all the way. It also looks like a small buff to parry rating.

Death Knights

# Obliterate base damage has been reduced to 150% weapon damage, down from 160%.
#     Talent Specializations
    *         Frost
          o             Hungering Cold now has a 1.5-second cast time.
          o             Might of the Frozen Wastes now increases two-handed weapon damage by 3/7/10%, down from 4/8/12%.
    *         Unholy
          o             Unholy Might now increases Strength by 20%, up from 5%.
#     Glyphs
    *         Glyph of Dark Succor has been redesigned. Rather than placing a 15% maximum health floor on Death Strike healing while in Frost or Unholy Presence, it causes the next Death Strike within 15 seconds after killing a foe that yields experience or Honor Points to heal for at least 20% of the death knight's maximum health (still requires Frost or Unholy Presence).
#     Death Knight Bug Fixes
    *         The talent Killing Machine can now properly be triggered from off-hand attacks as well as main-hand attacks.
The Frost patch notes have already been hot fixed, so are just included for reference. However the Unholy change to buff the strength increase of Unholy Might by 15% is new for 4.2. What this means is that maybe Unholy is back to being the "best" DPS spec, maybe Frost is. The Elitist Jerks threads seem to indicate that its either Frost Dual Wield or Unholy 2 Handed, but only raid logs will tell.

The Hungering Cold fix was for PvP, which means 1.5 seconds plus some being beaten on while you try to get it off, but hopefully won't affect PvE too much. Apart from it being bloody annoying to have a cast on Hungering Cold.

The Glyph of Dark Succor change means its only useful for PvP or soloing, but even only soloing after you kill something. It is making Death Strike pretty damn useless during soloing or instancing for recovering health, if you are DPS spec. This is mildly frustrating but I guess I'll have to learn to run away instead.

Currency
Valor & Justice Points
    *         All existing Valor Points in the Currency tab have been converted to Justice Points. Any points above the Justice Point cap will be converted into gold at a rate of 47 silver per point and mailed to characters.
    *         The maximum number of Valor Points which can be earned in a week from any and all applicable dungeons and raids is now 980, down from 1250.
          o             The maximum number of Valor Points awarded for completing Rise of the Zandalari dungeons remains at 980.
          o             The maximum number of Valor Points awarded for completing Heroic dungeons remains at 490.
          o             The number of Valor Points awarded for killing a boss in the Firelands is 120 in 10-player mode, and 140 in 25-player mode.
          o             The number of Valor Points awarded for killing Occu'thar in Baradin Hold is 120 in 10-player mode, and 140 in 25-player mode.
          o             The number of Valor Points awarded for killing a boss on Heroic difficulty in The Bastion of Twilight, Blackwing Descent, and Throne of the Four winds is 35 in 10-player mode, and 45 in 25-player mode.
Is someone trying to drag out Tier 12, by limiting how quickly people can gather Valor? Looks like it, doesn't it? If you are over 4k Justice + Valor, best spend some before the patch drops.

Dungeons & Raids
Baradin Hold
   *         Occu'thar has broken free from his cage and presents an all-new boss challenge to players in 10- and 25-player arrangements who control Tol Barad.
   *         All Tier 11 raids nerfed by 20% (my words)
A new boss to pug in Baradin Hold, plus all Tier 11 nerfed by 20% means grinding this content in PUGs has become easier. Sadly Tier 11 normal now only drops Justice points, so you are better off using the Dungeon Finder to run some heroics.

Items
# If a player wins a Need roll under the Need Before Greed system on a Bind on Equip item, the item will become Soulbound to that player. The item will remain unbound if won via a Greed roll.
So no more needing on BoEs to sell on the Auction House, now the only place you'll be selling them is the vendor.

#     Applicable tier 11 items now cost Justice Points.
Rendering all the changes to crowd control utterly pointless, soon everyone will be in 3 piece Tier 11 (I assume the token pieces are not applicable) and associated boots, cloaks, trinkets, etc. Thus crowd control is no longer needed in instances, and we can face roll everything! (This is sarcasm). Still, now there is once again a reason to run heroics, plus the JP I stock piled beforehand can be spent on something shiny and epic.

#     The Keyring bag slot has been removed to make room in the user interface for new features.
    *         Keys which no longer serve a purpose in the game will be removed from player inventories. Compensation for the keys will be automatically provided in the form of each key's vendor sell price in gold.
    *         Keys which are obsolete quest items will be removed from player inventories.
    *         Keys which may still be of use to players will be transferred to regular inventory space. If a player's bags are full, these keys will sit in a backlogged inventory until sufficient space is made available. Once space is opened, the keys will appear in regular inventory upon the player logging out or switching zones.


I remember when they added the key ring to the game, before then my bags and bank were choked with bloody keys everywhere. Now they are taking it away, but giving me back any keys I need? I am really hoping there are no keys I still need, otherwise I'm going to be quite mad I've got more useless keys to fill my bank up again.

Races
    *     All character races now have a /roar sound.
/ flex!

User Interface
           * The order in which characters are listed at the Character Selection screen can now be rearranged and saved.
Best feature of the patch, right there.

So general impressions then. The patch introduces a small number of changes for Death Knights, but no massive heart-tearing rewrites, so that's good. The new dailies are a hell of a grind, but do at least give non-raiders something to do, plus there is a lot of Valor point items on the JP vendor to go hit heroics for. Sadly there are no more Archaeology items, so I guess the best you can get without raiding is still 359 and 365 from the Firelands dailies. The new Thrall quest line looks like it will be very cool, plus there is an epic at the end, so that's all good.

References:

EJ Unholy DPS thread
EJ Frost DPS thread

Friday 17 June 2011

Ghost Crawler explains 4.2 changes

We have a nice post up explaining the tweaking that has been going on with the Death Knight class in Wow 4.2.
We added the cast time to Hungering Cold for PvP reasons. It is one of the most powerful forms of crowd control in the game, especially in Battlegrounds, and yet was impossible to prevent.
Unfortunately this is a direct nerf for PvP which annoys in PvE, even though it wasn't needed in PvE. Still, I guess we can get used to a small cast time, right?
The nerfs to Obliterate and Howling Blast were made because Frost damage was too high in both PvP and PvE. Note that these values were hotfixed -- you shouldn’t see damage drop further when 4.2 goes live.

The Glyph of Dark Succor change was to keep Death Strike from providing so much healing in PvP.
They nerfed the self-healing from Death Strike, but sadly this again stops it doing self-healing in PvE too. Given the heroics these days involve the DPS not taking any damage, this change is a pain because at the moment I can get some health back using Death Strike, using it instead of Obliterate.
The Might of the Frozen Wastes change was a small tweak to help keep one-handed Frost relatively competitive with two-handed style.
This is intriguing, DW was better in 4.1, however in 4.2 it will be interesting to see if 2 Handed Frost is better or not, given equal weapon item levels. I'll keep my eye on the Elitist Jerks thread.
The Unholy Might buff was to help catch Unholy up to Frost in PvE. Interestingly, we didn’t nerf Unholy damage at all in 4.1, but you can still see a small drop in their DPS because so many talented DKs went Frost. I’d love to have the discussion some time about how close two similar specs need to be before players will play the one that is most fun for them and not the one that does theoretical higher damage. Is it 5%? 1%? 0%?
Well, if you continue to design the game to be unforgiving of mistakes, the answer would be 0%. Otherwise more DPS is always better, given that Frost and Unholy both have their play style issues, I'm fine playing either. Plus I get to dual wield in Frost, and that is cool.

Thursday 2 June 2011

Quest grinding done, now for... more unholy grinding?

I've finally finished Mount Hyjal, quested all the way through it and gotten to Revered with the Guardians. This means I can buy the tasty Waywatcher's Boots and I've gotten a nice boost toward exalted. I even got the Cataclysm Lolmaster achievement. All quests done! So what now?

I am still doing the Ramkahen dailies and some Dragonmaw Clan dailies (when I can be bothered), and haz Ramkahen tabard for instances. No, what is now needed, is some serious dungeon grinding, for gears and JPs.

To that end, I am dumping my 2 handed Frost leveling spec. Sure, its awesome for soloing and going boom with some kick-ass AOE. But it relies too much on random procs, and I tend to spend all my time pressing the same 3 keys (Obliterate, Frost Strike, Howling Blast). I am switching to 2 handed Unholy DPS for some dungeon work.

The Elitist Jerks Unholy thread is very good, and has a nice spec posted. I am taking this one here, putting left over points into Desecration (for the slows needed in Grim Batol), more Magic Suppression (for the crazy amount of magical damage in the 5 mans) and finally I took Anti-Magic Zone, because it looks useful and damn I want to be like Koltira Deathweaver. Even though the effect looks a bit poor, and a point in Runic Power Mastery might have been better.

I've now finished grinding Dragonmaw, and got some tanking boots, although they are epic and the stats are probably better than my 333 boots, so I may use them in the DPS set as well. 

Thursday 28 April 2011

Death Knight 4.1 tanking specs

4.1 is here and it is time to talk about tanking specs. Given not many of the Death Knight talents changed, they are basically the same as for 4.0.6, discussed in this post here. One thing of note that I read on pwnwear.com is that because interrupts are now unmissable, expect to see encounters relying on interrupts a lot more in the future. Which means for 5 mans, the spec with Endless Winter is likely to be very useful, and I shall definitely be using that one.

One other thing is don't forget you have a combat res now! Raise Ally was redesigned to be a combat res, costing 50 RP. If someone goes down and you have the time, pop it on them. It is an instant, so could even be cast while tanking. Unfortunately, there is currently no way to glyph it to return the player with 100% health, unlike the Druid combat res which has precisely such a glyph. Even Warlocks, who also get a combat res in 4.1, get a glyph which increases the ressed player's health to 70%. By comparison, ours only gives the player 20% health, which is poor. Please to be giving a glyph kthxbai!

Wednesday 27 April 2011

It's all true! 75 silver cut common gems


In a shock move, the data mined information that cut common Cataclysm gems would sell for 75 silver, instead of 9 gold, turns out to be true!

Most shocking is that the data was true, but also the end of the Ore shuffle is in sight! Well, okay, maybe not, but those useless Alicites I used to vendor will now need to be converted into something else, maybe some dust via the Alicite Pendant.

Wednesday 20 April 2011

New Heroics bring... every gear you need

WoW, WoW Insider have a post up which details the gear coming from the new Troll heroics in patch 4.1, and it looks like pretty much every slot has something to grab for. There is no trinkets or relics, but then there is always the Miniature Voodoo Mask which summons voodoo gnomes! That is cool, and will certainly never get old.

The only fly in the ointment is these instances are heroic only, and there is apparently a higher than 329 average item level needed to queue for them. I am not sure what that is, it might be something close to 346 so you have to gear up in normals and heroics first before being able to get in. Plus, I'm sure the instances will not be easy, so those new epics will be hard-won.

Thursday 31 March 2011

DK tank builds 4.0.6

WoW Insider have a post up with a Death Knight tanking 101, freshly updated for 4.0.6. On there they have a DK tank build which is this one I call the Lichborne build. This is because it includes the Lichborne talent, which turns you undead and thus you can heal yourself with Deathcoil. This is meant to be used as a tanking cooldown for some self-healing when trouble arises, and can be made easier using the following macro:
#showtooltip Lichborne
/cast Lichborne;
/cast [@player] Death Coil 
This will activate Lichbourne, then cast Death Coil at yourself, even if you have another mob targetted. It can be used instead of the actual Lichbourne spell on a toolbar, and spammed to use all runic power in self heals.

Now some people don't like this style of play, and so don't want the Lichborne spell in their arsenal. The build Blood tanking in the sidebar does not have Lichborne, instead pics up Virulence and Morbidity with the hope of some more AOE threat, with diseases doing more damage and threat and DnD having more damage and threat. This removes your Lichborne spell.

Finally, there is a variant of the Lichborne build I called Blood Lichborne tanking 2 build on the site. This one takes a point out of Scent of Blood and one out of Epidemic, to put points into making Mind Freeze cost no runic power. I've read 2/3 Scent of Blood is optimal anyway, so no worries there. Taking 1 point out of Epidemic means diseases will need refreshing sooner, but the bonus is you get to interrupt every 10 seconds even if you are dry on runic power.

Now for 5 mans I think this will be useful because some of the encounters need multiple interrupts, and I have had to do interrupting myself as tank sometimes. For normal mode raids, it may not be so useful because you can have DPS doing the interrupts, or reserve some runic power, but then again if you find yourself having to do interrupts a lot, this spec may be good. In 4.1 the interrupts will always hit, so getting a tank to do them will be more viable than now, where you run the risk of missing.

I am undecided which build to take, I may try the Blood Lichborne tanking 2 build so I can interrupt in 5 mans, at the moment AOEing stuff down is not really done, so single target threat is probably more useful and I can live without more threaty DnD and diseases.

Friday 25 March 2011

Gearing update

I have finally finished Twilight Highlands on the DK, and gotten a nice 333 item level boots reward. Next up is grinding through the Deepholm quests so I can hit revered with Therazane and grab 346 rings, both tanking and Dps.

Saturday 26 February 2011

Ding 85 and now for some gearing

In the Twilight Highlands I dinged Pys the deathknight up to 85. Immediately I thought what gear do I need and what reputations to grind, to gear up for heroics and normal instances. What Cataclysm factions are there and what do they offer?

Luckily Wow Insider have a Death Knight DPS reputation guide and a Death Knight Tank reputation guide. well I say reputation, but those guides cover gear from other sources too.

Faction / tank rep / dps rep
Dragonmaw E R
Hyjal E E
Earthen ring R -
Ramkahen E R
Therazane R R
(If not a scribe, Therazane E E)

On that evidence, Hyjal Exalted then Dragonmaw Revered and Ramkahen Revered and Therazane Revered get a good spread of gear for both specs.

Hyjal can be quested to Revered in Mount Hyjal, but they have no dailies so I would tabard them.

Dragonmaw have 5 dailies, so I intend on doing those when I can. Really Dragonmaw can be dailied to exalted.

Ramkahen have 2 dailies, so those should be done. However, since my aim is revered initially, I will tabard them in preference to Hyjal, to Revered at least. Then it will be between Hyjal and Ramkahen and I think Hyjal have the tank items and Ramkahen have the dps item at exalted.

Therazane can almost be quested to Revered in Deepholm, just 1 or 2 sets of their dailies are needed to hit Revered, so ignore their tabard and grind on dailies to exalted if you need to. My DK is a scribe so I can stop at revered.

Finally ER offer nothing for dps but the head arcanum for tanks. I think a half or quarter of honoured to revered is left once you finish Vashj'ir and Deepholm, but they have no dailies, so this rep should be tabarded to revered. I will likely do ER once Ramkahen and Hyjal are revered.

Friday 25 February 2011

Death Knight Frost DPS leveling build and how to

Having taken the Frost 2H leveling spec for the trip from 80 to 85, it occurs to me that nowhere could I find a guide about how to play such a spec. Sure the places I read about it vaguely mention what you're meant to do, but having played it a bit I thought it would be useful to write down what to do.

Presence
You play this in Unholy Presence, to decrease the GCD so you can mash spells faster, and increase rune regeneration so those abilities come off cooldown faster. Now if you face an AOE situation, you can use Frost Presence for more actual damage while spamming Blood Boil and Howling Blast.

Priority
For single target:
First off is Howling Blast which uses a Frost rune. With the Glyph of HB the target gets Frost Fever, so you've damaged them and diseased them in one hit. I tend to only use Howling Blast (when it consumes a Frost rune) once a fight for a single mob.

Next use Obliterate. This uses one Unholy and one Frost rune. With the Glyph of Obliterate, it does 20% more damage.

Next if nothing else is up, use those Blood runes on 2 Blood Strikes. The talent Blood of the North which you get for speccing Frost, makes Blood runes come back as Death runes, which you can use for Obliterate when they refresh.

Finally you can burn the extra Unholy rune on Plague strike, or if you have it, use Blood Tap to get a Death rune, then Obliterate using the Death and Unholy rune.

All these abilities are generating Runic Power thanks to Chill of the Grave, Might of the Frozen Wastes and Improved Frost Presence. Which you use on Frost Strike generally when there is nothing else to press.

Once the runes regenerate, you continue to hit Obliterate to use the Frost and Unholy or Death runes, filling with Blood Strikes to use the Blood runes.

However, this spec seems to be all about watching for procs from Killing Machine and Rime.

Killing Machine makes your next Obliterate or Frost Strike a crit, and will highlight the spells on the toolbar and put two curved frost graphics around your toon (if you have spell alerts on). This should be used asap on Obliterate, or Frost Strike if Obliterate is not up.

Rime causes Obliterate to give a 45% chance that you get the Freezing Fog buff, which makes Howling Blast free. When Rime procs, HB will be highlighted and a curved frost graphic will appear above your toon. Mash Howling Blast when this happens! Of course, Rime can trigger from a Killing Machined Obliterate.

Sometimes Killing Machine and Rime come up at the same time, in which case I tend to use the Rime effect on a Howling Blast if I cannot Obliterate, then either Obliterate or Frost Strike if Obliterate is still not up. If I can Obliterate straight away, I use Obliterate then HB.

In practice I seem to attack with Howling Blast, Obliterate, Frost Strike and then either Rime or Killing Machine are highlighting a spell which needs pressing, then by the time I've done that, Obliterate is ready again or I have too much Runic power and need to use Frost Strike. Sometimes I can use a Blood rune or two with Blood Strike.

AOE:
For AOE, not that I have done this much, but I suspect its Howling Blast to damage a lot of targets, and put Frost Fever on them, then Blood Boil for the AOE then Death and Decay. Use the other unholy rune on Plague strike. Watch for Rime to do a free HB.

These priorities work fine for soloing, for actual instances, check out EJ for more details of what to do when for optimal DPS.

Healing
If low on health, you can use Lichborne to turn yourself undead, then self-target and spam Death Coil for some self-heals.

You can also use Death Strike in place of Obliterate to self-heal.

Given the massive amount of Runic Power this spec generates, you can summon a Ghoul then sacrifice it with Death Pact for a 25% health heal.

Escape
Hungering Cold will trap enemies in 10 yards in ice, allowing you to make your escape.

Conclusion
Frost leveling is a lot of fun. Sure I miss the days of Blood tank spec being both big damage and lots of self-heals, but the sheer speed that things die in Frost means its very good. I plan on keeping the spec for grinding dailies as well!

Friday 7 January 2011

Rurikhan DK blood guide

Rurikhan again delivers the goods with this video on Blood DKs. Check the big one out there, or on his website.

I am still working through Vashj'ir on my DK. I have DPSed Throne of the Tides but not tanked anything until I get some better gear.