It has nothing to do with physical strength, look up some info on carpal tunnel syndrome and repetitive strain injury before you comment.
I laught at people who already saying something like "Im rerolling, we are slow now!!!! we are bad!!!! we are doomed!!!". Guys if you did not realise yet... its only beta. Really, its beta, you probably dont trust me but its not on live servers yet.
You even dont know how many times things will change...
^
i like you. except the rogue part. ill stay true to my dk even havin been deployed for a year....but i agree...the tight timing of the class really distinguished good dks from bad dks.....i imagnie there will be a new dsitinguishing feature in cata...but i liked how they pve'ed in wrath
*blah blah blah its beta..subject to change... disclaimer*
I decided I'm either gonna change from dps to tank on my DK, or reroll. I was already getting bored of being DPS, and I'm not a huge fan of the new rune system.
I had an interesting solution to this problem of "emptiness" in the Death Knight playstyle now. Of course, one solution would be to stack a shit ton of haste, another to fill the trees with more "proc a free X" talents, and another to simply lower the rune refresh rate to 8 sec per rune or something. But this idea may be a bit more interesting.
This is the idea. Change Blood Tap into a 40 Runic Power Death Coil replacement that does something along the lines of X damage at 150-200% threat, and maybe heal the DK for some of the damage done or something. Blood has craploads of active abilities as it is right now and Blood Tap is probably one of the less useful for a serious raid boss encounter, so it would possibly be the best to modify. Then, change Rune Strike into a zero cost melee ability with no cooldown, on the GCD, that does low weapon damage and a secondary effect that does something along the lines of providing a stacking buff that increases the Runic Power generated by your next Rune-cost ability by some small percentage.
By doing this, you give Death Knights a "filler spell" to use in their new, yet slow, dynamic rotation. This spell would do low damage, so as you scale up with haste and for Frost, Mastery rating, you would use it less in your rotation because it would be easily replaced by Frost Strikes and proc abilities. Not only this, but it would be very dynamic in that you may spend all your runes right at the start of a fight, spend all of your RP, and then spam this ability to fill time. But by spamming it, you are altering the next "rotation" of abilities by changing the amount of Runic Power you are going to spend or get, thus reducing how much you spam it during the next cycle because you will fill more GCDs with higher damage abilities.
Just a thought. Obviously it would need to be carefully tuned and would probably require that other damaging abilities be fine-tuned as well so that it wouldn't result in a flat out DPS increase that overpowers DKs in PvE. But they will be fine-tuning every ability anyways during Beta and the first few patches out of Beta so I don't see a problem with that. And it would lower special ability damage which I am already concerned about, considering I mathed out my Naxx geared DK and found my Obliterates would hit for 6k base with a 2hander.
Last edited by elseagoat; 2010-07-16 at 11:07 PM.
UGH i know what you mean!
Yea yea....
im not so worried about the rune system atm its more the wording on ds pve only wtf is that