Some blue post about a beta patch said DKs got a new ability called "Festering strike" , or something like that? What rune(s) is it to use?
Cause I'd be pretty glad if it was blood runes cause blood strike is shit
Some blue post about a beta patch said DKs got a new ability called "Festering strike" , or something like that? What rune(s) is it to use?
Cause I'd be pretty glad if it was blood runes cause blood strike is shit
It's too be used in conjunction with Scourge Strike for Unholy since Scourge Strike now only uses one unholy rune, doesn't have much use for Blood or Frost.
Frost maybe not (at least not in PVE), but Blood can use the 1 Unholy rune DnD with it to keep FU pairs.
While I agree that unholy gets the most leverage out of it, I think it's meant to be used with all specs. Also I believe that the 2-rune abilities are now supposed to be considerably harder hitting than your single rune abilities.
The big question though is where will it fit into the rotation of Frost and Blood?
Not Blood at least because we will still use Death Strike for our 2 Rune ability (Forst and Unholy) to proc Death Runes. Yes DnD is getting dropped to one Unholy Rune but it will no longer be necessary to maintain large AoE threat. Blood Boil has been fixed to be more useful and usable more often thanks to Scarlet Fever (extra diease proc'd from Blood Boil) and Crimson Scourge (40% extra damage and makes Blood Boil cost no Rune when u use Plague Strike). The extra diease from Scarlet Fever is a double win for Death Strike as it means extra heals.
I think we need to start prefacing every new thread on DK forums: "Scarlet Fever counts as a PHYSICAL debuff, not a disease"
DnD is not just for AoE. Right now in live it's the best threat per rune ability we have, single target or aoe. If it maintains high threat, it can be worth throwing in on single target.
With Epidemic, 2 festering strikes gives diseases 1 minute durations. Outbreak has 1 minute cooldown. Applying diseases with Outbreak lets you get more threat with a DS instead of IT+PS.
2% may not sound like much per hit, but over the course of an extended fight it all adds up.
Let's just say, for example, Boss #1 melee hits for 30,000 after mitigation by a Warrior which will mean a Death Knight will take 30,600 damage.
Lets now say the boss hits at a speed of 2.0 and the fight is 5 minutes long.
This means that the Warrior takes a total of 4,500,000 damage over the course of the fight and the Death Knight takes a total of 4,590,000 damage over the course of the fight.
A Death Knight taking an additional 90k damage compared to a Warrior over a 5 minute fight does, imo, warrant the use of Death Strike.
And that was based JUST on standard Melee Hits, you still need to add in the special abilities and any "Continous Raid Damage".
...
My god, did you not even read the context of my original post?
The reason im talking about us taking more damage is BECAUSE we heal ourselves WITH Death Strike.
Earlier on in the thread, Shelly said Death Strike might no longer be required, which is what my counter-response regarding lower mitigation was about and that we WOULD need Death Strike.
Fucking read an entire thread before posting mindless drivel, Jesus Christ.
Yeah the absorb sheild is going to either make our mitigation better, even or (and this is worse from a design perspective) as its our mastery it will ramp up as gear/mastery level do making us still slightly worse early in the xpac but ridiculous and possibly requiring a nerf late in the xpac. All of those predictions are depending on its specific scaling overall though.
Mixelphlick 80 Gnome mage
Beetstick 80 Gnome deathknight
i think the difference in mitigation compared to warriors (for example) might be more about 5-10%. but still, there will sure be situations and fights were doing extra dmg is better than taking less.
the question is though: what will do more dmg (with all effects on rotation, diseases, ect) - ds+hs or fs+ps/ns?
edit:
the boni of the other tanking classes reduce their damage taken too. so death knights won't increase their survival potential more trough mastery rating than, for example, warriors.
so bosses in added raid dungeons will be designed with all mastery rating in mind and all tanks taking less dmg.
Last edited by Sy; 2010-07-29 at 08:41 AM.