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description= A Death Knight s perspective on raiding, guild-membering, and other World of Warcraft activities.;
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novator i imagine that at some point in cataclysm dks will start doing something odd again we ve had a lot of stuff changed in 4 0 1 and probably a lot more to come in major patches in cataclysm and i hope that blizzard won t feel the need to stomp on really cool things like the 32 39 spec they didn t just nerf it down to acceptable numbers remember it was definitely op they completely destroyed the spec that the rotation was built on by moving gargoyle and howling blast deeper into their respective trees because in their minds the spec was wrong similar things happened to builds that spammed icy touch which i thought were also cool this has been something of a windy post but my main point is that i hope we continue to innovate and do really cool interesting things with our dps rotations as cataclysm matures patch by patch and i hope blizzard takes a cue from this gc post and let s us roll with our weird non intuitive rotations because that s part of what makes death knights interesting comments 4 comments tags 32 39 cataclysm dps rotations dual wielding ghostcrawler wow insider categories death knights opinion the default ui and its flaws 30 10 2010 as you ve probably noticed in patch 4 0 1 blizzard introduced what is essentially a default ui version wow insider gives a brief explanation of it here of power auras a mod that let you create large visible notifications for procs debuffs any number of things at first it was confusing i didn t know what meant what and big things were popping up on my screen confusing me during combat that quickly passed as i became familiar with new talents and abilities and while the wow insider post i linked above says this about bizzard s auras it s simple it s effective and it s pretty i was really impressed with these ability notifications because frankly there aren t really any options the system is just there believe me it s a plus sure there are options to turn it on or off and set the opacity but that s all you get fewer options in this case is better no countdown to be seen i have to disagree that fewer options is better the images are nice yes and it s good that we can set the opacity but frankly that s not better than power auras this isn t really a complaint seeing as how this is the case with almost all basic ui elements that are inspired by addons the blizzard version is functional but not customizable but rather a plea that raiders do not use these over power auras or similar notification systems timing is everything the most important feature that the blizzard auras are missing is a timer when killing machine or rime procs the two frost dk auras i need to know when they re going to run out so i can plan my next few abilities appropriately it s also crucial to know what s going on with other abilities again taking the example of frost dks unbreakable armor on a 1 minute cd needs to be used often and power auras will help while blizzard s won t i haven t yet had a lot of experience with the raid ui but my guess from looking at the options is that it has about half the functionality of grid when i healed as a druid one of the most important uses of grid was seeing where my buffs were and how long was left on them without having to click on players individually grid does this admittedly with a fair amount of setup and does it well limited options too much is too much on the opposite side of things some default ui stuff just does way too much again this comes down to a lack of customizability but leads to a problem of too much information busying up your screen the default floating combat text is a great example of this realistically you don t need to see any kind of damage in a raid environment but it is nice to see when you hit a big crit or something it s also really important to see certain things like immunes parries or misses since that can either mean you re positioned wrong or have been standing in something bad e g dust clouds you don t need to see your dots ticking your pet s attacks other raiders hits white hits etc i set my combat text to display the following any incoming damage above 3k probably will raise this once cataclysm raiding begins since health pools will be much larger outgoing damage above 5k this means i don t usually see non crits or white hits parries dodges misses immunes buffs and debuffs can t control the flow of numbers that s the really important stuff you need to see blizzard s combat text just isn t this flexible and your level of addon customization should ideally reflect how seriously you raid if you do 5 mans and that s it well most of this stuff won t matter but in a 10 minute long boss fight it s extremely important to see what matters most in a clear and understandable way lack of information or missing something in a cloud of text is no excuse for a death so get customizing like stats raiding uis should be min maxed for raiders the barrier to entry is already steep if you want to seriously play your class there s a lot of information you need to know and more and more comes with each patch expansion 4 0 1 for instance introduced entirely new abilities a new rune system more glyphs to work with and an easier way to switch glyphs around and reforging addons are simply another aspect of this many great addons do far too much or far too little out of the box such as mikscrollingbattletext of which i use a very pared down version so when you re going into your next raid pay attention to exactly what you re using the default ui for and how you could do it better with addons no matter how much blizzard incorporates addon inspired ideas these will almost never be ideal for any serious raider comments 4 comments tags 4 0 1 addons default ui frost grid mikscrollingbattletext power auras pve raid frames wow insider categories death knights the fringe benefits beyond death knight raid buffs 25 10 2010 in the process of forming my cataclysm raid group there has been a lot of discussion of what classes we need to get all available buffs as a primarily frost specced death knight i bring a few things 20 attack speed debuff frost fever 4 physical damage taken debuff brittle bones and 10 ranged melee attack speed improved icy talons this isn t much and a lot depends on having other melee hunters in the raid to benefit if i m in a 10 man with mostly casters i m not helping much at all the fringe benefits ams will save me right this buff induced unhappiness got me thinking about what else i bring to the table as a death knight these things won t be unique to dks particularly but they are still important considerations when dreaming up an ideal raid group survival few dps classes have as many ways to stay alive as death knights do paladins and druids come to mind because they can heal themselves in a pinch but that s far more reactive than most dk survival tools the abilities involved are death strike also a reactive tool anti magic shell now with 7 second glyphed goodness death pact and icebound fortitude these survival tools benefit a lot from knowledge of the fight to use some old timey examples death striking after gluth s decimates icebound fortituding in preparation for xt s tantrum you get the point slows chains of ice while not as awesome as it used to be is still a potent slow and there are fights where this matters mimiron s bomb bots for example i also read there was an ooze that needed slowing in the omnitron defense system encounter awesome army of the dead hey don t look at me like that i swear this spell will be the lynch pin of an encounter some day interrupts taunts emergency tank death grip lions tigers bears etc my point in all this is that a class is more than the three or four buffs it brings and some dps tanking healing no matter how much our gear is standardized between classes or however much we re reduced to numbers and buffs each class inevitably brings its own stuff to a raid note i also posted this as a blog azeroth shared topic idea so if you have your own blog check it out comments 4 comments tags anti magic shell blog azeroth shared topic buffs cataclysm debuffs omnitron defense system pve categories death knights one handed weapons a death knight conundrum 21 10 2010 this has bugged me ever since i started dual wielding as a death knight it still bugs me to this day and it bugs me even more given the recent hullaballoo over simplifying stats and making sure each class has access to properly itemized gear changes in this vein include all healers getting mana regeneration from spirit reforging and the removal of arp in favour of mastery arp was worth more to classes that did lots of physical damage compared to classes like paladins and dks whose rotations include magical damage so what s bugging me where are the one handed weapons itemized for dks bad itemization bad oops this post has been edited to reflect the truth as excellent commenter argon pointed out not only can fury warriors also use one handed dps weapons again but there are also a number of properly itemized one handers for dks and fury warriors that have popped up on wowhead so instead of deleting this post which i considered i m going to turn it into a more positive one thanks blizzard since 4 0 1 hit the servers i ve been noticing a lot of little things that just make life easier and more fun so i thought i d take this opportunity to give thanks one handers with dps stats and strength thanks again argon general ui improvements everything looks a lot prettier and is generally more elegant now especially the spellbook guild achievements and leveling the amazing transformation of haste and making it a useful interesting stat for dks it s really cool to have a stat that isn t a straight dps increase like most are the new glyph system that s all i can think of for now there s lots more the only reason i didn t include reforging in the list is because it s just so complex and i have yet to wrap my brain around my feelings toward it comments 6 comments tags 4 0 1 agility cataclysm dual wielding frost pve rant stats strength tanking categories death knights opinion what s changed for frost in 4 0 1 17 10 2010 as i continue to hit stuff in frost spec and read more ej things i keep noticing things that changed from pre 4 0 1 that might not be so obvious so here s a list of the changes and a brief explanation for each one i ll update for any changes i notice in future commenters make me aware of big changes to death and decay the list use km procs on obliterate rather than frost strike with the new patch and talents ob hits harder than fs so all killing machine procs should be used for ob do not however wait for ob runes to come back up if you can fs delaying attacks is almost never a good idea given how close to gcd capped the rotation is frost fever no longer has to be up for us to do any semblance of damage yes diseases are still great but the talents that buffed our damage by a lot when ff was up are no longer so it s safe to dps down low health adds without applying diseases if you re using glyph of hb however you re still going to be applying ff as you run towards the adds anyways don t pestilence for low numbers of adds just hb tab cast plague strike pestilence lowers disease damage by 50 and so now it actually is more profitable to cast ps tab and cast again hb glyph takes care of ff and when casting lots of hb vs ob you get excess unholy runes so use them on ps howling blast is no longer affected by killing machine this is a bonus for single target damage but a big loss for aoe damage no longer can you crit on 10 targets at once with one hb frown death and decay costs one unholy rune holy crap this is what happens when you don t pay attention to changes for a while then log in and have a number of wtf moments at the things that changed obviously this makes it a lot easier to fit into aoe rotations and so should almost always be used especially true because hb aoe rotations leave excess unholy runes as mentioned earlier ams no longer energizes us with rp when absorbing damage it only does so if you have the talent in deep unholy this sucks but really we have few excess gcds so it s not a big thing runic empowerment means you have to stay on your toes this is a change for all specs but it means that your rotation is even more priority based than it was in previous patches having random runes popping up unexpectedly and with no internal cooldown is both a frustrating and incredibly rewarding experience it really makes dpsing more interesting than it was previously and also makes the ability to see runes clearly requiring a good addon magic runes being my favourite and react quickly a lot more important than pre 4 0 1 what else have you noticed that s changed for frost or dks in general comments leave a comment tags 4 0 1 dual wielding frost categories death knights how to write a successful leveling guide 14 10 2010 this is not a post about how to level your dk this is a post about how to write a leveling guide that will do more than just tell people what zones to go to in my opinion leveling guides are more about how you should be shaping your character especially in terms of gear talents specs and important things to learn on the way to max level no it won t tell you how to level a dk it s not very hard but instead some tips for writing a leveling guide ding include a spec if it isn t obvious what order points should be placed then you should make a note of that for example with this unholy spec you re better off putting 2 points in butchery before getting gargoyle subversion since 20 rp on a kill is really quite useful more so than some extra crit or a 3min cooldown if you re going to outline each tier individually as shown here make sure to include what the end result will look like i would suggest only including one spec that is generally agreed to be the best leveling spec people reading leveling guides are often focused on speed rather than exploration so including only the most useful spec will be helpful to readers note spec includes things like glyphs pet talents etc discuss basic rotations for an unholy dk this means something very basic for example put up diseases cast scourge strike cast death coil cast blood strike highest priority to lowest explain instance roles and strategy writing for mages note some beginner tips on how to sheep things while still doing effective dps such as using focus macros writing for death knights depends whether you re advising tanks or fledgling dps dks for a tank discuss when oh shit buttons should be used for a dpser mention what types of mobs usually die first spellcasters healers for example or how important hitting mobs from behind is learning these types of things as you level helps immensely when thrown into the craziness that is max level raiding note any class specific leveling habits one example hunters what pets are good for leveling tank pets e g turtles or dps pets e g raptors to use another example what ...
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