Tuesday, September 30, 2008

Tanking mitigation thoughts:

What do you guys think?

IBF is both a blessing and a curse, although it is a far cry better than what it was in alpha (45% armor increase and stun immunity). However, it has since created nothing but problems for both us, and other classes.

It's a blessing in that it's essentially shield wall on a 1 minute cooldown that also grants stun immunity for a dirt cheap RP cost.

It's a curse because our total mitigation package seems to be balanced that it's used almost every time it cools down, which as many have pointed out, is not always ideal.

Emergency cooldowns should be for emergencies. From what I have seen from other people's math and theorycrafting on these forums, however, it seems that IBF is not balanced as an emergency button, but part of our total mitigation package.

It's a great cooldown, for sure. I just seem to be gathering that most people would rather have a flat damage reduction increase across the board at the cost of IBF mitigation, making damage intake less spikey as a whole.

And to be honest, I'd almost argue that IBF is probably too good in PvP as well, as Zeth and myself have pointed out on a few occasions. The fact that we had a 15S cooldown AMS (plus access to 1 min IBF), both of which could be used for extreme magic damage mitigation, made us pretty OP in PvP. I believe the wrong step was taken to correct this, without first properly addressing the PvE side of the issue.

I'd argue that IBF should probably go back to being a less essential, less game-breakingly good ability on such an OP cooldown (where it's only really OP in PvP). IBF needs to be toned down, base mitigation needs to come up (probably in frost presence), and AMS needs to be available more often.

Perhaps I'm alone on this, but I believe it's not good for the class as a whole to leave IBF as it currently stands. I'd rather see it going back to being a big armor increase + stun immunity, and drastically drop the cooldown of AMS for magic damage mitigation (which is more fun to use anyways, as well as what we need more of in PvP). Then, I would argue that in frost presence, our base mitigation of armor and magic damage mitigation needs to be raised by 10%.

The problem is IBF doing too much, too often. This hurts the dev's ability to balance our minimum mitigation without making us OP tanks in PvE with an IBF on a 1 minute cooldown. It also makes balancing our mitigation in PvP hard, since IBF steps on the toes of the role of AMS to a large degree, as it also provides a ton of magic damage mitigation. Shouldn't we have one cooldown for mitigating physical damage for emergencies, and another for magical mitigation? To compensate for the loss of the 1 minute shield wall, reinstate it to what it used to do, and provide high levels of physical mitigation via increased armor (and parry + dodge for use with the new rune strike?) + stun immunity. Raise the base mitigation via armor another 10% or so. Remember. We cannot block. It should be OK that our armor is higher than warriors. It shouldn't be a nightmare for healers to heal DKs through extremely spikey damage. Base mitigation is key. IBF as it currently stands is ruining this for us.


AMS needs to have it's cooldown brought down significantly (20-25s), as well as possibly reducing the damage it absorbs to around 50% or so untalented. In addition, our base magic mitigation in frost presence needs to be raised another 10% to make up for the loss of mitigation on IBF.

Thus, we'd have better PvP balance, and be more viable PvE tanks as well.

If anyone disagrees, please feel free to say why.

Monday, September 29, 2008

Is unholy still too good? Probably.

Post.


Q u o t e:
I play (amongst other classes) a hunter & this is the class I have raided for most of BC with. Obvious similarities aside I can't help but feel that Unholy is to DKs what BM was to Hunters - the superior spec for most situations.

The testing I've done has shown that Unholy does better DPS for levelling - better DPS for instancing, arguably more powerful in PvP, too. It has less healing capability than Blood certainly but DS does good enough for me that downtime is not an issue. Unholy gives exceptionally superior AoE DPS - primarily through talents like wandering plague - but this is the only class/spec (other than prot paladin) where I've noticed my DPS rise substantially if I deliberately pull more than 1 mob - and climb quite fast the more mobs are added.

I'll freely admit that I tend to min/max somewhat but unholy really does just seem much further ahead in just about every aspect of the game - so my questions are these:

Is there any outstanding benefit to speccing anything else other than an unholy?
Do other specs (primary focus either blood/frost) start to catch up to unholy at 80?

I'd like to note that I'm not asking or suggesting that unholy be nerfed & I understand that heart strike isn't doing the damage it should be. I'm just finding a moderate disparity between unholy in any situation (PvP/PvE instancing/soloing) and either other spec.


All valid concerns.

Unholy seems to have quite the monopoly still on most major aspects of the game. As far as tanking goes, it's quite clear that bone shield is technically superior to it's counter parts in just about every way possible, save for the possible exception of vampiric blood in pvp with a druid rolling hots on you constantly.

Unholy also seems to have the best abilities for scaling towards large encounters, as well as good single target threat (damage).

Unholy has access to AMZ, which now with it's new scaling mechanic, will probably be seen as the superior raid AOE magic damage mitigation tool when compared to acclimation, as acclimation no longer seems to stack with frost aura, and is too RNG-based for most to appreciate (self included).

Desecration fills the role of providing a very handy "frost trap on demand" for pvp scenarios, as well as keeping a tight leash on mobs, which again lends itself very well to multi-mob tanking and AOE scenarios.

I'm also troubled that a passive talent such as wandering plague can keep up with damage/threat scaling in multi-mob scenarios about as well as the damage frost DKs gain via speccing into howling blast, which is an active 1F1U ability. Clearly this means that howling blast should be doing more damage than it is, considering it costs so many runes to use effectively.

In addition, it seems that scourge strike is also the most spammable single-target big hitter any spec gets, as you can squeeze in 3 scourge strikes per rotation, thanks to epidemic rotations. Not only is it the most spammable, but scourge strike (thanks to all the synergies of the tree) is also the hardest hitting 1F1U ability any single tree gets. This fact requires the use of the cinderglacier rune forge, however.

To top all of this off, unholy also has virulence and unholy command, both of which seem as required for pvp as things like vile poisons, improved stings, and improved intercept (on live right now). Death grip is too good to not talent a lower cooldown, and our disease dependency screams getting virulence against 3 out of the 4 healers (which any team is almost surely to have at least one of). And again, let's not forget how valuable desecration is now that chains is dispelable.

TLDR version: Unholy has the best AOE damage/threat via mostly passive or easy-to-use abilities such as unholy blight (which is great for spreading Ebon Plague, which makes all the other AOE abilities scream in joys of synergy). Unholy also enjoys access to the best on-demand physical AND magical mitigation tools in the form of bone shield, magic suppression, and AMZ, in addition to our highest damage single target hitter. Unholy also enjoys the monopoly on some of our best pvp talents.

Friday, September 26, 2008

PvP feedback on the changes (nerfs):

As far as chains goes, it's just a little bit frustrating having both dispels and freedom counter the snare, and without putting 1 point into chillblains, I can't cover the snare with other debuffs the way frost mages can cover nova/sheeps with winters chill, locks can cover fears with more dots, rogues can cover one poison with another, etc.

There were essentially 3 things that really made chains of ice really strong:

1. Undispelable.
2. Incredible range for an instant root/snare.
3. The amount it snares (as it's technically a root at first without DR)


When you combine them, it's over the top. I'm guessing because if you went with changing either point 2 or 3, you'd end up with just another hamstring, which is effective, but boring. Class homogenization sucks, but then again, so does getting kited. I hope this isn't going to be the final implementation.

Perhaps our PvP gloves should probably updated with a new bonus. Perhaps one that grants either an additional cooldown reduction on death grip (which is incredibly good when combined with chains), or a buff to the undispelable chance for chains instead.

A five second reduction off a 2 minute cooldown on strangulate (which is a nerf that I think was a bit overdone) has suddenly lost a lot of appeal. :)

Also, I feel like AMS is just another psuedo Cloak of Shadows now. The thing about AMS was that it was great to use to absorb damage, which filled RP, which could then be used for different purposes.

Can we just get the immunity to CC effects removed, and have the cooldown significantly lowered? I don't want to be immune to magic classes, but merely take less damage from them. Being immune to binary spells is what realy made the ability stupid. I'd be more than OK at this point if I could simply get feared/polied when it's up.

Using AMS to negate damage in pvp and pve was cool, especially when it had this neat mechanic that let you charge RP while getting kited by someone nuking you. Even if you lowered the amount that it absorbed, that would be fine. A 1 minute cooldown AMS feels pretty gimmicky right now, and it really takes a lot of the fun factor out. Make it less effective than before, but available more often.

It's a fun ability, but no one wants it to be overpowered (especially non DKs), and DKs want to actually be able to use it.

I don't think AMS should make DKs immune to CC and damage (or mitigate most of it) at the same time.

Look at zerker rage for warriors. Fear immunity every for 1/3 of the match, at least. Can you imagine how people would feel if it made you immune to both fear AND an entire line of damage (magical or physical)? People would be saying the same thing about zerker rage if it was like that. You can't have both. It's just not fair or balanced.

It really needs to be one or the other, and being immune or having high mitigation to magical CC just doesn't translate as well to PvE, nor does it work well with that whole 'absorb-damage-to-charge-RP' thing.

Thursday, September 25, 2008

Completely not wow related at all, but:

If anyone's wondering what's really going on with the U.S.'s economy right now, you might start looking here.

I sincerely hope anyone who even remotely cares to watch it. You even might learn a thing or two.

Latest build thoughts:

I had time to mess around with the changes a bit last night, and I wanted to bring up a few things. Some of these things have been around and still need looking at.

Blood:

Subversion: Now that blood strike has seen more love (and obliterate will soon, if I'm not mistaken), this is an even better talent.

Scent of blood: still only works against melee and ranged, and not against application of spells. Now that AMS cooldown has been pushed back considerably (which I often used for RP generation vs spells), is it possible to have this affect spell applications as well? Would this talent be overpowered if it procced off of auto attack damage as well? It's pretty useless right now if you're on the offense and noone is hitting you back.

Vendetta: One of the best grinding talents we have, but ultimately useless at 80. Unholy has necrosis for auto attack damage. Can't this provide an ancilary benefit via additional lifeleech via auto attacks only, or something else to make it more attractive at end game?

Blood aura: Out of the 3 auras, this one is the most underwhelming. 2% healing sounds nice, but it isn't exactly going to keep your rogues alive and topped off through AOE damage in raids and such. Also consider that unlike frost and unholy aura, not everyone in your raid will even really benefit from this aura. It only helps those that are dealing damage. Frost and Unholy aura, on the other hand, help everyone. Please consider buffing this talent.

2 Handed Weapon Spec: Very similar to the warrior talent, but ultimately not as useful per point spent. Why? Because a lot of our damage, even if using 2 handed weaponry, does not come from strikes (even as blood spec). A lot of our damage also comes from diseases, icy touch, deathcoils, a ghoul, or other abilities if going down another tree. Initially looks attractive for frost strike users, but ultimately turns out to be under-budgeted for that type of build due to so much of deep frost/unholy's damage coming from non-strike damage. Could be deeper in a bit for more emphasis on blood builds, or buffed a hair.

Death Rune Mastery: Great talent! I like this one a lot. It's good for just about any build, really. The death rune concept, while useful in altering rotations in pve, is probably 4x more useful for pvp uses and applications. Being able to switch your rune config around to allow for using chains of ice x4, or multiple blood strikes, blood boils, etc is insanely useful in any scenario that doesn't allow for standard rotations to be used (PvP). I am heavily biased to pick up any death rune talents in pvp builds for that reason alone. If I had any wish, it would be to have DRM switch places with 2H weapon spec in the blood tree, making this death rune talent easier to access for something like frost (which also uses heavy amounts of obliterate). In addition, it isn't rare for unholy users to death strike, and any unholy pvper would benefit greatly from this talent as well.

Strangulate: 2 minute cooldown? I get one ranged silence, maybe two per fight now. This makes using it more skill-based, and makes it less spammy, I understand. But 2 minutes seems pretty over the top.

Frost:

Killing Machine: Not really digging this talent anymore, at least not at my current gear level (which is probably the problem). My auto attack crit % is pretty low (13% chance without dark conviction?). This means that, assuming max hit rating, I have at best a 6.5% chance for this talent to proc. When you factor in things such as resilience and other crit chance reducing abilities (Molten armor, demonic resilience, etc), I have somewhere around a 1-4% chance for this talent to proc, which is pretty awful.

Yes, this talent becomes more attractive as my crit chance increases. If I can assume to have 34% crit chance in end-game gear, that gives me a 17% proc rate off of auto attacks (again, assuming max hit rating). Better, but it's still only a 17% proc rate to do double damage on one of my main frost attacks. What's the problem with that you ask? Well..

Subversion + rime = 24% extra crit chance on obliterate, before gear. Factor in just my base crit chance of 13% right now, and it becomes 37%. Add annihilation and it's 40%. So the fact that obliterate has an innately high crit chance via good supporting talent picks makes killing machine less desirable.

Rime = Icy touch will have a very crit chance as well (can't see my char sheet for spell crit right now, so I can't give the math).

Howling blast = Damage is disappointing, so unless I'm AOEing something, I'd rather blow a killing machine proc on something else anyways, such as frost strike.

Frost strike = Damage is about equal to obliterate right now. This is where killing machine procs are best spent.

So, what does that mean? Killing machine, although available early in the tree, isn't really useful unless you're deep frost and want something to boost frost strike damage. Anyone who doesn't go deep in the tree, will skip killing machine, as their icy touch damage isn't amazing. People who go deep in the tree for howling blast, would probably rather use the proc on obliterate anyway, since it does more damage. People who go deep enough for frost strike will just only use it on frost strike when available.

For these reasons, it feels expensive for the 5 points, the placement feels wrong in the tree, and the fact that it only works off of auto attack crit chance makes it unattractive for pvpers.


Howling Blast: Damage is underwhelming. To be useful in AOE rotations, the actual cost essentially requires a blood rune, making this technically a 3 rune cost ability to be used for the damage it's balanced around. The damage is underwhelming if the extra targets do not have frost fever. This ability also feels a bit awkward to use in rotations as well, because of the pestilence requirement to make the most out of this. It really just feels like a 3 rune ability. You only use it when AoEing, because the single target damage is always less than that of obliterate, especially if frost fever isn't up on the target. If you use it without spreading frost fever first, the damage is just bad (500 damage at 80 with 2400 AP).

Also, it's worth noting that this talent can probably be skipped for pvp, as it has a huge diseases dependency, and you're better off using obliterate instead every time. If you want to blast a single target, obliterate is better, diseases up or not. You're not going to AOE a group of players down when it's doing 2250 damage on a crit when frost fever is up.

I almost wish this ability was swapped with hungering cold, did significantly more damage with a higher cooldown (back to 10 seconds), and had it's disease dependency tweaked.

The old howling blast we had felt more like a 51 point talent than hungering ever has.

Rime: Doesn't feel like a good talent because howling blast feels pretty weak, for reasons already stated.

Hungering Cold: I still personally think that hungering cold would have been better served as a 1F1U talent. An emergency CC should be used with a more readily available resource. The problem, then, is it interferes with the so many other 1F1U abilities we have as frost.

This talent is OK. I've used it in a few arena matches, mostly to end up forcing a trinket. It's useful, but certainly doesn't "wow" me. You also only get one shot with it per minute.

Blood of the North: Doesn't need to be a 5 point talent again, does it? Feels too expensive.

Chains of Ice: Now that this is dispelable, can we please just have it apply frost fever at the core level now? The fact that it doesn't already screws with pvp rotations right off the bat. Players don't need to dispel anything to screw with our "standard" rotations. The fact that Chains doesn't do this by default mimicks this problem already, as it puts this 3rd frost rune requirement in. We can't chains, and apply frost fever, and do a 1F1U ability in the same rotation. We have to pick one, and not using chains is often not an option. Please consider fixing this, and reworking endless winter.


I'll get to unholy later.

Wednesday, September 24, 2008

DK Changes from today's patch thus far:

I haven't been able to compile a complete list, as I'm still at work. However, here is a sneak peak at what's changed for us this patch (not a complete list):

Damage Buffs:
  • frost strike buffed back to 60%
  • obliterate bonus damage increased by around 35%
  • death coil damage tripled
  • plague strike bonus damage tripled
  • icy touch damage doubled
  • blood strike bonus damage tripled
Survivability Nerfs:

  • Anti-Magic Shell has a 1 minute cooldown
  • Strangulate has a 2 minute cooldown
Survivability Buffs:
  • AMZ buffed to 14k

So, who saw these coming? =]

I'll update this later as I get time to test things out. Overall? Looks great. Our damage sucked, and our survivability was over the top. This is a nice shift of focus.


Thoughts on the chains of ice changes:

Everyone is up in arms about this. What most people don't realize, however, is how much better chains is than it used to be, even with it being dispelable now.

It used to have a 20 second cooldown, and cost 2 frost runes. Now it has half the cost, with no cooldown. It's fine, but I want to bring up a few points.

First let me state, as I did in this thread here, that it's current iteration is really, really overpowered.

Here's why it will be fine:

  • The mere fact that we can apply snares (that are almost a root), instantly, that will often stick even if dispelable is more than enough to make it workable.
  • Where are all the people that were just saying we shouldn't be balanced around 1vs1?
  • Chains of ice, in it's current iteration, is hands down the single best snare in the game, BY FAR. Nothing else even comes remotely close to it's effectiveness.
  • It's like imp hamstring 100% of the time, and can be applied from 20-30 yards away.
  • If you're grouping with other people, they can help cover the fact that it's dispelable with debuffs of their own, or putting DPS pressure on the snared target.
  • Like I said earlier in another thread, you have to make a choice: Dispel, or heal. You can't always do both, especially if the DPS pressure is being poured on hard.

And, as I list here, it's actually going to be more balanced than you think.

Here's why:

Shiv: (with crip poison)
1) Dispelable with a 30% dispel resist rate via vile poisons
2) Quick and cheap to apply
3) Melee range
4) Builds a combo point to be used for burst or utility

Chains of ice:
1) Dispelable, with a 30% resist rate via virulence
2) Quick to apply, though slightly more costly, relatively speaking
3) can be applied from 20-30 yards away, and is a better initial snare than any other for the first part of the duration
4) builds runic power to be used for burst or utility

So the difference? One incurs slightly more of a DPS penalty (chains, due to rotations and FU burst), but can be applied from a much further range.

The damage loss, however, can be made up for in other areas. This is an extreme example, but imagine if death coil suddenly did 10x more damage. You'd really start caring about building up RP quickly, and wouldn't care which runes were expelled to do so, would you not? Chew on that for a while. There's more than one way to skin a rogue.


So as I said, there brings up the point: What about our damage? Do we have to rely on others to force GCD options between dispelling and healing? Right now, I would say absolutely. Should it be this way? Not if Blizzard wants us to be viable melee classes on our own without relying on burst or damage from others to put enough pressure on healers to ignore our debuffs (including chains). That's up to them, but I personally feel as if our burst is lacking.

If you want a more in depth example, please referrence this post.

I'll paste it here:

Q u o t e:


I never said chains of ice isn't powerful. But with ALL nefs combined, we will be laughable. It might be the strongest root in the game, fine, nerf it so it doesn't have the initial 0% movement speed. Just don't make it dispellable. Its not like we can spam it. It's twice every 10 seconds, unless you have deathrunes. Then you're nefring your dmg.

90% of the time I agree with you Jayde, this time I think we got hit too hard PvP wise. I've said this before, LAST thing I want is to be the ret pally of BC, which had to wait 1.5 years to get any sort of buff because Blizz finally figured out they suck in every single arena bracket.



To be honest, I don't think we put out enough damage to warrant a tough choice between healing through it and dispelling things off. That's the bigger problem.

Look at it from the other side of the coin. If you have a rogue beating on you as a druid, you have several choices, depending on how much damage you're taking and how quickly.

You can:

A) Try to CC the rogue off first.
B) put up abolish poison first
C) Bark skin first
D) Start spamming lifeblooms + rejuv first
E) NS + HT yourself up quickly.

Depending on how much damage you take, you might start with option a and b first, to mitigate future damage if the stream of damage you're taking isn't too bad. This lets you be more efficient with mana spent on healing.

The more damage you are taking, the quicker the later choices start becoming more attractive. The slower and more steady the damage comes, the more attractive the earlier choices become, letting you be more efficient.

How does this directly apply to DKS? Well, it's simple. We don't put out the same scary damage to warrant needing to choose between dispelling yourself and healing yourself through emergency DK Burst damage, simply because we have zero ability to put that kind of burst pressure on people.

Global cooldowns are the most precious resource in any competitive PvP encounter, and how you choose to use them is what separates a good player from a bad one.

If the class you are using, however, has no way of forcing the victim of choosing between survival methods, then it becomes very easy to counter and is hardly considered a threat.

Warriors get around this by not only being able to stick to their target very well with hamstring, but also put artificial pressure on the target through mortal strike, which forces the target to take defensive action sooner rather than later. A skilled player who sees an opportunity of escape vs a warrior, will wait out the pressure (if possible) that the warrior is putting on them, get them CC'd, let MS fall off, and then make more efficient use of mana for heals.

My point is: Death knight's dont have the option of putting enough pressure on enemies like the example above, purely because the damage comes slowly and steady enough that the DK's damage can be ignored for the most part, and any side effects such as chains of ice and diseases can be dealt with in a timely and non-emergency fashion.

We don't force GCD panick the way many other classes can. The problem lies not from chains being dispelable, but not being able to simultaneously being able to put other sorts of pressure (such as damage) on the target as well.

The only thing we're good at right now is making people waste magic and dps cooldowns on us only if they go for us, since our mitigation and survivability mechanics are so great.

Unfortunately, that sort of 'reverse pressure' doesn't work in arenas, or you'd see nothing but a bunch of healer + prot warrior type teams dominating.