2009/06/27

Finally - First Test!

I was finally able to log in on the PTR, thanks to the "great" B.Net Account which delayed the whole thing. I decided to try the spec that seems to be the most obvious for 3.2:

15/53/3

I did not spec "Merciless Combat" because of the Target Dummy beeing on 1 HP all the time.



Only selfbuffed with HoW in Blood Presence, no Ghoul or any other Buff / Drink

All I can say for now is that this is really fun! I was able to top my personal best DPS which I pull on Live with Blood 2hand when I am alone at the Bossdummy. Infight I managed to keep up over 3600 DPS, nearly reaching 3700 with nothing but HoW.

This spec gives you much work to do, and I think I might shift some points to Unholy for Epidemic... because you really run out of diseases very fast with all the Procs for HB and those many FS you can spam.

So the final spec may look like: 10/54/7

But it is sure nice to see how this is working out, and it is really good to see DualWield coming again. I am really looking forward to the Patch!!

2009/06/23

PTR up - New Talent Trees

MMO-Champion has the new talent trees available... and ToT is very deep in Frost.
So no possibilities for a hybrid. That was kind of clear :)

So I have now 3 different ideas to go with... and that need to be tried:

10/46/15

0/53/18

15/53/3

0/45/26

I'll keep you up to date here. Please post your ideas!

Shakes & Fidget Browsergame

Shakes & Fidget Browsergame is finally here!!!

http://87.106.249.160/index.php?rec=423

Just join it with my link above, would be great and help a bit!
And have some fun, really nice done =)

BLICKVANG

Just wanted to share something of my company... kicks ass ^^




BLICKVANG on Facebook

BLICKVANG Online

2009/06/21

Edurol Style

Some stuff from Ulduar, starting to look really decent :-)

New Spec...?

So how could a new DW spec look like?

Obviously Blizzard wants us to go for Deep Frost as stated prevously. They don't want to make the mistake again from pre 3.0 where we were able to push DPS so high by speccing Hybrid 0/32/39

So it will be something like around this one:

0/53/15

With the last 3 points free for the new talent.
If UH or Blood will be better in addition to frost has to be tested.

What do you think?

Speculations

The new talent for DualWield has risen some speculations. How will it work?

Some players think that the OH will not count for the damage, just the MH is important for calculatig the strike damage which will be cut in "half" for the OH strike.

But honestly, me and some other "Theorycrafters" think, that this won't be the way it will be done. This would mean that it wont matter what weapon you put in your OH. An ilvl 1 Dagger would do it for that. So it seems like, after the problems Blizzard spotted with our Procs using faster weapons, a calculation for OH based on the Strike you used and the weapon dmg of the weapon will be the way it will be done.

So if you strike with f.a. Obliterate, the strike will be calculated for the MH and seperately for the OH. Then, the OH damage will "roughly" be cut in "half", equaling the damage that you will do to the target.

In a formular:

x% of MH weapon dmg + y% per Disease = dmg1
x% of OH weapon dmg + y% per Disease = dmg2
dmg1 + (dmg2 * 0.5) = dmgTotal

Found this on the EJ Forums, thanks to the Author for that!

So what does that mean? Easy to say:

SLOW weapons will be more important for us!

2009/06/18

Patch 3.2 Notes - DW gets it!!

Finally!!!

  • Due to significant talent changes, all death knight talents will be reset for players.
  • Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease.
  • Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving.
  • Frost Presence: 10% bonus health reduced to 6% bonus stamina.
  • Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%.
  • Icebound Fortitude: Cooldown increased to 2 minutes.
  • Talents
    • Blood
      • Dancing Rune Weapon: This ability now has a fixed duration of 12 seconds (which can still be modified by its glyph) and a fixed cost of 60 runic power.
      • Veteran of the Third War: Stamina bonus reduced to 1/2/3%.
    • Frost
      • Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 5/10/15%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.
      • Lichborne: Duration reduced to 10 seconds, and cooldown reduced to 2 minutes.
      • Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike.
      • Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes.
    • Unholy
      • Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the death knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent.
      • Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the death knight deals by 1/2/3/4/5% for 12 seconds.
      • Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%.
      • Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power.
      • Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.