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Thread: 3 enhance 1 dk

  1. #11
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    Even if the heal was an instant cast, complete heal, but on a 2 minute cooldown.. that's not very effective.
    Chances are it will be 2-3 Death Coils, or even 4, for a full heal... which is dependent on having Runic Power.

    My DK's had glyphed Rune Tap.
    Which used to be a 50% group heal, every minute.
    Techincally, if I ran them as Blood x5, I could still have this.

    In addition to that, they had the passive healing from being in Blood Presence.

    They feel rather squishy at the moment (5x Unholy DK's).
    I really like Unholy, but Frost is looking nice with Howling Blast.

    Either way (Unholy/Frost), I don't get Rune Tap.
    I have bandages and endless healing potions.
    And a mapped key, to round-robin Taunt.

    They won't have Lichborne until 81st, and are likely to stop at 75th for their alchemy contribution during Cataclysm.
    Even with Lichborne, it's another small healing tool.
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  2. #12

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    Wouldn't 5 Blood DK's have more healing abilities, and more viable DPS since you're not relying on diseases? With the 4 Rets+DK I never found the Diseases to contribute much since the target always died before more than a tick or two went off, which just made direct damage more important.

  3. #13
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    Could try Blood.

    Honestly, did not really look at it, as that was the tanking spec in the 4.x game.
    I might mix Pallies/DK's at some point, but for now am just concerned with leveling them.
    EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
    Diablo III: 4x Crusader & 4x Wizard.

    My Guide to IS Boxer http://www.dual-boxing.com/showthread.php?t=26231 (somewhat dated).
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  4. #14

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    I wouldnt do enhancement shamans, they are too difficult to get good dps and players are complaining that they dont do enough dps in beta.

  5. #15

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    Quote Originally Posted by BrothelMeister View Post
    Wouldn't 5 Blood DK's have more healing abilities, and more viable DPS since you're not relying on diseases? With the 4 Rets+DK I never found the Diseases to contribute much since the target always died before more than a tick or two went off, which just made direct damage more important.

    Rets flash of light at level 80 is hitting for like 7k-8k... so technically one FOL puts a single person back to full at the moment, in cata that should scale up a bit because of gear. Holy light was healing for about 12k for me as well... so a single toon back to full in 3 seconds or so.
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  6. #16
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    Spec'd the DK's blood.

    Rune Tap is currently a 55% party heal, on a 30s timer.
    But the glyph is 5% on beta, not 10%, so that will be a 35% party heal every 30s.

    Death Strike is a minimum of 10% of your maximum hit points.
    Talented is a 45% boost, not sure if that's a 45% increase based on the damage you've taken or if that increases the minimum as well (to 14.5%).

    The Blood Worms are a little extra, but the Rune Tap is the big one.

    The DK's are in quest gear, at 73rd, running Grizzly Hills pvp dailies.
    Single 80's (have only had two) are easy... Death Grip, spam my Heart Strike > Obliterate macro (loops between those two).



    If health stays the same as it is in beta now.
    Rune Tap = 35-40k heal for everyone in the party (5 DK group), every 30 seconds.
    And Death Strike = 10k+ for everyone, a lot more for whoever is taking damage.
    EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
    Diablo III: 4x Crusader & 4x Wizard.

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