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  1. #101

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    Bliz - 4.0.6 - Death knights
    Death's Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed.

    Unholy overall DPS charts (Aka TOP of the chart, or close to it): http://stateofdps.com/


    Someone please explain what the $%@# Bliz is thinking!
    BC Arena was a game of Chess, the goal being to outthink and checkmate your opponent.

    WotLK was also a game of Chess, the goal now being to take a turd on the chess board before your opponent could move.

  2. #102

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    Well PVE dps is unrelated. and it is getting a nerf with 4.0.6 (a minor one, but still a nerf)

    This is a pvp buff. and PVP is messed up as usual. Hint. Just look at Frost Mage (Do they reallly need another control/ ? hint, ROF)

    This change gives unholy an anti-snare, and I think it was long due. The change was to bring unholy to be inline with Enhance shaman and Retribution Paladin on anti-snare front. Its almost like they took it out of druids, and just hand it to DK minus the anti-root part.

  3. #103

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    I just don’t see any logic to these changes any more

    They seem to just be changing stuff, just for the sake of changing it. They completely disregard imbalance, and buff who ever they feel like.
    DKs, the new druid class. Cool.

    True, PvP damage and PvE damage don’t line up, but with all the interrupts / silences in the game now, I would say that only holds true for casters. It is easy as all hell to avoid a LOLmental Shammy’s damage, but good luck trying to stop a DK from beating the %$#& out of you (Even without this retarded change).
    BC Arena was a game of Chess, the goal being to outthink and checkmate your opponent.

    WotLK was also a game of Chess, the goal now being to take a turd on the chess board before your opponent could move.

  4. #104

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    don't have much to say about elemental. They were good for a while in Wrath when burst was the name of the game. I guess elemental had its time. Enhance is not bad currently, at least you got 1 spec thats ok. When you compare unholy to warrior/Rogue/enhance shaman/ (not going to compare it with retribution, which currently sucks so bad), Unholy DK is just another melee in PVP. Not OP like feral druids right now.

  5. #105

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    Historically, melee is always more powerful at that beginning of an xpac or major content patch. As resilience grows melee gets weaker. Although with the changes to lust I am not sure how its going to play out atleast in arenas.

    Just like this patch with LB getting 10% buff, if its not enough then it will get buffed again.

  6. #106

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    Bliz - 4.0.6 - Death knights
    Death's Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed.


    I don’t view this as a minor tweak. This isn’t like… Oh, 10% more damage to this ability, 2 sec off the CD on this ability, 1 second increased duration of this ability. This is as massive a change as taking root breaking away from druids. How do you stop a DK now? Literally... what is left?

    Why would they give such a massive buff to a spec that is doing just fine. There has to be something I’m missing here...
    Last edited by Lpwned : 01-25-2011 at 05:58 PM
    BC Arena was a game of Chess, the goal being to outthink and checkmate your opponent.

    WotLK was also a game of Chess, the goal now being to take a turd on the chess board before your opponent could move.

  7. #107

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    They're still rootable and if you can just kite them for a few seconds their Unholy runes will cycle back around and they'll be snareable again.
    "Tact is for those that lack the wit for sarcasm."
    _________________________________________

  8. #108
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    What is the maximum range you can hit someone with a DK ability, that will consume an Unholy Rune?

    I mean, Howling Blast could be used at a target 30 yards away, and that used the Frost Rune.
    So it would be relatively easy to prioritize Howling Blast > Other moves, putting the Frost Runes on cooldown.

    If you're in melee as Unholy, you would spam very quickly and prioritize the Unholy runes.
    And because of the GCD and being in Unholy Presence, aside from the opening (2 moves, 2 seconds), the longest you'd have an Unholy rune available would be 1 move or 1 second.
    But if they were to root your team, or ranged snare your team before closing to melee range, what are the options to deplete the Unholy runes?
    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).
    Streaming in 1080p HD: www.twitch.tv/ualaa
    Twitter: @Ualaa


  9. #109

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    Once someone is at range you've got two options: Anti-Magic Zone and Death and Decay. They both have long enough cooldowns that you won't be able to just spam them to get back your unsnarable every time you drop off target.
    "Tact is for those that lack the wit for sarcasm."
    _________________________________________

  10. #110
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    Still have Death Grip too, for course.
    To bring them into range.
    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).
    Streaming in 1080p HD: www.twitch.tv/ualaa
    Twitter: @Ualaa


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