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  1. #1

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    Quote Originally Posted by Fat Tire View Post
    With the removal of necrotic strike I am not liking dks anymore. Their mobility has always sucked anyways.

    I actually like melee hybrids alot more now
    Since mid cata all stacks of the NS anti-healing was healed through simultaneously if there was the debuff from multiple death knights on the target effectively making it a wasted ability on all but one.

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    To everything else in the thread:
    Necrotic plague will make it so that dks play much like a "dot cleave" from early s9-s10 that did amazingly well at the high end of the spectrum (one of the only thing 2300+ mmr that could beat my quad dks reliably...fuck fire mages). The nerf to the damage a bit on dks will hurt their pressure and their immobility outside of the first 21ish seconds of the fight(excluding death grip). Gorefiends would be great for spreading necrotic plague but desecrated ground is a must vs heavy CC comps and hungering cold inside of gorefiends is amazing as well. The soul reaper problem will still be prevalent though. The healing from the glyph will be nice but 4 dks likely will have a healer (which will allow you to live through burst during healer cc which was a major problem... 117% of AP should be something like 1/3 of your health from all 4 heals minimum).

    Ret suck currently for quite a few reasons: CC rapes them (which the change to avenging wrath will help but not alleviate completely), their damage output is subpar compared to other classes. I do not think that the damage will be enough without final verdict, but with it you may be able to kill someone during a stun due to the damage being only mitigated by defensive cooldowns. Outside of freedom and their judgement effect they are also relatively immobile, bubble will always be great though. They don't really cleave damage (like they use to) at all to make it so swapping is quite as easy. Unlike shaman though they will have 18 seconds of "lol damage" that essentially gives you a lava lash/obliterate every other ability. Them making the choice between holy power usage only being offensive/defensive instead of making you keep up inquisition will make them deal more sustained damage and provide more heals obviously. As cool as it is to have 1.5% health regen per second isn't going to be enough to allow you to really rely on your holy prism/selfless healer in order to keep you alive long enough to kill someone without final verdict's increased damage and it being holy damage. The shaman should be better than a DK though I agree with kruschpak simply because windwalk totem and tremmor are so valuable as well as the burst damage they provide in ascendance being one of the highest burst sequences in the game as well with another form of crowd control but on the other hand the silence and grip in to your blender is quite nice. The other big thing is taking CC away from your toons with hand of sac (not on self). I'm not sure we'll ever be back to the god mode damage/healing of WotLK. Exorcism also being 117% of attack power means that for as much healing as the dks glyph will have... they will do for damage in that one ability.


    I really wish monks had better healing for boxers because a 10 second CD of spamming blackout kick is a lot of damage. Monk/Spriest/Shaman is going to be a top contender I'm betting in 3's.

    The biggest thing for me though is that well... no more druid bullshit symbiosis with mages/hunters etc making them poor choices as a first target and more abilities sharing DRs. Also... no more baseresil/battle fatigue.

    Ele shaman look really strong though. Enhance looks like it will still be decently strong too.

    Personally not sure what I'd want to do as far as a team or if i will even box for pvp (didn't this entire past expansion, had other things to do IRL and my main healer friend quitting).
    Last edited by Shodokan : 06-29-2014 at 03:38 AM
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  2. #2
    Rated Arena Member Kruschpakx4's Avatar
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    Sorry I got that wrong, the deathcoil glyph doesn't heal, it places an absorb on the target for 127,2% of ap, but the heal from deathcoil itself on undead targets is 270% of ap, thats still strong with lichborne

    Quote Originally Posted by Shodokan View Post
    Necrotic plague will make it so that dks play much like a "dot cleave"
    And I think it will be strong, four dks with the enduring infection glyph, even double healer should've trouble keeping 5 people alive when you play quad unholy, I'm not sure if you get shadow infusion proccs by using deathcoil on allies but if thats the case than it will be really fun to play. I don't think desecrated ground will be necessary though, at least not against every lineup, I'd rather use at least 2 gorefiends grasp since you don't have double deathgrip anymore, its a nice tool to support your healer which will be necessary against melee teams

    btw the new set bonus are
    Item - Death Knight WoD PvP 2P Bonus (New) Using Death Grip on a target grants you the Morbid Strike effect. Morbid Strike increases the damage of your next special attack by 1,000%.
    Item - Death Knight WoD PvP Frost 4P Bonus (New) When you have Freezing Fog active, your next Howling Blast will apply Biting Cold to all targets it hits. Biting Cold increases Frost damage taken by 1,000% for8 sec.
    Item - Death Knight WoD PvP Unholy 4P Bonus (New) When you activate Dark Transformation, you gain the Death Dealer effect. Death Dealer increases Shadow damage dealt by 20% for 15 sec.

    dark transformation+gargoyle+dps trinket and fully stacked necro plague gonna be fun
    Last edited by Kruschpakx4 : 06-29-2014 at 06:41 AM

  3. #3

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    Quote Originally Posted by Shodokan View Post
    Also... no more baseresil/battle fatigue.
    Base resilience is still there its just called versatility now and the crit reduction is baked in 150 instead of 200.

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