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#2974762 Aug 02, 2010 at 09:21 PM
4 Posts
What up y'all...Gapingwounds here...just wanna let y'all know that yes i'm a WoW addict...so bad in fact that I had to take 4 months off from playing, but don't fret now i'm back. Obviously i'm a noob @ NTS but i'm not new to being a DK. My intention is to keep this thread as up to date as possible with the knowledge given me by the vast resources on the world wide web as well as my personal experience be it good or bad. Learning from past mistakes and fixing them is one of the things that keeps us on our toes eh.

First things first...the best website ever for keeping up to date on your class IMO and in the opinion of countless others: http://elitistjerks.com/

Please get familiar with the forums @ EJ as they are your friend for sure.

Current DK PvE DPS specs:

UNHOLY
0/17/54: http://talent.mmo-champion.com/?deathknight#flc-n68QFeGyqM,HpF,11623

The most optimal single target build when moderately geared (which, in this context, is anything from 4P T9 and beyond) and using a proc weapon (Bryntroll or Shadowmourne). The primary reason this spec scales better than its predecessor is due to Icy Talons and Endless Winter. Auto-attack damage has always scaled incredibly well (partially due to the fact that it benefits from every stat, and partially due to Necrosis), thus Icy Talons just improves upon that. Strength has always been our best stat, and Endless Winter just makes it even better. As well, this spec contains some benefits not directly related to single target dps: higher AoE dps (than 14/0/57 or 17/0/54), free interrupts, and greater dps while moving/at range. Your auto-attack will be the highest percent of your total damage, followed by your Scourge Strike and then your Ghoul. Scourge Strike will be your hardest hitting individual ability, followed distantly by the combination of Death Coil and Unholy Blight.

Glyphs: Major
Single Target

* [Glyph of Dark Death]
* [Glyph of the Ghoul]
* [Glyph of Icy Touch]

Minor

* [Glyph of Blood Tap]
* [Glyph of Pestilence]
* [Glyph of Raise Dead]


Rotation: PS – IT – BS – SS – BS – DC – HoW
SS – BS – SS – BS – DC – DC– (DC)

Stat Weights
Frost Subspec: Hit > Strength > Haste > ArP > Crit > Expertise > Agility

Best in Slot:
*Actual BiS has an incredibly minor amount of expertise; this is intentional. It is not worth capping exp. It just isn't - one quick glimpse at the stat weights will tell you as much. That said, if you run with high latency or multiple resto druids (or just have OCD and insist on having it capped), variations which force it are available. Just remember; those variations aren't actually BiS, technically.

All Items:
Slot Horde
Head [Sanctified Scourgelord Helmet]
Shoulders [Sanctified Scourgelord Shoulderplates]
Chest [Sanctified Scourgelord Battleplate]
Hands [Sanctified Scourgelord Gauntlets]
Legs [Scourge Reaver's Legplates]
Neck [Penumbra Pendant]
Back [Winding Sheet]
Wrists [Umbrage Armbands]
Waist [Coldwraith Links]
Feet [Apocalypse's Advance]
Ring [Might of Blight]
Ring [Ashen Band of Endless Might]
Trinket [Sharpened Twilight Scale]
Trinket [Deathbringer's Will]
Weapon [Shadowmourne]

All Items + Forced Expertise Cap:
Slot Horde
Head [Sanctified Scourgelord Helmet]
Shoulders [Sanctified Scourgelord Shoulderplates]
Chest [Sanctified Scourgelord Battleplate]
Hands [Fleshrending Gauntlets]
Legs [Sanctified Scourgelord Legplates]
Neck [Lana'thel's Chain of Flagellation]
Back [Winding Sheet]
Wrists [Polar Bear Claw Bracers]
Waist [Coldwraith Links]
Feet [Apocalypse's Advance]
Ring [Skeleton Lord's Circle]
Ring [Ashen Band of Endless Might]
Trinket [Sharpened Twilight Scale]
Trinket [Deathbringer's Will]
Weapon [Shadowmourne]

All Items sans Shadowmourne:
Slot Horde
Head [Sanctified Scourgelord Helmet]
Shoulders [Sanctified Scourgelord Shoulderplates]
Chest [Sanctified Scourgelord Battleplate]
Hands [Sanctified Scourgelord Gauntlets]
Legs [Scourge Reaver's Legplates]
Neck [Penumbra Pendant]
Back [Winding Sheet]
Wrists [Umbrage Armbands]
Waist [Coldwraith Links]
Feet [Apocalypse's Advance]
Ring [Might of Blight]
Ring [Ashen Band of Endless Might]
Trinket [Sharpened Twilight Scale]
Trinket [Deathbringer's Will]
Weapon [Glorenzelg, High-Blade of the Silver Hand]


Sigils:

Lord Marrowgar [Sigil of the Hanged Man] / [Sigil of Virulence] if standing out on Bladestorms.
Lady Deathwhisper [Sigil of Virulence] / [Sigil of the Hanged Man] if assigned to the boss full time.
Gunship [Sigil of Virulence] None.
Deathbringer Saurfang [Sigil of the Hanged Man] / [Sigil of Virulence] if on add duty.
Festergut [Sigil of the Hanged Man] None.
Rotface [Sigil of the Hanged Man] None.
Professor Putricide [Sigil of Virulence] / [Sigil of the Hanged Man] for the hard mode.
Blood Princes [Sigil of Virulence] None.
Blood Queen Lana'thel [Sigil of the Hanged Man] None.
Valithria Dreamwalker [Sigil of Virulence] None.
Sindragosa [Sigil of Virulence] None.
The Lich King [Sigil of Virulence] None.

Gemming and Enchanting:

Generally speaking, when it comes to gemming, you want to go for strength gems – [Bold Cardinal Ruby] or [Fierce Ametrine] – in all slots*. When to use which of those two is discussed below in more detail.

With the exception of meta-gem requirements, also discussed below, you never want to use blue or purple gems, as socket bonuses are not large enough to make them worth one’s while.

*The sole exception to this is if you are under the hit cap, in which case gemming that becomes your top priority for obvious reasons.

When To Go Yellow/Orange

There are, essentially, two cases in which you will want to divert from the “Gem red everywhere for strength” mantra that otherwise holds true and go for yellow/orange.

The first case is if you aren’t at the hit cap. Hit is your most valuable stat before such a point, and as such it is ideal to gem for it. In such a situation simply use [Rigid King's Amber] in yellow sockets with [Etched Ametrine] in red sockets until you reach the melee cap.

The second case is a matter of the following chart. Whenever a socket bonus requiring any number of red sockets, zero blue sockets, and then one (or more, simply multiply the number in the chart appropriately) yellow sockets, has a bonus that is equal to or higher than the number listed in the following chart utilize a [Fierce Ametrine]:


It’s worth noting that [Inscribed Ametrine]s are only slightly inferior to the aforementioned Fierce Ametrines, but do pull ahead on fights with multiple mobs for a large portion of the encounter, and thus may be considered worth using instead.

Meta-Gem

There are two meta-gems of interest to an Unholy DK: [Chaotic Skyflare Diamond] and [Relentless Earthsiege Diamond]. All other options are uncompetitive. Although crit rating is superior to agility on a one-for-one basis, the latter meta-gem has laxer requirements: one red, one yellow, and one blue gem as opposed to two blue gems, and thus it all comes down to available socket bonuses as to which is most optimal to use.

For either meta, you want to use a [Nightmare Tear] to knock out (one of, in the case of the Chaotic Skyflare Diamond) the blue gem requirement(s). You may only use one Nightmare Tear in your gear, and it will count as a red, yellow, and blue gem, all at once.

So how does one decide whether using a second blue gem to activate the Chaotic Skyflare Diamond is worth it over simply using the Relentless Earthsiege Diamond, which is activated solely by the Nightmare Tear?


As long as you can get a socket bonus of one of the preceding sizes from using one blue gem, zero yellow gems, and any number of red gems, then using a Chaotic Skyflare Diamond becomes superior to using a Relentless Earthsiege Diamond. Generally speaking, you actually need two socket bonuses of the above size(s), as the first you would attain using your Nightmare Tear, regardless of which meta-gem, and thus can’t be counted towards deciding between the two.

Enchants

Fairly self-explanatory, as it’s simply a matter of applying the stat weights, but as some people are curious and/or lazy:

Slot Enchant Notes
Head 50 AP / 20 Crit No alternatives.
Cape 23 Haste Superior to agility.
Shoulder 40 AP / 15 Crit 120 AP / 15 Crit for those with Inscription, of course.
Chest 10 Stats No alternatives.
Bracers 50 AP 130 AP for those with Leatherworking, of course.
Gloves 20 Hit 15 Str if you cannot use at least thirteen points of that hit. Hyperspeed Accelerators for those with Engineering, of course.
Legs 75 AP / 22 Crit No alternatives.
Feet 12 Hit / 12 Crit 32 AP if hit capped. 6 Agi + Minor Speed is also an option of debatable worth, if you are so inclined. Nitro Boosts for those with Engineering, of course.

Runeforges

There is currently only one viable Runeforge for PvE DPS: Rune of the Fallen Crusader.

The alternative enchants/runes do not even come close.



Consumables and Cooldowns


Consumables

Flask: [Flask of Endless Rage]
Potion: [Potion of Speed]
[Fr] Secondary Potion: [Potion of Speed]
[Bl] Secondary Potion: [Indestructible Potion]
Food: [Dragonfin Filet]
Pet Food: [Spiced Mammoth Treats]

Pop a [Potion of Speed] or an[Indestructible Potion], depending on your spec, about 5 seconds prior to the actual pull for a more potent Army of the Dead or a free 97 AP for the first two minutes of the encounter, respectively. If used before combat, you will still be able to use an additional potion mid-fight.

Cooldowns

As an Unholy DK, you only have two cooldowns - Army of the Dead and Summon Gargoyle. Maximizing their use is essential to maximizing one’s dps.

Army of the Dead

Army of the Dead went through some changes with this last patch. On the one hand, it now has a shorter cooldown – 6 minutes talented (10 untalented) as opposed to 10 minutes talented (20 unalented) – and the channeling time of the spell went from 6 seconds to 4 seconds. On the other hand, it now does less damage – 50% of its previous amount.

Similar to a Blood or Frost DK’s Ghoul or your own Gargoyle, Army of the Dead will take a snapshot of your AP, haste, and hit at the time summoned. Changes in these stats after you have casted the spell will have no effect on the summoned minions, and other stats – crit, ArP, and the like – will have no effect period. On top of this, your Army of the Dead ghouls will receive the 90% AoE damage reduction from your Night of the Dead talent that your other pets receive.

The most optimal time to use Army of the Dead will vary from boss to boss, but is typically right before the beginning of an encounter. Using it mid encounter can lead to lost dps time, as the spell is channeled, and can also open the possibility of the spell getting interrupted by a fight mechanic, hurting the value of the spell. That said, if you are unable to cast it before the fight begins (or if it comes back off cooldown mid-fight) it is still worth casting mid-fight – ideally during a phase transition or similar period of down-time, but even on a Patchwerk-esqe fight it would be worth it – simply not as large a gain as using it immediately before the pull.

One note about Army of the Dead is that although the summoned ghouls will not taunt a boss, they will taunt most adds present on boss encounters. Keep this in mind as it can cause a wipe if used inappropriately… or prevent one if used intelligently.

Summon Gargoyle

Summon Gargoyle isn't terribly complex in its use. Your Gargoyle scales with your attack power and haste based on the moment it was cast, and will retain those exact stats for its entire duration. Try to wait on using it until all of your procs coincide, however, don't let this make you miss an opportunity to cast it. Summoning your Gargoyle three times in a fight is better than only summoning it twice, regardless of procs. As such, figure out how many times you'll be able to use it based on the fight length. Try and use it at some point during Heroism's duration - it needs to be popped AFTER Heroism is cast, while the buff is active on you, to benefit (unlike a Moonkin's treants). This is also the time to pop your Potion of Speed.

Also remember, your Gargoyle has horrid AI. It will not attack Yogg-saron’s brain if summoned within the brain room (but will attack the brain if you summon it before entering the brain room) and will (usually) only melee XT Deconstructor’s Heart. Get familiar with odd instances such as these; know when your Gargoyle will and will not attack, so you don't waste 60 RP.

Your Gargoyle will follow the same commands you give your Ghoul (i.e, follow, stay, attack, etc), so you can move it out of AoEs such as Shock Blast – however you are best off simply waiting until immediately after such spells to go off to summon it.

Basic Combat Mechanics

Some elementary numbers to remember when raiding.

* Glancing blows (only on bosses) happen 24% of the time on auto-attacks and cannot be critical hits. A glancing blow deals 70% damage.
* You need 263 hit rating (8%) to be 2H melee white (auto) and yellow (special) attack hit capped against bosses. With a Draenei this number decreases to 231 hit rating (7%).
* The spell hit cap is 445 hit rating (17%). Assuming Virulence and Misery this number decreases to 289 hit rating (11%). With a Draenei, it goes to 262 hit rating (10%). The only dps skills that are affected by this are Death Coil, Icy Touch, Death and Decay, Pestilence and Blood Boil.
* You need 26 expertise (6.50%) to be expertise soft capped which means your attacks will no longer be dodged.
* All melee classes suffer a 4.8% crit suppression vs bosses when using melee attacks.
* All spell attacks have a 3% crit suppression vs bosses.




Ghoul Specific Mechanics

With your Ghoul being one of your highest sources of damage, and the primary tool which sets an Unholy DK apart from other DKs, there are some basic numbers to know about it.

* Ghouls work like most permanent pets, receiving a portion of your stats and can be buffed by the raid.
* In terms of Paladin blessings, your Ghoul will receive the same blessings that the rogues are given. If no rogue is present, your Ghoul will need blessings given individually.
* Ghoul Strength (with talents + [Glyph of the Ghoul]) = 331+1.52*Master'sStrength.
* Ghouls receive 100% of your haste rating.
* Ghouls have AoE mitigation, 45% for each point in NotD. This is both physical and magical damage reduction.
* Ghoul hit rating rounds down. So if you have 7.99% hit rating, the ghoul will have 7% hit rating.
* Ghouls gain expertise based on your hit rating. So if you had 131 hit (4%), the pet gains 13 expertise. 263 hit (8%), the pet gains 26 expertise. The Draenei hit aura does not give expertise to the pet.
* Ghouls benefit from the 15% haste of Unholy Presence, but not the 15% damage of Blood Presence.




Taking Advantage of AMS

Ignored or forgotten by many, Anti-Magic Shell not only absorbs magic damage, it also produces Runic Power based on the damage absorbed. More Runic Power translates directly into more damage and, as such, the proper use of AMS is a skill essential for a DK wishing to perform to their very best.

As far as the Icecrown Citadel sub-section is concerned, additional encounters as well as hard modes will be added as gates come down. It is very much a work in progress.

[top]Icecrown Citadel

Lord Marrowgar
Simply pop AMS and sidestep into a coldflame nearby the boss to soak some free RP. There is nothing during the fight you would have to save AMS for to survive, so use it on CD for the free runic power, and thus dps.
Hard Mode : Same.

Lady Deathwhisper
P1: Death and Decay, Deathchill Blast, and Dark Martyrdom are all AoEs which aren’t strong enough to pose too large of a risk for you, but are easy to soak from.
P2: Continue to soak from Death and Decay.
Hard Mode: Do not attempt to soak from Deathchill Blast, as it will still hit those around you.

Gunship Battle
Your Ship: There are no opportunities to pop AMS. Do not attempt to soak from a rocket – you will get knocked back, potentially off the ship.
Enemy Ship: Once again, no real opportunities.
Hard Mode: Same

Deathbringer Saurfang
Unfortunately all of the raid damage Saurfang does is physical, and thus AMS holds no value on this encounter.
Hard Mode: Same

Rotface
Multiple opportunities to soak: Mutated Infection (a dot, similar to Grobbulus) and Sticky Ooze (puddles left by the adds). The ooze adds - small and big - both deal magical damage to targets within a 10 yard radius, and thus can be abused for RP, although they shouldn't be by you for any extended period of time.

Although Slime Spray can be soaked from, you shouldn't be in front of the boss. Ooze Flood is another ability which although soakable, one shouldn't risk it; you can die if you get caught up in it after AMS ends.
Hard Mode: Same.

Festergut
A very straight-forward fight for AMS: Soak from Gaseous Blight and/or Pungent Blight, as both are raid-wide unavoidable AoEs. I would not advise attempting to AMS the damage from Gas Spore, as it may prevent the application of the damage reduction buff, without which you can die.
Hard Mode: Malleable Goo is easily soaked from, granting you RP while preventing the application of the debuff.

Professor Putricide
P1: Volatile Ooze Adhesive, if cast on you, is the perfect time to both soak AMS and assure you won't die. Gaseous Bloat works just as well. Slime Puddles are an option, but are generally dangerous to try to abuse.
P2: Everything from phase 1. Choking Gas will provide you with plenty of RP, but due to the hit debuff you'll be unable to spam Death Coil, and thus make the most of it. If Malleable Goo is thrown at you, AMS away.
P3: Slime Puddles as well as Mutated Plague.
Hard Mode: If it comes to you, Unbound Plague is an obvious option.

Blood Princes
Almost too many possibilities to list: Glittering Sparks, Empowered Flare, Flames, Shock Vortex, Kinetic Bomb, and Shadow Lance to name a few.
Hard Mode: AMS will prevent the application of additional stacks of Shadow Prison, as well as allow you to soak from pre-existing stacks..

Blood Queen Lana'thel
P1: You can basically use AMS on cooldown for a full RP bar, thanks to Shroud of Sorrow. Twilight Bloodbolt, Swarming Shadows, and Pact of the Darkfallen are also opportunities which may be worth saving it for due to potential survivability concerns.
P2: Bloodbolt Whirl is easily soaked from, assuming you are lucky enough to be one targetted.
Hard Mode: Same.

Valithria Dreamwalker
Column of Frost will be ongoing and can be soaked from, but it's best to be avoided as you'll still get the knock-up, AMS or no. Frostbolt Volley, Lay Waste, Acid Burst, and Gut Spray are all better opportunities, but are only "available" when their various adds are up.
Hard Mode: Same.

Sindragosa
A lovely fight for AMS: Frost Aura provides a constant stream of potential RP. Blistering Cold is generally a better time to use it, however, as it prevents you from having to run out of melee range. There's Permeating Chill and Frost Bomb as well.
Hard Mode: Frost Bomb is no longer an option due to hitting far too hard.

The Lich King
Wowhead links to abilities are still unavailable, and generally still underdeveloped.
P1: Aside from Infest not being healed up immediately, there's unfortunately no raid damage during this phase.
P2: There's still Infest, but Defile is the main source of raid damage this phase. Do not attempt to actively soak it; simply use AMS as you run if it happens to be casted on you or near you.
P3: Infest, Defile, and Vile Spirit explosions, the latter of which you only should be taking away from the rest of the melee, which means its often not worth it due to having to stop dps.
Transition Phases: Due to the Lich King essentially spamming Pain and Suffering, AMS can be used at near any time for a full bar of RP.
Hard Mode: AMS can be popped at any point during the Frostmourne phase for a guaranteed full bar of RP. Aside from that, no extra opportunities.

Professions

Engineering
Hyperspeed Accelerators (340 haste for 12 seconds per minute), Flexweave Underlay, and Nitro Boosts (24 crit rating) at the cost of your preexisting glove, cape, and boot enchant, as well as [Saronite Bomb]s (which are off the GCD). Unlike other professions, it’s difficult to calculate the Engineering’s raw value, however it is at least equal to its competitors, and in most cases superior. On top of that fact, it provides a gain which is more than just damage - a self levitate and sprint should not be underestimated.

Jewelcrafting
42 Strength (or Hit) gain. The second best dps profession for a Death Knight, both due to the raw numbers, and due to the customizability of it – being able to choose which stat you need.

Blacksmithing
40 Strength (or Hit) gain. The third best dps profession, following Engineering and Jewelcrafting. Similar to JC, gains some value due to the fact that you can choose which stat you need.

Skinning
40 Crit Rating gain. A moderate fourth. Uncustomizable.

Enchanting
80 AP gain. A distant fifth. Uncustomizable. Tied with Leatherworking, Inscription, and Alchemy.

Leatherworking
80 AP gain. A distant fifth. Uncustomizable. Tied with Enchanting, Inscription, and Alchemy.

Inscription
80 AP gain. A distant fifth. Uncustomizable. Tied with Enchanting, Leatherworking, and Alchemy.

Alchemy
80 AP gain. A distance fifth. Uncustomizable. Tied with Enchanting, Leatherworking, and Inscription.

Tailoring
Swordguard Embroidery, grants 400 AP for 15 seconds, which averages out to ~100 AP over time. When you subtract from this the lost agility, it comes out behind all of the above professions. It does have a slight advantage in the sense that you can time the proc with others for a stronger Gargoyle, but that doesn’t significantly increase its worth.

Mining
60 Stamina gain. Utterly worthless for dps.

Herbalism
Self heal. Utterly worthless for dps...
Thread Deleted by Phoenix (16 days ago)
Flexibility masters Hardness.
#2977968 Aug 03, 2010 at 01:47 PM
4 Posts
FYI: I will do my best to keep the DK thread up to date in my offtime.

angry

Sean
A.K.A. GW
Thread Deleted by Phoenix (16 days ago)
Flexibility masters Hardness.