Showing posts with label theory. Show all posts
Showing posts with label theory. Show all posts

Tuesday, February 10, 2009

How to... DEATH STRIKE!

How to... DEATH STRIKE! (Part 1)

So, here I am going to start my own series of articles about the Death Strike Tank, how it functions, and it’s purpose in a raiding environment. And the first question that should be answered is...

“What is a Death Strike Tank?”

It is a Blood Build that focuses on the use of Death Strike, and other health related abilities, for the express purpose of survival. By focusing on using Death Strike and these abilities you provide your own self-healing which gives your healers a bit of breathing room where their jobs are concerned.

“You talk about “health related abilities”, but what are they?”

Now, you are getting ahead of me. First I should explain what abilities are core to the function of the Death Strike Tank.

  • Death Strike
  • Heart Strike
  • Rune Strike
  • Icy Touch
  • Plague Strike
  • Death and Decay
  • Pestilence
  • Vampiric Blood
  • Icebound Fortitude
“Wow, that’s quite a list there. Mind going over them all?”

Sure thing.

Death Strike - A deadly attack that deals 60% weapon damage plus 178.2 and heals the Death Knight for a percent of damage done for each of his or her diseases on the target.
1 Unholy 1 Frost, 5 yd range, Instant

  • This is the bread and butter of the Build. It is the single most effective ability for relieving the pressure from your healers. And although it’s only 60% weapon damage, when you use the Glyph of Death Strike at max Runic Power you can increase this to 90% weapon damage.
  • The threat derived from Death Strike is: ((Base damage + Healing x 0.5) x Presence)
  • The healing component is figured out based upon the number of diseases on the target, starting at 150% for 1, 200% for 2, 250% for 3, and so on.
  • As noted in a previous article the Gift of Arthas Elixer counts as a disease for the purposes of Death Strike

Heart Strike – Instantly strikes the target and his nearest ally, causing 60% weapon damage plus 220.8 and an additional 110.4 bonus damage per disease.
1 Blood, Melee, Instant
  • Additional Damage and Threat is what this ability is. There isn’t much more to it.
  • Useful in multi-mob tanking due to its “cleave” mechanic
  • Threat is dealt as per damage
  • Gift of Arthas counts as a disease for the purposes of damage
Rune Strike - Strike the target for 150% weapon damage plus [ 15% of AP ]. Only usable after an attack is dodged or parried. Can't be dodged, blocked, or parried. This attack causes a high amount of threat (150%).
20 Runic Power, 5 yd range, Next melee
  • Great threat generator. Threat is generated as ((Damage Dealt x 150%) x Presence)
  • Scales with avoidance. The more you Dodge or Parry the more it activates.
  • Guaranteed hit (As long as your hit capped).
Icy Touch - Chills the target for 227 to 227 Frost damage and infects them with Frost Fever, a disease that reduces melee and ranged attack speed by 14% for 12 sec.
1 Frost, 20 yd range, Instant
  • Main application is to apply a disease for Death Strike and Heart Strike
  • Threat is as per damage dealt, multiplied by presence
Plague Strike - A vicious strike that deals 30% weapon damage plus 113.4 and infects the target with Blood Plague, a disease dealing Shadow damage over time. The strike removes one heal over time effect from the target.
1 Unholy, 5 yd range, Instant
  • Main application is to apply a disease for Death Strike and Heart Strike
  • Threat is as per damage dealt, multiplied by presence
Death and Decay - Corrupts the ground targeted by the Death Knight, causing 62 Shadow damage every sec that targets remain in the area for 10 sec. This ability produces a high amount of threat.
1 Blood 1 Unholy 1 Frost, 30 yd range, Instant, 30 sec cooldown
  • AoE threat generation reigns in supreme with this ability, coming in at ((Damage Dealt x 2) x Presence)
  • Best AoE threat mechanic available to Death Knights and should be used as part of your opening cycle to establish threat for the fight
  • Best when used on “Trash Mobs”
Pestilence - Causes 54 to 66 Shadow damage to the target and all targets within 10 yards and spreads any diseases on the target to the additional targets.
1 Blood, 5 yd range, Instant
  • Primary application is to spread diseases amongst your targets in AoE situations
  • Threat is deal as: (Damage x Presence)
Vampiric Blood – Temporarily grants the Death Knight 15% of maximum health and increases the amount of health generated through spells and effects by 35% for 20 sec. After the effect expires, the health is lost.
1 Blood, Instant, 1 min cooldown
  • This is the number 1 panic button for Death Knights. This ability allows for obscene amounts of health regeneration and healing, and when Glyphed it can last for up to 30 seconds of it’s 1 minute cooldown.
  • Threat generated through the healing is applied directly to the healer of the damage, so if your healing buddy throws down a massive critical heal on your sorry pincushioned but, it has a chance to make your friend look tastier than you.
  • Best application is when used in conjunction with other abilities as a “Oh Crap!” macro, since it doesn’t share GCD with other abilities.
Icebound Fortitude - The Death Knight freezes his or her blood to become immune to Stun effects and reduce all damage taken by 20% plus additional damage reduction based on Defense for 12 sec. Does not remove existing Stun effects.
20 Runic Power, Instant, 1 min cooldown
  • Another key component in the “Panic Button” section of Death Knight tanking.
  • This ability comes as a baseline ability available for all specs
  • When coupled with a Glyphed Vampiric Blood you end up with 42/60 seconds of enhanced tanking.
  • The additional damage reduction mechanics haven’t been figured out precisely yet, but it is speculated that as you approach or pass 540 defense the reduction is close to 35%
  • Best application is when used in conjunction with other abilities as a “Oh Crap!” macro, since it doesn’t share GCD with other abilities.
And so that rounds out the basic abilities that you would be using most often as a Death Strike Tank. What do you think?

“I think I need to rest my head a bit, that’s too much!”

Alright then, in that case... You go and rest your head and I’ll be back later with Part 2, where we will cover Talent Choices!

Monday, February 9, 2009

Necrosis proof, just because...

As it seems that this question will continue to come up on the MMO forums, at least until the knowledge becomes more wide spread, I am going to use this blog as a reference point for the proof that Necrosis affects Rune Strike.




And so there you go. As you can see Necrosis works with Rune Strike, and while the threat generated by Necrosis is not multiplicative of Rune Strike (x 150%) it is additive. It's still additional threat.

Wednesday, February 4, 2009

Gift... from Arthas?

It's funny really. That an Elixer called Gift of Arthas can grant a benefit to Death Knights. More specifically a Death Strike tank. Like me!

I came across this rumor the other day that this elixer may or may not count as a Disease where Death Knight abilities are concerned. Well, as it turns out, appearently it only counts for some. The one that matters most to me obviously is Death Strike, so I took it upon myself to test this out.

I have to say a deep thanks to the great priestess that helped me acquire the potion, as I am not an alchemist and they are not really sold on the auction house on our server, this couldn't have been accomplished without her help.

And so... onto the show! Below is a picture of a typical Death Strike critical for me. This is under normal circumstances without any buffs other than Horn of Winter.



And this one is of a Critical Strike with the debuff from the Gift of Arthas.



So, as you can see the Gift of Arthas works incredibly well for Death Strike synergy. Not bad for a Guardian Elixer eh? Score one more point for the Death Strike Tank!!!

This just in...

I was looking over the data from my recount and appearently this elixer also affects my Heart Strikes! I was an increase of approximately 100+ damage on average from additional fights.




The first one is with the Gift of Arthas Elixer, the second without. I ran this test a couple of times just to make sure and what you see are the best results.

This, for me at least, is an absolutely amazing discovery!

Monday, February 2, 2009

So I did it...

I spec'd into the frost theory... and...

It just doesn't feel right. The DPS is amazing! Much better than what I was pulling out normally, but it just doesn't have the right feel. Oh well, just another 150g...

But, from this I deduced that I don't need the 5 points in Toughness, as it only grants a 2% damage reduction overall, and have freed up more points into Blood.

Picking up Vendetta which can be highly beneficial during AoE pulls when each mob dies, and Hysteria. Hysteria I linked into an "OH SHIT!" button along with Vampiric Blood and Icebound Fortitude to increase healing received during that moment of Panic.

Though I'm currently in debate as I have 2 points left over and I don't know exactly where to put them.

I have the option of additional Strength (3%) and Stamina (2%), or Will of the Necropolis for more "Oh Shit" safety.

Sunday, February 1, 2009

Where it all began.

Over on MMO-Champion I read a thread where a guy was talking about using Death Strike as his main ability. I did some research and came out with some really good theorycrafting.

http://www.mmo-champion.com/index.php?topic=35247.0

The above link is the thread that started a lot of it. And is where I continue to build on the theory of the Death Strike Tank. At some point in the near future I plan on putting more of it in the blog, to maybe make the intentions of it a little more clear.

I also plan on using this blog to keep track of the things that I've done.

As of this posting I am currently running at level 75, and having one hell of a time.