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DK Instance Soloing
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Post by
530975
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Post by
406264
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Post by
hashmel
A
Frosttap
build would work wonders for sub-80 instance soloing.
The mitigation, avoidance, and aoe capabilities of frost with a 20% heal every 30 seconds from blood.
Even with Acclimation it'd probably require at least some nature resist gear to down The Prophet Skeram but it has all the necessary tools for anything realistic. (not that blood can't)
And yes, there're thousands of items in WoW, what do you want to farm or are we allowed to tell you what to farm cuz I need some mageweave for an alt tailor.
However you decide to spec DO NOT spec bloodworms or it will automatically make certain encounters impossible to solo as they'll cause MCing bosses to MC you then reset whereas without them MCing bosses will A) MC you then imidiately cancel the MC and continue the fight or B) not MC you at all
Post by
Bonurmum
DO NOT spec bloodworms
Best advice you could give a DK imo, also in a similar fashion for instance soloing, dont spec for a ghoul pet nor ever summon one save for death pacts awesome oh snap heal.
Post by
467747
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Post by
396474
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Post by
hashmel
Can do a
DW version
of a
Frosttap
build but at the cost of Licheborn's CC immunity which is accaptable and acclimation which will vary in value based on the content in question along with the number of casters pulled simultaneously.
I don't see the need to kite as being great enough to warrant Chilblains, if you're pulling an entire low level instance they'd die from HB+FF before ever reaching the end making chilblains a waste, for higher end sub-80 content the ones that won't die from HB+FF will be less than ideal to mass pull, for even higher end sub-80 content you'll usually only have 1 target that may be worth kiting and you have Chains of Ice for that.
And to counter your getting hit in the back problem when mass pulling simply strafe to your destination so the mobs following you hit you in the side where you're able to dodge/parry.
Hungering Cold is your ultimate oh !@#$ button, if you bite off more than you can chew you can pop it on susceptible mobs to buy an extra 10 seconds for CDs to refresh, to bandage, or to run away either as a tactical move or as a full retreat.
Post by
467747
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Post by
410715
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Post by
Adimax
Thanks for the talent builds, Clydtsdk. Interesting stuff.
Here is my own (first attempt) at a heavy Blood/massive self-healing spec:
http://www.wowhead.com/?talent#jcAGqc0csfMboctZ0g0hxcb:GhpMVm
I'm not sure about the last points in Unholy, though I like the Blood side. DPS feels slow and auto-attack dependent on this build, but it never runs out of HP...
What do you guys recommend for soloing Old World content, specifically the raid stuff (MC/AQ20/ZG) - current tanking gear or DPS, or a mix? Is there a need for all that +Defense, as most of the DPS gear already has stamina stacked nicely?
Post by
410715
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Post by
Adimax
1. I see the Heart Strike advantage now over Blood Strike. Wow how did I miss that. :)
2. Right, my thinking was that I'd almost be willing to run them with dual spec prior to MC bosses, and then spec out before the boss. I've just never used them, do they heal for a lot? I suppose on trash I dont really need the extra (extra, extra) healing, its the bosses that are tough fights.
3. Vendetta reads "...you kill a target that yields experience or honor." These kills are going to be on trash mobs from Classic (MC/AQ20 and 40/ZG, etc) and Outland dungeons (heroic), would that still trigger the effect?
4. Yeah, ran out of points there - though I can totally lose Subversion. And 5% reduced damage with a 100% uptime is awesome.
5. I didnt realize the #s were so bad on VT glyph. I think I associate it with much <3 because of the party heal effect. Most of my own personal <3 of it does come from the maxed talent version of it, you're right. Your VB Glyph math is sound.
The numbers just dont sound impressive for WOTN. In paticular the 15 second cooldown on it, ugh. Not that BCB is all that great at 30%.
So those last 3 points? WOTN on the defensive side, or BCB, Bloody Strikes, or Morbidity for the DPSing. I may try all of them and see what delivers the most.
Post by
Adimax
One more question...
Per WoWWiki,
"Critical Hit immunity for a level 60 player against a raid boss occurs at 440 Defense and requires a defense skill of 140 from gear to achieve."
So do I need 40 Defense (as I'm sitting at 400 via the skill) for immunity? Would more Defense help with Parry/Dodging against old world raid bosses or outland heroic bosses?
Post by
hashmel
Mobs have a 5% chance to crit a player of equal level.
For every level the mob is higher than the player it gains an additional 0.2% crit chance.
For every level the mob is lower than the player it loses 0.2% crit chance.
Raid bosses are player level + 3 which gives them a 5.6% crit chance.
Crit reduction from defense + crit reduction from resilience + crit reduction from talents = total crit reduction
If you have 0 resilience and no crit reduction talents you'll need 5.6% from defense alone.
1 defense skill grants 0.04% dodge/parry/miss chance before DR and 0.04% crit reduction.
5.6 / 0.04 = 140 defense
skill
required for 5.6% crit reduction from defense.
Post by
410715
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