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Deathknights = Insane PvP control?
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Post by
TheMediator
It's easy to find posts about how great DRW's damage is, so there must be something inconsistent about the way the damage is dealt, or else it's just personal preference.
As far as a PvP- snare ability goes, we are going to try something like removing the cooldown and root from Chains of Ice. It will drop the target's movement to zero, and the target will regain 5% movement speed per sec for 20 sec (10 in PvP). It's a physical debuff that cannot be dispelled and isn't subject to diminishing returns. Let us know how it goes. If it's too spammy now, we can put a cooldown back on it.
So from what I'm reading here, a death knight can keep someone at below 50% movement speed continuously (Their average speed will be around 25%), they can give their whole group 10% more movement that stacks with anything, and they can pull someone to their position every 25 seconds
And so how is a death knight not going to be useful in the arena? Sounds to me like a death knight would be the best addition to a melee team you could get.
Post by
138927
This post was from a user who has deleted their account.
Post by
TheMediator
#1: It changes to 10% every second in PvP - Over 10 seconds
Read the quote- "5% movement speed per sec for 20 sec (10 in PvP)", as in 5% movement speed per second for 10 sec in PvP. I may be mistaken though, and he just worded it bizarrely.
#2: The Frost Rune demand doesn't allow constant snaring
1 frost rune every 10 seconds doesn't sound bad at all to keep them totally crippled.
#3: In arena, their anti-healer abilities are unconventional at best. There's a balance between being able to remove HoTs and stopping casts, but that's still nothing to replace Wound Poison or Mortal Strike with.
That's why they'd combo with another melee DPS... if they had wound poison or mortal strike the game would explode from their insane power! Honestly have you seen fury warriors in PvP? No, because they don't have mortal strike, the arms tree barely gives warriors a DPS boost- the only real reason people bring warriors is they've got MS (rogues are OP right now because they have wound poison, good DPS, good control, and good survivability).
They're hardly comparable to paladins, paladins don't have a reliable snare, a summon mechanic, or group movement speed.
Post by
138927
This post was from a user who has deleted their account.
Post by
visas
Read the quote- "5% movement speed per sec for 20 sec (10 in PvP)", as in 5% movement speed per second for 10 sec in PvP. I may be mistaken though, and he just worded it bizarrely.
No, he was right. The basic effect of the spell is being changed to work as such:
"Your target is reduced to 0% movement speed and regains movement speed over 20 seconds". In a pve situation, that 20 seconds translates to 5% regained per second. In pvp, they gain full movement speed back twice as fast, so you get 10% per second for 10 seconds.
The bonus is that it will have no cooldown, will be 'spammable' within the boundaries of your frost rune regen, will not be dispellable, and will have no diminishing returns.
You'll probably want to save one frost rune for death strikes / obliterates / icy touch, and the other for chains of ice in pvp.
Post by
visas
To add:
Our anti-healer utility is a bit better than some people are giving it credit - though it is primarily geared against druids.
If you stop a druid from using his heal over time spells via plague/scourge strike, he's forced to use cast-time spells. We have several different methods of interrupting or silencing someone to prevent this. You stop the HoTs, and you can shut down their heals entirely.
The only issue we'll have is with instant heals, most of which are on a decent cooldown and dont heal for as much as cast-time heals or HoTs.
Post by
138927
This post was from a user who has deleted their account.
Post by
138927
This post was from a user who has deleted their account.
Post by
visas
I'm forseeing a problem similar to that of AMS - Having to keep one Frost(In the case of AMS, Unholy) rune active all the time. Sacrificing dynamic use of your other abilities for a little control.
Ghostcrawler has hinted that anti-magic shell, and MAYBE anti-magic zone, will have their costs removed and simply be regulated by cooldown. This will help greatly with unholy tanking (or any spec tanking, really). I doubt they'll do the same for pvp purposes though - so you'll have to make the decision whether to save your frost runes and get kited, or use them and have lower damage output.
Well, even so; if some of the changes planned with Scourge Strike and Plague strike don't go through soon, we won't even be anti-Druid. The strikes remove HoTs, but there's nothing stopping them from just reapplying. But a Rune cooldown stopping you from removing them again.
Another thing we've brought up on the beta forum, and something that ghostcrawler has responded very positively about, is having blood plague (the disease caused by plague and scourge strike) have a chance to remove HoTs on each damage tick.
Post by
138927
This post was from a user who has deleted their account.
Post by
visas
I believe those were both suggested by Jayde, actually ;).
among others. The only reason jayde gets the credit is because his name is more recognizable among the beta testers. The guy is an ass for the most part, but seems to know the game fairly well... almost as well as me =P
Post by
138927
This post was from a user who has deleted their account.
Post by
visas
Calling someone an elitist then declaring yourself better than them?
ISMELLZATHRODUWN
there can be only one, and i'm it.
Post by
icritmypants
your modesty puts us all to shame =P
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