Death knight how much spell penetration
Getting disarmed or silenced can be very problematic for Death Knights. You should use two different rune enchants on each of the secondary weapons I prefer Wrathful weapons due to fact that they provide resilience meaning that you can alternate between the two to get some seriously helpful utility.
It can be useful against comp that can disarm you since most disarms last 10 seconds. This enchant reduces it to 5 seconds, a very big difference.
Remember to cancel this effect with the macro I provided previously to resume dealing damage as quickly as possible. This is the gear that I use. I use resilience in 2v2 arenas due to fact that I am playing with a Holy Paladin. For 3v3 I would suggest going up to 1. If your comp requires it you might want even more than that. Obtainable in Trial of the Crusader 25 N or Heroic.
Sigil: Sigil of the Vengeful Heart. Blacksmithing: Gives you ability to have 2 more bonus sockets, 1 on wrists and 1 on gloves. Engineering: Haste for 12 seconds on demand is great. There is no doubt that Jewelcrafting and Blacksmith are ideal for arenas. However, I use Engineering instead of Blacksmithing. I find this to be more fun due to the fact that you can use Rocket Boots and Cobalt Frag Bomb which might save your life in World PvP or a battleground.
In addition to that, the Haste on demand enchant will make your gargoyle shoot like a machine gun! Also I would like to mention each faction races that you might want to play as, stated from best to worse: Alliance: Human- Double trinket. Gnome- Removes any slow or immobilization effects. This is what I like for myself, you are free to choose what suits you better.
Death Knights have 4 ways to interrupt spellcasts. These are: — Mind Freeze arguably the most important one against healers as it will disable their heal spells if they are interrupted for 4 seconds. You might not need to use Mind Freeze on the first cast, second or even the third. It will take practice to do it correctly and you will likely waste plenty.
Interrupting at the right time can be critical to the outcome of a fight by finishing off healers to completely cancelling burst phases — interrupting is an essential part of playing Death Knights properly and its importance cannot be overlooked. Death Knights have the benefit of being the best duelling class in Wrath of the Lich King. They can resist magic, physical damage as well as heal a good amount.
If you arena or PvP get at least 75 spell pen. That's a 2x20 spell pen gem 1 in the gloves and 1 in the pants in deadly and the 35 spell pen cloak enchant. For PvE spell pen might not be totally useless, but I wouldn't gem or enchant for it. As unholy your better off getting haste on you back piece and gemming for more str.
As blood or frost you probably want to go with 22 agi if you do not have tailoring. Never should have Agil on cloak. Don't make me smack you, Lynri ;p. In your own thread you stated Agil on cloak is the best. Besides I hate haste on my DK as it just doesn't scale well for us. Agility on cloak gives crit and with kings adds a bit more, I know it's not a great amount of Crit but it is a solid and good option, and I am not sure the numbers but I bet the dps difference would end up equal.
Kalre, the reason no one responded was because it was already clearly stated twice that spell penn on pve gear is a waste. It will not help you, and is a waste of gemming and enchanting on pve gear.
Spend most of my pvping in strands of the ancient and as a Frost Strike Spammer in pvp I rarely get resisted. Post by Eleazer Lynri, Lynri, Lynri, You should know by now that I will do everything to prove myself lol Here is your list of enchants posted on your 2Hand Frost dps thread. Did you want me to link the thread or can you find it? Unlike you, however, he only has leather armor to protect him from damage. Because of this, you should take the aggro and allow him to go all out on his damage.
As a death knight, you have several abilities that can compliment a hunter's ranged attacks well. Using Death Grip will keep runners away from the hunter and allow them to DPS more consistently, as well as Chains of Ice as a way to slow mobs.
As a plate wearer, you can easily be a strong tank and thus be ideal for keeping pace with a Hunter's purely ranged attacks. When specced Unholy, the Master of Ghouls capabilities allows you to have a constant pet just like a hunter, making a formidable combination. While specced frost, you can take advantage of the Hunter's freezing trap to freeze targets, empowering your spells like Howling Blast. Overall, a death knight is an excellent partner to a Hunter.
Both of you are very durable classes with plate armor, great burst and sustained damage abilities, and you have some abilities to heal yourself , whereas the paladin's healing abilities greatly surpass yours.
Be sure to get Blessing of Might from him at all times , as it will increase your melee damage. Overall, you are both very similar; heavily armored melee attackers with lots of utility.
The single largest difference is that the paladin has only one ranged attack unless he is speced deep Protection or Holy.
If they are Protection specced, allow them to take aggro as you both break down your foes. If he is specced Arms or Fury, you may be the better tank depending on your talents. Let whoever has a more tanking-oriented spec take the damage. Alternatively, against a powerful foe you, can share the damage. While the warrior is tanking, you can switch to [Frost Presence] and use your healing abilities to regenerate some health so that you're ready to take aggro back when the warrior's health drops too low.
Warlocks are much like Mages, in that they have the least armor available of all classes, being cloth only wearers. To make up for this however, they come with awesome damage and their own pocket pet to either contribute to their damage, assist in crowd control, or to be their personal tank.
Regardless, you should never allow a mob to directly hit the warlock, you or his pet should have aggro at all times. Priests are also squashies, and as such you should keep mobs off them as much as possible. Shadow priests deal damage much like yourself, and Discipline has talents more focused on pvp utility and survivability. Hold aggro as much as possible and have the priest heal you when necessary. I understand in Battlegrounds everyone will most likely have priest buff, so it is real good deal.
Any arena master can give some light, how frequently its useful against some comps? Edited: February 3, Originally Posted by angrylol. Thanks on behalf of lots of DKs, that makes sense. Its worth to mention that resistance behaves on each wotlk realm different.
Im not sure how resistance behaves on the Lordaeron core, my assumption is that it works like on Blackrock. Lightning bolt dmg against the same target with 75 spell penetration: No dmg reduce through resistance.
I can confirm what Jakkre said, only on Blackrock CC spells will get resisted.
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