Mathy question on DK set bonuses and gear item levels

dk-symbolOn first drop I was stoked – the tier gear is something that I crave due to the old days when the BiS gear was almost always Tier only, and all the rest of the gear was a poor shadowy reflection of the Tier gear. And the Tier generally was a great looking matched set and transmog was still a gleam in the lead dev’s eye.

I had the pleasure of getting a few Tier tokens from kills (four items in two weeks – DPS LFR Chest and Normal Gloves, and also LFR Chest and Gloves) and now have a ponder-some issue for DPS gear is due to a difference in item level between my current Chest item (489), and the Raid Finder DK set Chest (483).

TLDR = To get the Tier 14 2 set bonus I have to drop the chest item level down 6 item levels. Is the set bonus of +10% damage to key dps abilities better than 6 item levels of stats other stats?

I’m really not sure. It is likely an overall dps loss, but if so by how much? Does that DPS loss become mitigated by the 4 set bonus if I can get those drops instead? Hmm.

In thinking through the solution I compared the 489 Tier 14 with the 489 Breastplate I was using and they are almost on par, with the current one (King’s Guard) a smidge ahead. This however does not include the benefit of adding either of the Tier bonuses themselves, which I’d argue makes the Tier Breastplate at 489 better.

By comparison the items show a clear difference, which is to be expected with 6 ilevels.

questionT14-1

Left is the LFR T14 Chest, and the right column shows the 489 King’s Guard chest.

Overall gains of 62 Str, 590 Mastery, and 186 Haste vs the 694 Crit is the point of differentiation, as the Stamina and Armor is moot.

So then I thought to apply the stat weightings for  Frost DKs via Wowhead. The goal was to see what difference for teh item alone was, in terms of marginal upgrade or significant upgrade.

This showed the combined weighting value of 156,784 pts for the T14 LFR Chest, and 161,280 for the 489 Chest; meaning a difference of only approx 3% in the two items. Ignoring that this is probably not the way to use item weightings (?) it shows that the LFR item is only a minor downgrade.

It also made me realise that even if I know what the weighting is for the items themselves, I do not have a dps value to compare too, as I cannot ratify a specific DPS figure increase against items level without a set of repeated simulations (like SimCraft).  I don’t know a way to settle what the difference is. Fark. Continue reading

Friday Five by Too many Annas

Too Many Annas has a regular Friday Five, questions to ping thoughts and ideas…

This week: Your character has unlimited funds and unlimited space to make their dream abode.

  1. Is it in the city or country? What zone, if you could pick one?
  2. Big or small? What does it look like?
  3. Is it cluttered and crazy or clean and neat?
  4. Do they share it with anyone/anything?
  5. Do they live there all year, or is it a seasonal home?

Naxxramas

(One) Mortigen would live within Acherus the Death Knight citadel. Essentially his place in the rest of Azeroth is lost and gone, and Acherus represents both the prison of being a death knight and also the place where a DK is not subject to creepy looks.

Given unlimited resources that might change to be a citadel of his own which is not regularly shared with other death knights. Perhaps uproot something like IceCrown Citadel and float that about the crater where Dalaran used to be, or on the Ruins of Theramore.

Having an army of undead minions should be included too. At least one hundred thousands footmen and heavy infantry, and a range of dragons and flying ghouls for air support. That has a nice feel to it.

(Two) It would be huge, something to make Naxxramas feel like a hovel. Skulls, spines, spikes and cold rivers of infectious slime and frozen water.

A small chapel iced over with permafrost. A floating barge the size of the alliance gunship to use as a run about to get down to the ground when needed. That saves landing the floating castle on a town just because he needs some extra common thread for a quest.

A market and vendor area akin to the shopping district in Undercity or Dalaran would be great too, as long as the vendors don’t mind living with a strict curfew.

(Three) It should be patrolled regularly by guards and servitors, but essentially all non-combat personal should be rare and basically never seen. Keep the place feeling haunted and forlorn.

(Four) In times of strife Mortigen would use the citadel to fight for the causes, but never as an ongoing deal. Why like to the Alliance when they perform just as many idiotic or cowardly actions as the Horde.

(Five) It is a base of operations, and as it would be mobile – it could be used all year round.

Do you think the Pandaren would mind a monolithic castle floating above Half Hill farm?

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Gearing up for an adventure

That scene in the Matrix when Neo fights an upgraded Agent and says, “hmm, upgrades…” resounds at the moment.

Recently I’ve been lucky to have some very good gear drops in normal MV and also had some of the hard work grinding and AH farming pay off. I found it odd that the relative score of the gear in sites like Wow Heroes did not jump significantly. It’s not like there are not 300+ characters who are better geared on the server, but bragging right are fun sometimes.

Gear which changes was:

  • a Dps 489 ring from Quest/Exalted Rep with Klaxxi. It is no small effort to get to Exalted with this faction, and it is a pity that I took the reward so close to the update to patch 5.1 as the ring will hopefully be replaced in the coming months. I will not be doing the Klaxxi zone at all unless I max out all the other dailies, which in very unlikely.
  • a Dps 489 gauntlets from MV, upgraded from item level 372.
  • a Dps 489 cloak from MV, from level 372,
  • some Dps boots that I’ll be using as part of a Tank set,
  • switched the old 472 dps Cloak and Gauntlets to the Tank set,
  • and purchased the Dps trinket from DMF, which replaced the 450 ilevel dragonling trinket. I’ll miss that little dragon proc. I think it cost around 12,000 gold buying it with cards.
  • then finally purchased the other DMF trinket too for the Tank set, for around 8,500 gold. It was far less of an upgrade that the Dps one, but it will serve well for the rare Tanking I do in instances and is more than powerful enough for 5 man runs.

Yes, its been a good few weeks.

I know that using Dps gear is not ideal for Tanking as I miss out on loading the secondary Tank stats like Parry and Dodge, but a 486/472 dps item is rated higher in terms of overall itemisation than a 463 item with those stats because often the Mastery loading on the dps items is still good. It is not ideal, but any upgrade is an upgrade.

Next on the list is:

  • I’m likely to valor-upgrade the two-hander Star Shatter, as it is likely the best weapon I’ll see before we are either killing the end boss in Heart of Fear on normal (a while away), or killing Heroic Elegon (longer still). Spending Valor on that seems a worth while update as it is unlikely to be replaced.
  • Rep farming the Shieldwall faction is important (Ring, then Trinket, then Boots/Belt),
  • but as is completing the Exalted rep with Goldebn Lotus for a Tank Neck (a quest reward), because I have a 489 item on neck already and the itemisation on the Dps quest reward is sub-par for DKs playing Frost 2 handed. Might as well get +5 Valor and a nice upgrade when it does not disadvantage the other grinds.
  • getting to Revered with the Shadow-Pan for a new 489 trinket (also costs VPs), but I am now sure that the Ironbelly Wok is nothing compared to the upgrade of switching to a 496 with the Shieldwall trinket. Those poor Shado-Pan might have had their day.
  • I’ll visit the August Celestials soon to see how I can help them too.

At this stage I’ll wait to see how my reps are when I next cap out on Valor, then purchase the item which gives the best upscale in core ilevel, with a preference for the Shieldwall gear.

I did wonder and have no answer, except to perform case-by-case testing for:

  • Is it worth upgrading a weapon by 8 item levels (say 489 to 497), or a trinket (from 472 to 480)?
  • or better to spend VPs on higher gear? buy a 489 which replaces a 472, which is more of a point difference.
  • How far does the preferred vs sub-optimal secondary stats factor in that?

Perhaps the answer is to only upgrade the gear which is both the highest level you expect to attain in the short to mid term, and also only when the same amount of Valor Points could not purchase an equivalent upgrade elsewhere on the character.

i.e. You’re better off purchasing a higher ilevel item than upgrading another, as you change the base level of your gear to be higher, and therefore open to enhancement with Valor later. This means that as most of my stuff is 489 now, I’d be mad to upgrade a 472 with VPs, especially when 496s are available with Reputation.

There is no sneaky way to grab my last 472 upgrades for Legs and Bracers except getting lucky in a few runs, or Valor farming – so farming it is. Yay! Cough.

dk_headshot_armour by wow insider

Head Down Bump Up

I’m DHBU at the moment covering for one of my PMs who is on two weeks leave, and my wife started working again this week, and all sorts of real life junk…which gets in the way of a good gaming session.

In Warcraft the absolute highlight of the month so far was last night getting a new sword upgrade (finally) from Elegon, which replaced my crappy item level 463 weapon - Starshatter. It’s a great looking toy. It might get transmogged to an older style Death Knight weapon soon, as they look even better.

Screenshots and happy rants will follow soon, for now though – I’m a happy lad.

I cannot help but love an almost 1200 raw dps upgrade, plus the additional stats.


Happy Killing.

What a few nights a week can do? A lot actually.

Recently…

I’ve been happily playing through the Mists content with my Death Knight, and so far the questing has been excellent. I am now level 88 and getting close to the end of the second zone. By the level of the other players around me I get the impression that others are moving faster through the zones, and having rested XP might be a good cause for that – I am getting more xp per quest because I am generating more rested due to time not playing. Hey, not bad.

If given the choice I would be playing 16 hours a day and not in rested XP at all, but you can’t have everything. If I get to 90 without completing all the zones then I am sure I will get the opportunity over the next year or so to see them fully. Or I’ll complete them at max level and horde all the gold and drops.

The gear from questing is darn good – far better and specialised for the roles of a DK than any other expansion and this is by design. For some classes it might seem odd that they get given two dps options, but each of the plate melee classes/specs has slightly different needs for stats and this gives flexibility.

The Voice of the Deeps heroic two handed sword is ilevel 410 and still far better than any quest drop (at the moment). I guess that eventually I’ll see a weapon that is better, but so far the ilevel 415 greens and blues are not as good. VotD has a damage buff per mastery and the buff in mastery at for the gear above ilevel 400 is huge. I get the impression that it is not meant to be this good. I love it.

…and then last night…

I had the pleasure of playing for a prolonged period and was able to get through level 88 and I am now level 89. This was my stretch goal as I really wanted to get the dps and tanking trinkets from the Brewfest encounter before is ended.

After din’ing 89 I was fortunate enough to have a few guildies online who joined me in killing Direbrew a few times, and grabbed the dps trinket and one of the tanking trinkets.

Stoked!

Death Knight Tier 14, dress wearer’s set

Why is the DK t14 set wearing a robe/dress? (source)

It’s creepy, has skulls, and will be immediately recognisable. It does not suit the rest of the Death Knight style gear. Heck the Hunter gear looks more like DK gear than this. Perhaps there was too many Warlock sets crafted and they thought the feminine side of DKs needed a spin. I hate that dress.

Still in other T14 news the Monks are wearing lamp shades, the Priests have funny hats, and the Warlock looks awesome.

Full Death Knight team raze Heroic DS 25 – Awesome

Aside

Here is an odd endeavour – to clear Heroic Dragon Soul raid with a full Death Knight Team. Awesome work gentlemen. It demonstrates just how interesting a challenge can be created. I have no doubt that a full Druid, Paladin, and Monk clear could be performed too. Kudos for the DKs for getting this together. Check out the vids and the banter via the links.

As a keen DK and Wow’er this is entertaining. Players seeking to nudge the edge of what is reasonable and intended in a game should be encouraged, and while we’ll never see an achievement for “Full raid single class” due to the bias against classes that cannot do this – its notable. Just as cool is the soloing of Lich King on Hard mode in a 10 man raid.

The group’s main setup included:

  • 4 tank blood DKs
  • 17 DPS blood DKs
  • 3 DC heal blood DKs (to assist tanks with Deathcoil Glyph)
  • 1 DW frost DK (for buff)

The team also called in a druid and priest for the Spine encounter to beat the dispel mechanic.

Now this might garner some “DKs are OP” comments too, and I have two things to say to that: (a) shut it troll, and (b) yes, Death Knights are awesome…

Happy Killing

A defensive update on the patch

English: A line of M109A6 Paladin howitzers as...

Patch 5.0.4 brought us some changes, and its taking some players like me a while to understand and absorb them. I’m damned if I can fit 9 classes worth of changes in my head at once, so I’ve kept to just a few. My Death Knight main and a few of the toons that I tank with: DK, Warrior, and Paladin. I’ll get around to adding the Guardian Druid into that soon, and then also spec’ing the non-tanks like my Warlock and Hunter. I wonder if Hunters and Warlocks can pet tank / solo now.

One thing about the new Tanking model is that multi-mob tanking is much more viable, as long as the tank does not get stunned or overwhelmed. When either occur you are in deep trouble very quickly. DKs, Pally, and War all hurt when faces with 10+ mobs, and the old days of doing an instance in a single pull. Now if the mobs cannot hit your character for enough damage per second to chew through the shield, then your character will never get hurt at all. Generally that will never happen at level, and even (Level -10) needs to be considered. At (level-25) or less I think its the same old run and giggle mode, which is good. At level on normal mode all Tanks should be able to solo bosses like Slabhide with reasonable gear and use of cool-downs.

As a quick summary:

  • Death Knights – feel essentially the same as previous Blood spec did, and play very much like a dps character. Good solid fun.
  • Paladins – slow and steady damage, unkillable due to great cooldowns, highly controllable self heal. The cockroach is back.
  • Warriors – fast paced leaps, charges, and thunderclaps. High damage, lower survival. Best fun to be had by far.

Death Knight – overall nothing greatly changed, and everything did. The Blood style plays the same, and it is the other tanks who now are moved to an absorption/healing based actions (aka Active Mitigation). Essentially our world changed because we have moved from having a somewhat unique ability, to having just one of the best implementations of the soak/damage model. I liked it a a DK and like it on the others too. As dps the talents feel narrow.

I’m not sold on the concept of switching talent choices per fight, except to say that if a player can do that well they are a much greater asset to their raid than a player who specs once and never changes.

Paladin – I was newbie tanking in Outland back in the day, and loved the fact that mana was returned by getting hurt. Likewise now we get all sorts of resources back from being hurt. I’ve run a few old heroic 70 and 80 dungeons in solo mode to test the performance of the Tankadin, and while I think their overall damage is too low, the survivability is very strong.Cooldowns are needed for heavy damage spike fights and too many mobs can rip through the bubble very quickly.

Paladin’s strength is the control of when they can apply their heal, and the advantage of doing either a powerful shield strike or heal as a 3x holy power combo move. I found on bosses or big trash pulls that sometimes all I did was self heal, and the slow attrition of concentration and the AoE effects whittled down the creatures. The Paladin was never in trouble, but also never was near the DPS that the Warrior did.

Warrior – A Protection Warrior at the moment is crazy fun. They do as much damage as some lowbie dps and can head smash their way through mobs darn quickly. Having additional uses of charge via talents means that for now I grind quests as Prot. Never dying has many advantages. They are still a very agile tank, being able to move across the battle exceedingly quickly. Solo’ing was almost as easy as the others, but at times my health was dropping and it took special attention to snap it back up. Thankfully the cooldowns provide for some interesting power-ups, and I was also using Herbalism’s small heal and spare potions.

If I could somehow get a huge gear jump I think the Warrior would benefit strongly from a powerful set of items and correct re-forging. Parry and mitigation re-forging appear to make a large difference in the form discussions out there, and my Warrior feels like she wants to smash heads harder, but cannot just yet. The potential is certainly there.

But why have 3-4x tank characters?

Heroic Utguard Pinnacle (h-UP), Heroic Magister’s Terrace (h-MgT), and Normal Stonecore are all easily solo-able for all three classes, which means grinding for those elusive mounts is now easier as a character can be parked out the front of each to do each one each day with no travel time. Till the new world events this is what I’ll be spending free time on. I’m pondering adding the Druid to be parked in front of Molten Core, purely because the rare mats and drops from there still sell well.

In terms of comparison neither the Paladin or the Warrior can hold a torch to a Death Knight for solo’ing and damage. Some of that might be due to much better gear (ilevel 333 vs 378) and my familiarity with the DK class, but it seems the DK is slightly ahead for now. Warrior is probably a close second, but their healing is still not as exceptional or as controllable as the Death Knight. Things will be interesting at level 90 where we are meant to be playing, as I can see a Warrior becoming once again the powerhouse of Tanking. Having the only AoE taunt will be an exceptional ability, and as gear improves their block/soak mechanics will get stronger and stronger. A Paladin too might also be powerful again for the ancient reason they were awesome in the past, that they have so many cooldowns which increase survival. By comparison the DK cooldowns are just trivial. This is also good as I think there needs to be some separation between the tank styles and perhaps this is enough. Not sure as yet.

I’m looking forward to adding a Monk to the lineup too; 5x Tanks will be excellent.

DK Tank note in MoP beta build 16048

If the title was not janky enough with abbreviations and miscellaneous numbers then read the full patch notes for the recent Beta build dropping soon. I expect the stead series of adjustments to continue for at least a month after MoP release. Just enjoy the variety people, for now is the time to test out all the odd stuff and enjoy the game before we’re meant to be serious again.

We get more tweaks via MMO Champion, for Blood Tanks we have this change:

  • Death Strike now does 280% weapon damage, up from 230%. Damage increased by 43%.
  • Heart Strike now does 115% weapon damage, down from 170%. Damage reduced by 54%.

What does it mean? Apparently Blood DK damage was too high on multi-target. No effect on base healing effect from DS. I know that this is certainly not what I am seeing in current game, so keep in mind this is level 90 content based feedback (what do you mean you’re spending your time farming for rares and not in beta?… me too).

Warrior Tanks get a few buffs too, which should make them happy. Paladin Tanks I think will still suffer a bit at the moment, although that is an impression based upon rants and wanderings rather than analysis and posts.

wow Beta Build 16030 for DKs

Aside

A bit of patch news on Beta, which sort of confirms my old impression that Death Knights were not going to get adjusted until after the wash and rinse of “live-ish behaviour” changes were seen. Meh, perhaps its just a coincidence. Either way, even if I see nurfs and buffs of staggering stupidity, I am glad that DKs are getting some love.

TLDR for this update is: More health for Blood Tanks, less Damage for Frost dps from Frost Strike. Expect this and many more items to bounce around, it is a long way from over, and the devs have some work to do still.

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