Frost dk help/ critique (PVP)

threesets

Beats on Fourteens
Here is my dk's link :

http://us.battle.net.../Roodsir/simple



What can I improve on? obviosuly i am going to put 2, 20 strength gems into the extra sockets, just finished up power lvling bs





and i plan to run sunwell until i get the dps legs, rather than the tank ones.



other than htta, what should I change, gems? chants? I know i need to get spell pen capped, going to work on that asap. What else tho?



Thank you!



sorry forgot to say its for pvp
 
I'm getting bracers from Gruul's since they have 2 sockets.

Helm from KJ, cloak of darkness, shoulders from eredar twins.

This is ofcourse only PvE stuff, but it's nice to have an combine a little...
 
srry, forgot to say it is for pvp, i am sitting at 450- ish resil, with 830-ish str, i think its pretty good mix, idk tho
 
Gruul's bracers are with 2 sockets so they might be nice to look at.

Dno about cloak of darkness, haven't looked at it for anything but pure damage tbh... you can stuff a resi gem in it...
 
ye i have cloak of darkness now, as i may end up going a lil lower on resil, so i can sacrifice 20 resil and like 20 crit for like 30 ap, idk tho
 
To be honest, you have most of the core items, so someone can come and tell you to go more damage or more resi, but that's pretty much it.

And trinkets are a lot about what you prefere yourself...

You're in blood gear when I see your armory now, but it was good as I remember it. (can try stacking stam though, it's quite funny
<
)
 
dont feel like lvling eng multiple times, and i wanan try to get my hands on a hard khorium chest.
 
Might as well use this thread to ask my question, its related.
<




What would be better for a dual wield frost dk in terms of enchants? Assuming I use a disarm rune on one of the weapons, would zerk/zerk be good or is there a superior option?



Thanks!
 
Might as well pull some of the old magic!
<




Made one based around your character (LINK), with your race, professions etc. I aimed for the number of resilience you have, since gems can always be moved around. Compared to your current armory, the stat losses and gains are the following:



34 strength

21 expertise



vs.



0.3% hit (caps you)

43 spell pen (caps you)

4% crit

2% haste

2 resilience

140 stamina



You gain 78 spell pen, but since you would have 35 spell pen on your cloak if it was enchanted, it's only an actual gain of 43. Funny thing is, a Dragon's Eye gives exactly 43 spell pen or 34 strength, so you could remove those two from the equation (since the gemming can be altered at any time) and wind up with this comparison instead:



21 expertise



vs.



0.3% hit (caps you)

4% crit

2% haste

2 resilience

140 stamina



Chardev man strikes again!
 
21 expertise



vs.



0.3% hit (caps you)

4% crit

2% haste

2 resilience

140 stamina



Chardev man strikes again!



Sort of related, but why is expertise so unimportant for frost? I was understanding that a large amount of its damage is physical (Since we can't get mastery at 70), thus capping expertise (at 20 at least) would be a good thing, no?
 
Sort of related, but why is expertise so unimportant for frost? I was understanding that a large amount of its damage is physical (Since we can't get mastery at 70), thus capping expertise (at 20 at least) would be a good thing, no?



Runes and RP aren't spent if an attack is dodged or parried, so it really only improves damage from auto attacks. The reason rogues and warriors want 20 expertise for PVP is to remove the base 5% dodge / parry for stuff like Kidney, Gouge, Dismantle and Throwdown. Ret paladins also aim to have 20 expertise since a dodged / parried CS doesn't grant any holy power, but a Frost DK gains almost nothing from expertise, especially now that Death Strike heals even if it's dodged.
 
Runes and RP aren't spent if an attack is dodged or parried, so it really only improves damage from auto attacks. The reason rogues and warriors want 20 expertise for PVP is to remove the base 5% dodge / parry for stuff like Kidney, Gouge, Dismantle and Throwdown. Ret paladins also aim to have 20 expertise since a dodged / parried CS doesn't grant any holy power, but a Frost DK gains almost nothing from expertise, especially now that Death Strike heals even if it's dodged.



Heh, I really need to pay attention to my runes when parries occur. Thanks for clearing that up *goes to remove that expertise gem and enchants from his gear*
 
Runes and RP aren't spent if an attack is dodged or parried, so it really only improves damage from auto attacks. The reason rogues and warriors want 20 expertise for PVP is to remove the base 5% dodge / parry for stuff like Kidney, Gouge, Dismantle and Throwdown. Ret paladins also aim to have 20 expertise since a dodged / parried CS doesn't grant any holy power, but a Frost DK gains almost nothing from expertise, especially now that Death Strike heals even if it's dodged.



Death Strike now heals the death knight whether or not the attack misses, or is dodged/parried. As a result of this change, Death Strike no longer refunds its rune cost if it fails to hit the target, as the death knight will still receive the healing effect.
 
Death Strike now heals the death knight whether or not the attack misses, or is dodged/parried. As a result of this change, Death Strike no longer refunds its rune cost if it fails to hit the target, as the death knight will still receive the healing effect.



Which is exactly what I said. Death Strike still heals even if it doesn't land. It generates runic power and expends runes, but since Death Strike is used to heal and not deal damage as frost, that is hardly a reason to cap expertise. On a target with resilience and a decent chunk of armor, DS does about 800 damage as frost.
 

Users who are viewing this thread

Top