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What beats a dk?
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Post by
visas
well we've learned that they do have one skill that will be tough for hunters to get around... death grip. In pve it's a taunt, but it also 'teleports' the target back to the deathknight's melee range, kinda looks like the 'get over here' from scorpion =PI think that they might change ALL the taunts to be like this, in order to keep it balanced. Just imagine: a DK snagging a runaway enemy, backed up by a rogue that knows how to stunlock.
I doubt 'all' taunts will be changed to function the same as death grip, considering it has a 45 second base cooldown, and can only be brought down to 35 with talents. Most warriors/pallies/druids need their taunts more often than every 35 seconds.
Post by
115703
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Post by
visas
My guess is that hunters would give them trouble due to their ability to be mana drained through shots and being kiteable.
Deathknights -do not have mana-!
viper sting wont do a damned thing to them, and DK's have a huge array of rooting/slowing effects to prevent being kited, as well as deathgrip which teleports an enemy into the DK's melee range from up to 30 yards away.
Kiting probably wont be an issue. If anything, the melee classes will have the highest effectiveness against deathknights - as most of the defensive abilities of a DK revolve around spell protection, not melee defense.
It's the same with any rogue vs warrior fight. If the rogue is combat spec and knows what he's doing, the warrior doesnt stand a chance. If the rogue isnt combat, or doesnt know what he's doing, the warrior will destroy him. Both classes will likely be effective against deathknights. I'm sure feral druids will be able to deal with them fairly easily as well (my main is a feral, has been since launch, and I've never had a problem taking any class but warlocks 1v1 - the problem is that most pvp nowdays ISNT 1v1, it's group oriented).
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145772
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150529
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Post by
visas
Technickly every kind of deathknight should lose by something.I found the answer 4 the unholy one.They are easily beaten by pallys cause 1rst:pallies can purifie so they can take out disieses(remember that even if they come from players they are still diseases)AND
2nd:pallys beat undead and unholly will mostly summon and plant disieses(soz 4 the spelling)
yep, pallies/priests and maybe shamans will all have high chances against heavy unholy DK's.
Blood DK's will probably have the most problems against kiters (hunters, mages, locks, etc.), as they're focused heavily on melee combat/melee defense and dont have many of the frost slowing effects or diseases employed by frost/unholy death knights.
Frost DK's dont appear to have any weaknesses right now, but they dont really have any strengths either. They'll be very difficult to kite and will have lots of defense against both melee and spells, but they wont have a ton of offensive power either.
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159118
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Post by
visas
well, it's pretty much a given that rogues will kill them, rogues kill everything right now. Since launch they've really been one of the strongest pvp classes and have the most abilities in that area.
As long as stunlock exists, rogues who know what they're doing will be able to take anyone out.
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150529
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159894
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147655
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Post by
visas
Yea, and unholy dk's are going to be at a significant disadvantage in situations where there's no corpses around.
Personally I'd like to see the trees developed more like this:
Blood: Melee DPS, few to no tanking talents
Frost: Spell Damage, Anti-Melee tanking talents (armor/parry/dodge talents, abilities that slow the target's attack speed, etc.)
Unholy: DoTs/Summoning for DPS, and Anti-Spellcaster tanking talents (anti magic field, magic suppression, anti magic zone, maybe some silencing abilities or spell interrupts, etc.)
Post by
111368
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Post by
visas
DK's are supposed to be the anti caster tanks. the combination of plate armor and magic mitigation abilities will be a tough combination for any foe. supposedly, they will have "Bone Armor (Rank 1) - "The caster is surrounded by 4 whirling bones. Each bone reduces the damage from the next spell or melee attack by 40% but is then consumed. Lasts 5 min." ". with that ability, they'll be very formidable. they also will have the ability to summon ghouls to fight along their side. it's still too early to tell...
Bone Armor sounds extremely overpowered. 40% less dmg, 30 second CD, lasts 5 min? i think it should be lasts 30 seconds 5 min CD that's rediculous they could basically get 8 straight spells that make them take 40% less dmg.......just slightly OP
I dont think you're understanding things right.
Bone armor has 4 'charges'. Each time you get hit by an attack, one 'charge' is removed.
So every 30 seconds, you can reduce 4 attacks by 40% damage, no more. It's kind of like holy shield/shield block for warriors - those abilities both greatly increase block chance, but only last for a small number of blocks. The bad part is, bone armor's charges get consumed even by weak attacks - it'll only really be powerful against spellcasters because casters dont throw out a bunch of low-damage attacks to eat up the bone charges, they use slow, high damage spells.
Against a melee class like a rogue, the 4 bones would get eaten up by auto-attacks that do 200 damage each... pretty lame. He'd just wait until the bones were gone then mutilate or SS you for a few thousand.
Post by
Laihendi
warrior + resto druid will beat a DK :D
Post by
visas
warrior + resto druid will beat a DK :D
it's a shame degeneration was nerfed already.
originally it was a disease the deathknight could slap onto someone that stopped all heal over time effects on them. Any team with a deathknight using that would have destroyed resto druid/X teams.
Now it doesnt stop HoT's, but it can corrupt one to make the dot more powerful, so itll still be a good ability against resto druids.
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137716
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161681
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Post by
visas
especially if they could stay alive until the DK ran out of runes, which is unlikely except in a very long battlefield match.
Deathknight runes have a 10 second cooldown, and that can be dropped to 5 seconds with chance/proc talents in each tree. No ability i've seen so far takes more than two runes to use, and they have six total... so that's a minimum of 3 abilities, and up to six abilities, with staggered 10 second cooldowns on each rune. They'll be more like a rogue or warrior with their resource system - they wont 'run out', they just have to work around cooldowns and timers.
also, I think that DKs can only turn humanoid corpses into ghouls, so a hunter's pet could not be turned against them. But I'm not entirely sure, so keeping the pet alive is a must regardless.
You can turn any corpse into a ghoul. If the corpse is not humanoid, you have to have a reagent called corpse dust to finish the raise dead spell. Corpse dust will probably be purchased from reagent vendors just like reagents for other class abilities.
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149424
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