Death Knights Talent Comparison: Frost vs evil
I am prepared to discuss in detail a lot of people in the recent controversial death knight talent selection to 2v2 and 3v3 mainly. The blood system is currently flat (which is already very conservative), so do not involve this talent tree. As for the other two links, I would like them to be a strength of contrast, coupled with some of my overall view and for the next version of the patch impact analysis. Although some people may be a bit boring, but the recent DK area and arena of this discussion between the players was still very warm.
Death Knights: Frost
Benefits of the Frost
- Strong to the ridiculous explosive, killing the machine brought Stochastic Dominance
- Frostbite can not be dispersed to provide long-range effect of 50% reduction
- Can not be parry / dodge / parry against the Frost
- Rune long-range accumulation of energy, close the skills of energy poured Rune
-60 Seconds CD groups “blinding” effect (cold Hunger)
- It is necessary to blast the “cold-blooded”
- Stability and injury-free gift (no damage Canal A) vs a low-rise to avoid injury limited skills (Bone Shield)
Disadvantage of the Frost
- Only two disease effects, easily dispersed (no black plague)
- No pets available for the control of technology and the halo effect of interrupted water
- Harm to look at the face, the face would be very bad injury sustained
- Target the body must keep the ice epidemic in order to ensure that the output (see Article I)
- Rely heavily on heroic mode XT magic out of print
- The means to resist the legal system hurt less
Death Knights: Evil
Benefits of the Evil
- Ice epidemic and blood with the black plague of plague provided by the high sustained damage
-30 Seconds, CD pet halo skills
- A remote operator can be poured skills (Death Coil)
- Gargoyle
- No CD, ignore armor, consumption of ice evil Rune skills (natural disasters, the fight against vs Oblivion)
- Anti-Magic areas and 100% anti-magic shield
- Centered on its own as a non-dispersed AOE slow effect of
Disadvantage of the Evil
- Department and ice compared to evade the thieves off the limited damage
- Whether the objectives of the body can maintain the fight against three diseases, injury to a great impact on the natural disasters
- Lack of control skills
- Explosive power than the ice system
- Means of defense against thieves small (non-damaged bone shield vs Kennedy A)
Detail of WoW DK Talent
I have two talented overall assessment is that the Department of the outbreak of the ice strong (both controlled outbreaks have random outbreaks); and evil continue to hurt the high, sometimes can also play big numbers. I chatted with Zilea chat, he said that they team DKValrath is to use ice to fight the Department of talent TR’s (TR no magic XT India), SK thief France they eat, animal husbandry, very dead. Their chopper can kill almost instantaneously at any time any one of SK, chilblains slowdown is also very handy to use the.
I certainly understand that the Department of the ice to fight thieves France, animal husbandry and the advantages that can not be evasive several consecutive storms hitting the ice to fight the thieves who are not jokes. However, I am also very clear that a major weakness of ice department. In my opinion, the greatest weakness of the ice system was to hurt him out entirely on objective effects of the ice epidemic, talent hunters in the tundra and glaciers are as rotten as the prerequisite. No ice epidemic, then frost all the skills to play against and so on up like a rotten, like noodles, and even treatment of all province. Although the disease seems to disperse is not very easy, but most of them are evil, know that the DK talent, and their two diseases to disperse the resistance (ice epidemic and blood plague), as well as the first three diseases, to protect the above 2 ( Black Plague). The University of ice are not so lucky, and it is also more likely to be the outbreak resolved. This weakness in the face of shamanism is particularly evident when the team, more crucially, ice baby DK CONTROLLING not play that clean totem.
This season, I have all 33 teams (there are 22) had lost the ranks, most of which have a dozen ice storms hit the ice DK existence of a considerable exaggeration. Hunger, cold and experienced opponent in the face is relatively easy to handle, but the face of a character and fight against the outbreak of frost burst 5-digit guy on a little temper. Although I also agree with Blizzard in the next patch will be playing ice into the changes that can be avoided, but I do not agree with them to combat and reduce frost damage to the North of the blood of the practice, because the real problem is not in the above-mentioned two, but in revenge Heart Magic India. Although there is no system of this magic and India will not die of ice, but there is indeed a world of difference between with and without the. I think that the right to make changes to this magic and India (in the S6 of the hotfix before the end of it is also OK) is the more appropriate approach.
3.2 patch
Ice department received all Nerf, frost crack down on injuries and damage blood of the North Addition was slightly reduced. On the other hand, the Department of natural disasters, the fight against evil direct loss of more than 5% of damage, if not something new, “barren rock” talent (Desolation) and also by 5% (if the point of the evil tree is even more bloated, and because there are 2 points have to give the blasphemy), but lower Gargoyle fly more injured. Blood is still not received any PvP aspect of the buff, so the choice is still limited to natural arena ice between evil.
The Department of injury nerf evil in some people may seem insignificant, but many people ignored that it is the desecration of the changes is the most critical. On this issue, I also thought about why more than one occasion, compared with other professional, DK talent tree is so bloated. For example, sharp knife to provide 1% each point barrier damage reduction, but only when the blood runes in the CD, to take effect. That is, 1 point talent can only be reduced by 1% of the damage, or conditional, so NB the. The same time, other professional talent but can be used 1:00 of the 2% damage in exchange for a stable reduction. In the 3.2 patch, the evil department got a new talent, “barren rock” to replace the profane, everyday assigned points (5 points) Addition of 1% of the damage, only used the blood of the entry into force after being hit. If they really want to do well, it should be a sharp blade to remove barriers in the conditions, then present the desecration of damage inside the 5%-plus move to Rivendell’s anger, the increase of 3% on each floor to make it correspond with the tundra hunters.
All in all, I think that the Department of natural ice the Department due to the evil and harm Nerf bloated talent trees become more popular in the S7. The only thing I really want to complain about the place is Blizzard cut the wrong place, weakening the basis for the fight against frost damage while ignoring the existence of demons and India. Changes to take effect until the toughness, coupled with DK and corrections to ride, and so was the damage nerf, I really think that S7DK wants to play 33 to hold the thigh of occupational death, rather than as they are now disciplinary / DK / therapy can also be easy to win. But having said that, what are now 33 combinations need technology?
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