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Death Knight Raid DPS ompendium (F/BL/UH)
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Krenian posted this on December 28, 2008 - 7:14 PM

Categories: news, 3.3, damage dealing, death knight, krenian, wrath of the lich king

This will be the FINAL update for the Death Knight guide for Wrath of the Lich King. With this, I am hoping that the information in the guide will actually be final and no longer changing all the way to Cataclysm. Like some of you know, I haven’t really played WoW at all for the last few months and as such, I’ve been less and less inclined on listening into WoW related items. But due to some work needing to be done in the guide and a bit of free time, I’ve looked up a couple of things and wanna work the guide back to its’ stance.

Version 3.3.2


Death Knight DPS rotations and Item Evaluations:

With the Lich King dead, and the world seemingly is peaceful once more, our Death Knights prepare to rest...but a darkness stirs under the depths of the world. A dark presence is ready to make his return, and with it will cause great strife...prepare...for the CATACLYSM!

Welcome to the guide! This is now being updated to version 3.3 therefore there may still be some information that can be reviewed before being finalized, however I'm honestly certain I can give you the most of this information accurately.

At this time, Death Knights can either dual wield or use two handed weapons. The choice is up to you and the decision will affect certain trees being viable/not so viable.

However, let's first analyze stat priority for DKs.

DKs are very similar to Ret Paladins and Warriors as to gear selection. Here’s the general break down of what stats you’re going for, in priority from first to last.

1- Hit Rating (Yellow Cap)

Hit rating directly affects every single swing you do. To the exception of Icy Touch, Death Coil, Unholy Blight and Howling Blast, every other skill used is directly affected by melee hit. Now, as of 3.0.1, all hit has been rolled into one singular hit rating for both Melee and Spell. So the numbers given below are the numbers you wish to attain on your character sheet when you look at the specific tab (Hit for Melee Hit rating and Spell hit for spell hit rating.)

You need 8%, or 263 hit rating to cap both yellow and white melee damage with a two handed weapon on a boss.

This is the optimum number any dps wants to achieve as this guarantees you won’t miss your melee attacks.

- You need 23% or 745 hit rating or to cap your white damage with dual wielding.

Yes, you need that much. (5% natural miss chance, 18% penalty when dual wielding) But wait, is that all you need? Nope. That’s against a level 80 mob. You need a further 4% (grand total of 27%) or a whopping 875 hit rating to not miss on bosses. Yikes!


Note: This is NOT to say that you need to raise your numbers to the maximum amount of hit required for all of your stats. I'm mostly looking at people who have commented about getting 27% Hit Rating. These numbers are to explain exactly how much would be until you Hard Cap your rating where it then becomes absolutely USELESS to stack more. Please keep that in mind.
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