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Death knight resources

One of the key concepts you have to understand before getting into the deeper issues of dps is the Death Knight Resource system. Please keep in mind that this discussion is specific to the original Wrath of the Lich King system.

DK resource system is different than any other class in the game, because the designers wanted to make the Death Knight experience unique. It some ways it’s like the combo-points and energy system of rogues, but in other ways, it appears like the Rage system in warriors.

When choosing what ability to use, there are three main resource pools which you need to consider. The first and most obvious are called Runes, these are six resource counters which are consumed by your major strikes. As you attack, these strikes then build up Runic Power, which is our second resource. Lastly, you need to consider the Global Cooldown (also known as GCD). This is a common cooldown shared by most of your abilities; with the exception of abilities which the developers have designated. Every class in the game has a GCD.

Runes

Runes are a resource counter that is unique to Death Knights. There are three groups of two runes each for a total of 6 runes. Each pair is named after one of the Death Knight Talent trees, and refers to a specific “school” or “discipline” that the Death Knight abilities represent. There are two Blood Runes, two Frost Runes, and two Unholy Runes. When you use an ability which requires one of those Runes, the run is consumed and then placed on a 10 second regeneration timer, during which you cannot use that Rune to activate other abilities. Your abilities will require you to use all 6 Runes within a 10 second window to achieve maximum dps.

Rune regeneration times are static, but can be decreased when utilizing the effects of Unholy Presence, which reduced regeneration time to 9 seconds. When all runes are expended, you cannot make additional rune-based attacks until the 10 second window is up and your runes begin to regenerate; starting with the first runes that you consumed.

Abilities typically require a specific Rune type, some abilities require two, or even three Runes. Examples of 2-Rune abilities are most strike attacks, with the exception of Rune Strike, Heart Strike, and Blood Strike; examples of 3-Rune abilities are Army of the Dead and Death and Decay. These abilities require one of each Rune type.

In addition to these three types, there is a fourth and special Rune type called a Death Rune. Death Runes are generated thanks to special talents in each tree: Dark Rune Mastery, Blood of the North, and Reaping. Death Runes are unique because they can be used in place of any other type of Rune. By generating Death Runes, you can more appropriately utilize 2 and 3-Rune abilities in your rotations (they allow you to, for example, chain 3 Scourge Strikes together in an Unholy rotation, which you would not normally be able to do without Death Runes). When consumed, a Death Rune returns to its original Rune type. Additionally, some abilities like Blood Tap and Empower Rune Weapon allow you to regenerate Runes immediately.

The 2-Second Rule

Those Death Knights “in the know” are informed on the 2-second rule. It’s a little trick implemented to help with the GCD and lag. You should understand this because it has a big effect on your rotations. Say that you fire off a Blood Strike, your Blood Rune is consumed and is now regenerating. Once it completes its regeneration cycle, it immediately begins to regenerate again, as if it had been used.

Runic Power

Runic Power (otherwise known as RP) is a second resource that gradually builds up as you use your strikes. Runic Power-based abilities are typically used as filler while all six of your Runes are consumed and in the process of regenerating. This tactic is often referred to as “Runic Power Dumping”. The key is to allow your Runic Power to build up, but not quite max out, which would result in a dps loss. Runic Power dumping abilities usually include Death Coil for Blood and Unholy, and Frost Strike for Frost (or Rune Strike while tanking).

Single Rune abilities usually generate 10 Runic Power, while double Rune abilities generate 15 RP. You can hold a maximum of 100 RP, which can be increased to 130 RP using talents. When you hit your maximum, any additional RP generated is wasted (which is why it’s good to stick close to, but not above that limit).

The Global Cooldown

The Global Cooldown (or GCD) is a common cooldown which affects most, but not all of your abilities. Every class has a GCD; which lasts typically for 1.5 second. The GCD is affected by Unholy Presence, which reduces its duration to 1 second. The GCD is also affected by Melee Haste, which lowers its value. Haste Rating is useless for most specs, but can be attractive to Frost Death Knights who place a higher preference on Haste Rating. 32.79 is equivalent to 1% Melee Haste at level 80.

As stated most, but not all, abilities are affected by the GCD. Abilities which aren’t affected by it are Anti-Magic Shield, Blood Tap, Dark Command, Death Grip, Empowered Rune Weapon, Hysteria, Icebound Fortitude, Lichborne, Mind Freeze, Rune Strike, Rune Tap, and Vampiric Blood.



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