Saturday, April 3, 2010

Mysore Maliga Online Film

[Debut] the ropes.

Sombrejour to you!

Whether you're already ventured in grimoires dealing cycles or that you discovered my library, I offer a few tips, and basic knowledge learned progressively, and levels and experiences across Azeroth and the frozen wastes of Northrend. Make good use!


(because, yes, it's freaking awesome DK gnomes: D)

The aim of this puzzle is to offer you a hand with an explanation of how resources Deathknight's work (which was partly motivated by the fact that much has changed with the release of Cataclysm), and other hand to give you a series useful things to know when it comes to tanking.


resources Knights of the Ebon Blade:

We have in our arsenal two types of resources separate but interdependent one relative to another six runes (two blood two of frost and unholy two) and runic power (which goes from 0 to 100 or 130 according to the talents selected).
These two resources will be used by techniques (offensive and defensive) of the Death Knight with a cost rune (s) or runic power. For example, a Blood Strike cost a Blood Rune (go your mouse over the link to see the corresponding tooltip), a Death Strike cost a rune of frost and unholy runes and Death Coil costs 40 runic power. Be aware though that some techniques of DK have no cost, as Dark Order or Morbid Resuscitation.


However, a tricky (but important!) Is to understand how these resources are accessible. First, if it is not already clear after two minutes of manipulation of your character, know that at the base, your six runes are available and your runic power is zero.
But we are interested rather in how these resources occur during combat:
  • Runic Power Generation: This resources, close to the rage of the warrior (to the extent that it is zero initially, and decreases slowly if we stay out of combat) is created when we use our runes. A technique using a single rune (like Icy Touch , for example) will provide 10 runic power, and a technique using multiple (eg Death Strike) in generator 20. In addition, some talents will provide runic power through mechanisms different, especially Smell Blood well suited to a tank.
    Also note that any change will remove the presence of runic power accumulated (to avoid a rise in PR Frost Presence before then pull a switch in the Presence of Blood ).

  • Regeneration Rune: The runes recharge over time, simply. Basically, a rune recharges in 10 seconds. However, since Cataclysm there is a mechanical rather special: in fact, if a rune of some type (blood, frost and unholy) is used as the first (Same type) is being charged, then it charges only begin once the first charged.
    For example, if I run at t = 0s a Icy Touch and I launched another directly behind (either at t = 1.5 s, a time of global rechage all technical), my first rune Frost will be available again at t = 10s, but the second will not be charged at t = 11.5 seconds (10 seconds after being used). Indeed, according to the mechanics described above, the second rune of frost will begin to charge once the first fully charged (or at t = 10s) 10 seconds and will be available again, and at t = 20s.
    However, the special Sang Sang Presence offers a 20% bonus to the regeneration rate of the runes via appropriate talent. The details of the mathematical formula of regeneration will be given in the article on the stats. In addition, our master class we offer, at 68, the passive Strengthening Rune , which makes our techniques using offensive runic power have a strong chance to make a rune immediately available.
To summarize, the use of runes runic power supplies, which itself has a significant chance of exceeding the recharge time of a rune.

A special case: the death runes. The runes are generated by the use of certain techniques, varying with specialization. Blood in special is the skill Rites Bloody that makes the runes used by our Strike Death pass-temporarily-in death runes. After launching a Death Strike, the configuration of runes (reloaded on the picture) look like:


Both skulls purple runes are the runes of death, that means they are temporarily used as blood runes, frost or unholy. A wildcard, in some ways. Thus, if all my two blood runes are not available but I want to use my heart to Strike , I could still do it even twice! After the death runes used (whatever the type of rune that they "embodied"), they resume their normal function until the next use of a technical turning them into death rune.


and views from Auntie PourRite:

Here is a short list after my experience and involvement of other Knights (in comments), which will help you have the first reflexes that are invaluable as a tank. I urge you to propose that I complete the list (with © circumstance, of course ^ ^). In addition, I will post additions to comment on my part so that those following the comments in RSS being informed. ^ _ ^
Happy reading!
  • Always have the mobs / boss facing you: It is in-con-missible Do you turn your back on your enemies. Firstly because you give a bad image of the Knights of the Ebon Blade, but also (and especially) because when you turn your back to the enemy, then we are unable to do parades and dodging. And believe me, 10% to 40% of avoidance by the less it feels very fast (and very painfully!)
    You must move a boss? Either. But use the strafing (tread lightly on the side) so you can move it by being always facing the boss. Even if the movie suggests that you turn slightly back, strafe, you can attack and dodge / parry!


    As you see, my gnominette () gangreporc dodge an attack even if it seems to
    turn your back: it's because I'm strafe. Note that it is also possible to attack during this manipulation.

    And at worst, the backpedaling (ridiculous word fashionable to refer to those back without turning) is not to be avoided, as long as there's no urgency to move the boss in question.

  • Barrier blades must be always active: You can not do without a decent 6% mitigation (it's huge!). This spell should always be active so Employ every means possible to maintain (especially Blood Boil can be useful if you have no nasty side ^ ^).

  • Your enemy must always be affected by Frost Fever and Scarlet Fever (thus the Plague of Blood ): the same way as before, this is a basic tanking, which will damage you take significantly reduced. Like the blades Barrier these debuffs can be easily tracked using an addon like Classtimer (see section on the UI and addons).

  • Management CDs: In combat, you must provide intelligent management techniques to say "CD" (from "CoolDown" = cooldown. These are the techniques to be very time recharge but very powerful). As DK, you have five: there Anti-Magic Shell , Bone Shield , Vampiric Blood , and Dancing Rune Weapon Frozen Robustness and you can have up to two Jewelry CDs such as the indomitable Glyph . How to use? Each fight has its specificities, but here is a general operation that fits quite a lot of meetings. Then, you qualify on a case by case basis.

    • Boss with peaks of high damage: For example, consider Hodir which regularly wins the buff Loved frozen that was so bad when we did not have higher level stuff that some guild Ulduar equipment especially a druid in GR for that! On this kind of boss should keep his CDs for snapping at the peak of damage. course, adapt the CDs using the CD for relevance: the frozen Loved of Hodir, the Dancing Rune Weapon has a very limited interest (for this phase, mitigation is more significant) just like on Gormok the Impaler (the test of the Crusader), you will not use the Anti-Magic Shell (it's rare for a tank to be in the heat ^ ^).

    • Boss with increasing damage, and high-end battle: One finds in this category the holder Death Saurfang, who gets super pissed at below 30%, or Ignis (if you try without killing the adds) . Here, it's simple, it will bind different CDs at the end of combat implying either not having used it before or for having done early enough to make them available again. Note that the phases of combat in question is never very long, it can be a good plan to use the technique in the shortest CD first (like Vampiric Blood ) to it is available again if needed to the final seconds of combat.
      Also note that depending on the duration of the fight, you can start using some CDs in combat, if you know they will be recharged during the critical phase.

    • Boss damage constant: there is simply best to rotate throughout the fight or keep them below the elbow in case of failure of a trainer.
      For example, in my case, the Queen of Blood Lana'thel j'offtanke (taking the mirror Blood and Nick delirious for almost the entire bout, so) and suddenly I assure a constant rotation of all my CDs: those magical as physical damage is because of physical types and shadows. Managing well, it is possible to be a lot of fights under CD.

    In general, start the Dancing Rune Weapon the beginning of combat is a good plan because it will slightly boost your aggro (the glyph thank you!) While offering a slightly increased resistance over time is that the healers put in place to avoid if you only know that the struggle will require very fast this CD available. Also note that the Army of the Dead has a secondary function of defense but saw his CD very short cast (4 seconds, time is often reduced by haste raid) and its high cost rune, it's really trivial!

  • Do not throw your Army of the Dead anytime! While this technique is a lil contribution to the DPS and / or you can reduce the damage taken for a few seconds, there is something important to say with this. Ghouls army will make continuous taunts about everything that is not a raid boss! Basically, if a boss, there are adds (which are not classified as "boss"), do not use it, otherwise you will die your raid. =)
    Example: CCI on Deathwhisper Heroic, or on Saurfang Rotface, it is impossible to use. However, on Putricide (P3) it will not be a worry!
    Also note that this is a technique that can be very useful in cases of hardship in heroic, to avoid a wipe. If you have, for example, aggro 3 packs, fart army of the dead ghouls that take the blows while the group falls on a max of enemies so that it is tankable the death of the last ghoul. :)

  • Use a Potion land just before the sweater (thank you ^ ^ keupain Despair): ... Or at least, the fight where you deem necessary (totally useless on a farm boss raid by your buddies ^ ^)! Indeed, this potion to a shared CD with all the potions that limit use by combat and a minute cooldown out of combat. Thus, taking a dose of this potion before to return to battle, you will trigger the 1-minute CD of all the potions, so you will ensure a nice armor for the first few seconds of fighting, without you deprived of the opportunity to take a healing potion (or resume land potion. Petit bonus gift: through talent Sharp Armor, you'll have a little boost your attack power (160 PA, if I have not messed up my math ^ _ ^)!

  • Do not let Strengthen rune weapon rot in your spellbook: This technique, although very useful, is often overlooked because of his CDs (5 minutes) a little prohibitive, because of the "I keep below the elbow, in case "with an" event "which occurs rarely (or rather, which we do not think). Then rebind me on this lot and hop case study! When are you likely to need:
    • Shortly after the pull to send you a lot of aggro from the start. It does not seem be most relevant, but not necessarily a bad idea.
    • If aggro back if we did not have much on hand, rather useful on trash where it happens regularly. I think that the best use of this technique.
    • If you need PR. That is why I included this technique in the macro-sacrifice ghoul (which is usually in a critical moment where we have something else to fuck than watch his PR point near ^ ^).
    In all cases, use this skill without hesitation, tell you that the probability that you will need it again in 5 minutes is low. Keep it "in case" can cause you to never use it, to the detriment of your effectiveness in saving the loaves of your fellow raid! ^ _ ^

  • Slow casts mobs / bosses with Necrotic Strike! And yes, because if this spell has a function of "MS", we often forget that it also helps slow the casting of spells. Yet on many enemies, dungeon or raid, it is invaluable. For example, on Maloriak (the descent of the Black Wing), this spell is placed continuously on the boss to slow its inovc ' of adds and make it easier kickable when necessary.

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