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Frost Death Knight Advanced Concepts
来自 Bicepspump
[Last Updated]:
2021/06/28
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补丁:8.1.5
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Advanced Concepts
This guide is for the readers who already have a good understanding of the mechanics of the Frost Death Knight. You can execute your rotation with ease and are now looking for the nuances that aren't obvious at first. I would include concepts that can enable you to min-max your DPS.
Maximising the Duration of
冰龙吐息
The ability to hold the Breath for a long time is what separates the okay players from the outstanding ones. I've already talked about how you properly pool and prepare for a great breath. This section will instead focus on how you behave once the Breath is active!
Your Breath can be loosely divided into three phases:
The resource-heavy phase. You have more than 70 Runic Power and plenty of Runes to spend. This period is defined by the staggering of your
湮灭
and the use of lower cost spells.
The GCD-locked phase. You are spamming away your
湮灭
every GCD.
The starving phase. Your Runic power is dropping lower and lower, and you desperately fish for extra Runes.
Let's talk about what priorities you should have in each of these situations. First of all, in the resource-heavy phase, you need to focus on not capping your Runic Power. One might think that this means using your
湮灭
as soon as you drop below 80 Runic Power since you gain 20 from
湮灭
. However, this isn't entirely true. We have other Runic Power generating abilities that we need to consider (
冰霜疫病
can give 5 and
符文调谐
can give 3). We, therefore, need to drop an additional 8 lower down to 72 (75 without
符文调谐
).
During the first few seconds of your Breath, you don't want to simply sit there and wait while your Runic Power slowly ticks down. Instead, you want to make as good use of your time as possible and get your Runes recharging ASAP. Therefore, this is a great time to use your 1 Rune cost abilities as soon as you get below 82 or 85 Runic power! If you don't have
冰霜疫病
ticking, throw away a
凛风冲击
(yes, without
白霜
), and use up a rune on
冷酷严冬
.
Doing this effectively is all about timing. Your Breath will tick away each second, allowing you to predict when you will drop sufficiently in Runic Power. If you start at 90 Runic Power, you pretty much know for sure that it'll be safe to use a 1 Rune cost ability after the tick. You can then time it properly and use the ability as soon as the tick has happened! During the resource-heavy phase, you should use
凛风冲击
with procs of
白霜
!
The GCD-locked phase is completely straightforward. Use your
湮灭
on each GCD and weave in any
凛风冲击
with procs of
白霜
.
The starving phase is when things start to get sweaty. You no longer have enough Runes to stay on high levels of Runic Power. Instead, you will tick lower and lower until you finally reach the end of your Breath. During this period, you won't be able to cast
湮灭
whenever you want. The key here is to use
湮灭
as soon as you possibly can. Due to us generating Runes in random ways (each time your Breath ticks, you have a chance to generate a Rune through
符文强化
),
湮灭
might suddenly come off Cooldown. This means that you want to sit there and spam your
湮灭
as much as possible, to make sure you use up your Runes as soon as they are available. You also need to be careful with using up your
白霜
procs. Don't use
凛风冲击
if you have less than 30 Runic Power!
It can also be worth to cast
冷酷严冬
here. If you are dangerously low on Runic Power (less than 30), it can be worth to generate a bit of Runic Power with a 1 Rune cost spell. This can potentially allow for more ticks of the Breath and more procs of
符文强化
, meaning more
湮灭
and longer uptime! If you are entirely starved with 0 Runes and less than 30 Runic Power, you want to switch from spamming your
湮灭
button to spamming your
冷酷严冬
button (assuming the only limiting factor is the Rune, not the internal Cooldown of the spell). If you talent into
风暴汇聚
, extending the duration of
风暴汇聚
and keeping the stacks is a real possibility. Therefore, especially during
嗜血
, prioritise casting
冷酷严冬
to try to extend your
风暴汇聚
buff!
A final note on optimising your Breath uptime comes from the use of
反魔法护罩
to generate Runic Power. This can be extremely dangerous, and you should be very careful when utilizing it. Only ever do this if you know that you won't be needing your
反魔法护罩
for survivability, and you can reliably soak the damage.
Haste and
冰龙吐息
冰龙吐息
doesn't directly scale with Haste. The tick rate is unchanged, and the DPS is, therefore, the same. However,
冰龙吐息
does scales indirectly with Haste since the duration that you can keep it up for increases with more Haste. This comes from the fact that
冰龙吐息
eats up Runic Power at a constant rate. It's always 16 per second, independently of your Haste levels. With more Haste, we'll be able to generate more Runic Power per unit of time, resulting in longer Breaths.
The Haste isn't always equally valuable in our Breath window. At the start, we are so maxed on resources that it doesn't matter how quickly we generate them, we would still be maxed. In the end, we scramble for every single Rune and Runic Power that we can get. It is, therefore, better to allocate your Haste to a later part of your Breath, if possible. I recommend using any on-use Haste trinkets (
唤风者之喙
) and Troll's racial
狂暴
at least 5 seconds into your Breath without Bloodlust, or 10 seconds with Bloodlust.
Absolute Zero
冷酷之心
(and
冰霜巨龙之怒
)
I've already mentioned how to use
冷酷之心
in your rotation. However, it was the simplified version that doesn't tell the whole story about dealing with
冷酷之心
properly. You don't want to use
冷酷之心
at the actual end of
冰霜之柱
, you want to use it after you've spent the final Rune within the Cooldown! Everything I talk about here also applies to
冰霜巨龙之怒
, which should ideally be used the GCD after
冷酷之心
with the same buffs up!
This is slightly different from a timer-based approach. First of all, you can potentially use
冷酷之心
up to 5 seconds before the end of
冰霜之柱
; if you already know that you won't be using any more Runes in its duration.
Furthermore, you need to actively track your Runes to make sure there will be space to cast
冷酷之心
. Don't use
湮灭
if you only have 2 Runes and you won't have another one recharge before your Pillar expires. Instead, use
冰霜打击
to fish for procs of
符文强化
which would then allow you to do
湮灭
->
冷酷之心
. If this is unsuccessful, you can use your two Runes on
冷酷严冬
followed by your
冷酷之心
.
You also need to consider your
不洁之力
buff! If this buff is about to fall off, and you have less than 7 seconds left on your
冰霜之柱
, you should cast
冷酷之心
early!
反魔法护罩
At first glance, this defensive cooldown seems simple and straightforward. However, it has a long history of interesting usages, and a large amount of unexpected behaviours. Let's dive deep into this defensive and see exactly how it works. To start if all off, let's look at the Runic Power generating aspect of the Cooldown.
反魔法护罩
absorbs 30% (multiplied by you vers %) of your max HP in magic damage and converts a portion of this damage into Runic Power. The Runic Power gained is proportional to the % of maximum hp of the shield that has been absorbed. For every 1% of maximum health in shield depletion, you'll generate 0.833 Runic Power. Any Azerite trait, talent and versatility will increase the size of the shield, and therefore also the maximum Runic Power generated. Important note: if you have the
永冻
talent, the shield it provides will be depleted
before
反魔法护罩
, thus preventing Runic Power gain!
For instance, a fully absorbed shield at 10% vers would result in
30 * 1.1 * 0.833 = 27.5 Runic Power
Several expansions ago, this ability was the king of cheese. The most prevalent example of this is probably during Warlords of Draenor. DKs would drink
宾奇维斯“硝基燃料”
next to a camp fire in order to catch on fire before the pull. You'd then use
反魔法护罩
, soaking the fire damage and generating Runic Power. (You could even do this in combat with a specific pet) This allowed DKs to start the fight with nearly full Runic Power (you could generate 80+ RP from a single use of
反魔法护罩
)! You could also run into all kinds of fire on the ground, generating lots and lots of Runic Power.
In the modern version of WoW, this Utopia of Runic Power generation from
反魔法护罩
is merely a long lost legend of the past. We are now very limitied in the ways we can generate Runic Power and we can't save up lots before the fight starts (Runic Power is pulled down to a value of 20 if we initiated the fight with a higher amount). We can now only generate it from damage sources that are not what we would consider "fire" in raiding terms. "Fire" consists of AoE abilities that affect some area on the ground for a specific period of time. Examples of this are
奉献
,
原子烈焰
,
烈焰喷射
and
红宝石射线
. First of all, if you pop
反魔法护罩
before running into these abilities, you will simply dodge the damage completely (more on this later). If you use
反魔法护罩
after you stand in the ability, the shield will deplete from the damage, but you will
not
generate any Runic Power.
Abilities that you can use to generate Runic Power can be thought of as direct-damage abilities. This means that they either hit you at a single instance (examples of this are
审判:清算
,
发怒
and
惩罚烈焰
) or they deal damage through a DoT with a finite length (examples are
昏睡妖术
and
液态黄金
)
Having covered the RP-generating aspect of this ability, let's now move on to what "preventing application of harmful magical effects" mean. This has far more uses than you might first think. Let's start by considering the dodging of ground-effects!
You can run through any ground-fire without taking any damage at all assuming you pop
反魔法护罩
before entering the fire. This won't deplete your
反魔法护罩
even though you would've been one-shotted without it (
死亡之雾
is a good example in this case). If you use
反魔法护罩
after you are inside, you'll take damage and the shield will eventually deplete. You might be surprised by some of the abilities that this works on! Historically, two good examples are
毁灭
on the Trilliax encounter and
奥能之环
on Elisandre.
You can also dodge the application of debuffs in an encounter! First of all, if you are targeted by a spell that just applied a debuff, you can use
反魔法护罩
to dodge this application. Examples are
吐金
on first boss in King's Rest,
恐惧之面
in Atal'Dazar (you avoid the fear) and
昏睡妖术
on Opulence (having
反魔法护罩
active when moving will dodge the application of the damage-dealing part of the debuff). Furthermore, you can avoid the targeting of certain spells on you by using
反魔法护罩
. If you use the shield before the spell comes out, you won't be eligible as a target, and someone else will therefore be targeted instead of you. Relevant example are
恶意妖术
on Conclave and
液态黄金
on Opulence.
Finally, you can dodge debuffs that come in conjunction with damage-dealing abilities, assuming the ability doesn't break your
反魔法护罩
. To understand this, let's consider
发怒
as an example. This abilitiy deals a burst of damage, and then applies a DoT afterwards (ordering here matters). If your shield survives the initial damage, it will shield you from the application that comes afterwards. However, if the damage is too large, your shield will break and you will gain the DoT. This means that using mitigation can be useful when soaking abilities with
反魔法护罩
. Using
冰封之韧
allows you to dodge two applications of the
发怒
debuff for instance!
Some abilities have a reversed order when it comes to damage versus debuff application. For instance,
寒冰之环
on Jaina will try to freeze you first, and then deal the damage. This means that you can stand in the ability with
反魔法护罩
, have it deplete your shield, but still not freeze you!
冰龙吐息
on sale
If the last tick of
冰龙吐息
came with no cost, it'd be like the ability was on sale! You'd get more damage for your precious Runic Power money. Fact is, you can actually make this happen with some clever use of game mechanics.
First of all, we need to fully understand how exactly
冰龙吐息
works in terms of damage ticks and RP consumption. Thing is, the damage comes first, instantly, and you then pay for it 1 second afterward. You might've seen this when you first pop breath. You get the damage instantly, but your RP only starts ticking down after 1 second! When your RP is starting to dip low, you'll be in the risk of breath canceling. This happens if you don't have 16 RP at the instance of the damage tick. So even though you might've been able to gain some RP for the delayed cost, breath doesn't trust you and therefore cancels.
Now, we can actually gamble the last tick of breath, making it cost less than it should've! Let's say the last tick happens when we are between 25 and 30 RP (something that happens relatively often). 1 second later, we'd end up somewhere between 10 and 16 RP, thus instantly canceling our breath. So we are sitting there for 1 second, with between 25 and 30 RP, knowing that breath soon will make us pay our debt. What we can do here, is use a
冰霜打击
! We use the RP that would've otherwise been paid to the breath, therefore making the last tick free!
How much RP we save depends on how much we had before we used the
冰霜打击
. Breath will use up anything remaining, meaning it will gobble up 0-5 RP in the end. However, we can save between 10 and 16 RP by using this neat little minmax, something we direly need due to our issues with starving.
Remember, you can only use this trick if you end up at between 25 and 30 RP during your breath. Also make sure that you can't use any Runes before you use the
冰霜打击
. You don't want to cancel a breath early that could've been prolonged by an
湮灭
or
冷酷严冬
!
(Thanks to Chewie for this bit) A final interesting bit comes in the form of the canceling of
冰龙吐息
manually. Instead of using that
冰霜打击
to avoid the last Runic Power from being drained, one can simply cancel
冰龙吐息
. However, this doesn't negate all the Runic Power drained. Interestingly enough, the amount of Runic Power drained seems to be proportional to the time between the last tick and the moment you cancel. For instance, if you'd cancel
冰龙吐息
0.5 seconds after the tick, you'd drain 8 Runic Power (half of the cost for half the duration). Therefore, one would ideally time the cancel right after the final tick, thus minimising the Runic Power drain and effectively reducing the cost of the last tick.
冰霜巨龙之怒
with Multistrike
When you first look at
冰霜巨龙之怒
, you might think that the spell only hits each target once when used. Anything else would be completely overpowered! This is also usually the case. However, if we time it perfectly, we can make it hit the same target up to 7 times!
It seems like the wyrm itself has a number of distinct hits as it flies away from you. Each hit will strike all targets in an area, not discriminating against targets it has already breathed its icy fire on! Therefore, if we manage to move a target in the same direction as the wyrm, we could potentially subject it to several of these hits and therefore gaining a huge amount of damage.
As it turns out, this is most feasible on bosses that move very rapidly during an encounter.
腐臭吞噬者
in Uldir sometimes jumped across the room with great haste. The Monk in the Jadefire Master's encounter will torpedo to a location to use one of his abilities. It's during these quick bursts of movement that we can use
冰霜巨龙之怒
to gain multiple hits! As you can see in the video below,
冰霜巨龙之怒
follows the path of the Monk perfectly. It hit him an insane
7 times
, talk about multistrike!
Turnips and
冰霜疫病
hidden mechanics.
With the 8.2 patch, Blizzard introduces a cryptic change to our
冰霜疫病
ability. It read as the following:
冰霜疫病
's
chance to generate Runic Power increased to 30% (from 20% on all targets on Live)
Chance now diminishes on targets beyond the first
An undocumented change was the removal of the Internal Cooldown (ICD) of the Runic Power proc from
冰霜疫病
. This ICD would previously prevent multiple procs coming from a single tick on a large number of targets. Furthermore, it allowed for some shenanigans with desyncing the DoT on different packs of enemies.
We can quickly deduce some interesting things from this. Firstly, the chance to generate runic power on one target has changed from 20% to 30%, increasing the proficiency of the ability on single target. Furthermore, this probability diminishes in some way for additional targets, possibly reducing the Runic Power gain on large target counts. The question that we instantly ask ourselves is: how exactly does this diminishing return work?
To the detriment of my own free time, it turns out the only way this could be investigated was by testing in-game. One would need to hit a different quantity of enemies over a length of time to record the proc rates, and then fit some kind of function to the data. Luckily, there is an in-game toy that helps with this: the
芜菁沙袋
.
This item can be summoned as a training dummy for 5 minutes with a Cooldown of 1 hour. Luckily, on the PTR, one can copy their character as many times as they want. Furthermore, tulips spawned by other characters can be hit by anyone. I could then sequentially log on to multiple copies of my own character, place down a tulip every time, and finally test my proc rate on this garden of root vegetable. A final helpful tidbit was the placement of said turnips next to the dummies in Acherus. One could put the turnip on a very specific spot on the ground so that
凛风冲击
spread
冰霜疫病
to 5 of the dummies. I have a picture of the exact location below if anyone else ever needs to test large target counts again.
Using this technique, I (with the help of Dagraine, thank you!) tested up to 12 targets. After this point, the log-in time associated with placing every turnip would reduce the actual testing time to a significant degree, thus hindering further testing.
Finally, I plotted the data to try to figure out the actual mechanic behind
冰霜疫病
.
One can, first of all, observe some weird outliers on this graph. 6 and 9 target counts had significantly lower procs per tick. It's unclear if this is an unlikely statistical anomaly, a hidden mechanic within the game or some kind of testing error. My bet is on a testing error but I don't know. Furthermore, we observe the 30% proc chance at 1 target, as we would expect based on Blizzard's wording. Regarding the diminishing chance to proc on targets beyond the first, the data don't show any of this happening. The best fit is a simple linear increase in proc rate as we add additional targets. 0.3 for 1 target and then an additional 0.07 for every target after that. Comparing to the theoretical 8.1.5 values, the new
冰霜疫病
generates more Runic Power at almost all target counts and doesn't seem to have a cap. With the removal of the ICD, you can now proc Runic Power multiple times on a single overall tick. This also means that one can get an average of more than 1 proc per tick!
Summarising the investigation, the 8.2
冰霜疫病
has an average of 0.3 procs per tick on a single target. For each additional target added, 0.07 additional procs per tick are seen (increasing above an average of 1 proc per tick at 11 targets). This is above the proc rate of the 8.1.5 version of the spell. Finally, multiple procs can occur on a single tick, making double and triple procs not too uncommon at large target counts. Imagine hitting 20 targets and instantly gaining 100 Runic Power (very unlikely but still funny)...
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