Death Knight changes for the PTR announced
Death Knight changes for the next patch have been posted, following up the recent discussion on Rune Strike and tank balance. The devs seem to be making good on what they discussed, and overall things are looking like they're coming along alright, though I expect some number tweaking to happen over the course of the upcoming PTR.There are a whole load of new changes (22, to be exact) but a few of them really stand out. There's quite a bit of Blood love to try and make the spec more desirable at the endgame, one change being Heart Strike. While keeping its cost of one Blood Rune, it acts like a Cleave instead of a Haste debuff. It still hits harder than Blood Strike, too. That's pretty awesome!
One thing I personally don't see as a good change is switching Corpse Explosion to Runic Power, off of an Unholy Rune. Maybe I'm doing something wrong, but on my Unholy Death Knight I never seem to have enough Runic Power to use the abilities I want to use, and this won't help that. Of course, I don't have any spare Unholy Runes either. Maybe the spec needs some Runic Power generation love someday. To see the full list of changes, click through the link below.
In Ghostcrawler's words...
1) Rune Strike -- damage decreased from 200% to 150% but threat increased to 150% from 100%.
2) All multi-rune abilities generate 15 runic power.
3) Anti-Magic Shell -- cooldown lowered to 45 sec from 60 sec.
4) The healing of Blood Aura, Blood Presence and Death Pact has been doubled.
5) Bone Shield -- mitigation reduced from 40% to 20%.
6) Icebound Fortitude – now reduces damage by 20% instead of 50%. The amount of damage reduced increases with bonus Defense (to about 35% for 540 Defense, but it can go higher). The stun immunity is intended to be its primary role in PvP.
7) Frost Presence -- bonus armor increased from 60 to 80% and magic damage reduction increased from 5 to 15%. We wanted to reduce the effectiveness of cooldowns but bring up base mitigation to reduce damage spikiness.
8) Corpse Explosion -- damage increased substantially, added 5 sec cooldown, and changed cost to 40 runic power.
9) Heart Strike – we overhauled this ability. It no longer has a haste debuff but will now be able to strike two targets like a cleave. It still hits for more than Blood Strike, but you can still use Blood Strike if e.g. you don't want to break CC.
10) Horn of Winter -- now has no cost and grants 10 runic power in addition to its stat buff, but has a 30 sec cooldown.
11) Night of the Dead -- now grants 40/70% passive area spell avoidance to your pet in addition to its current effects.
12) Outbreak – this talent no longer receive bonus damage from Pestilence. The bonus from Plague Strike and Blood Boil has been increased slightly.
13) Bloody Strikes – the bonus damage from Pestilence has been moved here to help Blood AE slightly.
14) Pestilence -- no longer has a 10 sec cooldown.
15) Raise Dead -- now split into two spells: Raise Dead now raises a ghoul or pet ghoul (if talented). Raise Ally now raises a fallen party member (at no reagent cost).
16) New runeforge rune -- Rune of the Stoneskin Gargoyle (two-handed only) now grants 25 Defense and 2% Stamina.
17) Shadow of Death -- duration reduced from 45 seconds to 25 seconds.
18) Unholy Blight, Dancing Rune Weapon and Hungering Cold – cost reduced from 60 to 40 runic power.
19) Vampiric Blood -- in addition to its current effects, also adds 20% health temporarily.
20) Will of the Necropolis -- now reduces the damage of any attack that takes the DK below 35% health by 5 /10/15% instead of boosting armor when wounded,
21) Many death knight glyphs have been changed. In many cases the negative consequences were removed.
22) New death knight sigils are now available, primarily from vendors, including a tanking-oriented sigil.
Filed under: Death Knight, Patches, Analysis / Opinion






Reader Comments (Page 1 of 3)
Pantyraider Dec 10th 2008 3:09PM
Not bad, though I wish the heart strike change wasn't limited to two targets.
zugthu Dec 10th 2008 11:58PM
I will miss the -haste a lot.
It really helped vs most melee, vs bosses that enrage and vs casters.
Ooh it really helped vs casters.
Dana Dec 10th 2008 3:10PM
Very happy to see DK tanking buffs and sigils. Those are needed.
Tahas Dec 10th 2008 3:11PM
If you take that tier 1 blood talent "Butchery" it helps with the runic power...
Robert Steiner Dec 10th 2008 3:13PM
Seems to me that most of the glyphs are pretty useless except the extra bone for the bone shield, and even that really isn't that big of a deal.
Dotixi Dec 10th 2008 3:36PM
I would suggest checking out these three glyphs. But with the negitives effects of DK glyphs being removed I hope a lot more will become useful.
Glyph of Icebound Fortitude
http://www.wowhead.com/?item=43545
Glyph of Death Strike
http://www.wowhead.com/?item=43827
Glyph of Ghoul
http://www.wowhead.com/?item=43549
Sharkhunt Dec 10th 2008 4:17PM
The scourge strike and icy touch glyphs are both decent for unholy. The SS proc allows us to keep spamming Scourge strike in our rotation instead of having to reapply diseases with PS and IT. The IT glyph allows for quick runic power gen -> death coil from range for those times where you need to run to ranged.
Will Dec 10th 2008 3:15PM
Corpse explosion dmg was pathetic, when dueling a DK or in PVP after they spawned as a ghoul I was pretty scared of the corpse explosion the first coulpe of times (remembering when it'd turn me into a zombie in the WOTLK event) but after getting hit with its marginal dmg I don't even flinch or make too much of an effort to avoid anymore.
This adds some danger to the situation now. I'll be sure to get away.
http://www.wowconfidential.com
Draimen Dec 10th 2008 3:21PM
Corpse Explosion isn't the ability that our ghouls get. It's the talented one that we get. Although I don't know if we can use Corpse Explosion ON our ghouls, considering they are technically a "corpse".
Woif Dec 10th 2008 4:15PM
You can explode your ghouls.
Draimen Dec 10th 2008 3:18PM
I have absolutely no problem with getting Runic Power as an Unholy DK. The only time is when my gargoyle is out, but if I don't use any RP dumps when he's out then I can keep him for the full duration.
The change to CE is a GREAT one. Because now it might actually be worth the point.
kabshiel Dec 10th 2008 4:32PM
Yeah, I have more runic power than I know what to do with, except when my gargoyle is up.
Morgoroth Dec 10th 2008 4:57PM
I have never understood why some say Unholy has trouble maintaining RP. I have no issues whatsoever. Even with garg up, I can still throw DCs out and keep him up for the full minute or until he gets whacked by AoE. You just need to be mindful of your rotation so that you can regen RP as soon as runes become available.
That being said, I am definitely going to give blood a go as soon as the patch hits. The passive healing buff to blood presence upped to 4%, Heart Strikes cleave mechanic, Bloody Strikes change and removal of the pestilence cooldown are all far to tempting not to indulge in.
Tigris Dec 10th 2008 3:18PM
"5) Bone Shield -- mitigation reduced from 40% to 20%."
What about Unholy Tanks?
tman76 Dec 10th 2008 3:23PM
What about unholy tanks? How about this:
7) Frost Presence -- bonus armor increased from 60 to 80% and magic damage reduction increased from 5 to 15%. We wanted to reduce the effectiveness of cooldowns but bring up base mitigation to reduce damage spikiness.
kesherz Dec 10th 2008 3:28PM
Unholy tanks will have better mitigation now with the new Rune, the new sigil and how IBF scales with Defense. As it stands, Unholy is the best tank period because of BS, so they wanted to spread out the tanking love a bit more.
Dan Dec 10th 2008 3:31PM
7) Frost Presence -- bonus armor increased from 60 to 80% and magic damage reduction increased from 5 to 15%. We wanted to reduce the effectiveness of cooldowns but bring up base mitigation to reduce damage spikiness.
20% more armor in FP, it's not AS good as the 20% in bone shield, but I would like to see how it works out.
kesherz Dec 10th 2008 3:50PM
Dan, the armor bonus from Frost Presence still stacks with Bone Shield, so Unholy will still get most of the mitigation it had before. It's just that BS is no longer a requirement for a DK tank, it's a style choice.
Between this change and the boosts to Blood's healing, it looks like all three specs will actually be good tanks as they were intended. Blood will be more dependent on heals, Frost on baseline mitigation, and Unholy on cooldowns.
Naix Dec 10th 2008 3:23PM
Nice buffs there.
Bravo Blizzard. Bravo.
Mainstay Dec 10th 2008 3:25PM
Corpse Explosion was based on Runic power back in the Beta and it was waaaay better then. When they nerfed it, they changed it from runic power to an unholy rune and murdered the damage. I think honestly it still needs a bit of a damage lift. Unfortunately it still doesn't disease the target again, which was one of the best reasons to get it.
I'm looking forward to these new sigils. We only had 3 before.