Patch 3.0.8: Analysis of Death Knight changes

I keep thinking to myself, "Something has to change! I can't have this much fun all the time!"
Well, guess what, WoW community? You've gone and done it. You've gotten us buffed. Great. Just great.
Of course, it's not all buffs we see in the 3.0.8 notes, but there's certainly a lot of them. Let's examine how 3.0.8 will affect you and your plate-armored dreadnaught.
Blood, buddy, step right up. Let's see what you've won!
- Blood Aura now grants 2/4% instead of 1/2% healing.
- Blood Presence now grants 2/4% instead of 1/2% healing.
- Bloody Strikes will receive extra bonus damage from Pestilence.
- Heart Strike no longer has a haste debuff but will now be able to strike two targets.
- Pestilence no longer has a 10 seconds cooldown.
- Vampiric Blood: In addition to its current effects, also adds 20% health temporarily.
- Will of the Necropolis will now reduce the damage of any attack that takes the DK below 35% health by 5 /10/15% instead of boosting armor when wounded,
- Dark Command: Range increased to 30 yards.
- Dancing Rune Weapon cost reduced to 40 RP from 60 RP.
So, first and foremost, the added healing to Blood Aura/Presence is good. I love self-healing, but the 2% healing was a little paltry, I thought. 4% is a nice number, and with the nerf to the Death Strike Glyph (d'oh) I'll take what I can get.
Heart Strike being changed to a cleave is a fantastic change. The current HS debuff just isn't terribly useful and, as Ghostcrawler said, it never even worked right in the first place. I've often lagged behind in DPS on AOE/trash pulls as Blood because of my lack of good AOE damage, so an on-demand cleave as well as the extra Pestilence damage should help out with that considerably. I'm pleased. Just be sure you're not that guy that breaks CC by spamming Heart Strike. You might want to put Blood Strike back on your bar for occasions that require some delicacy.
On the tank side of things, Vampiric Blood functioning like a latter-day Lifegiving Gem on top of its already-good original effect is wonderful, especially on a one-minute cooldown. I've never specced into Will of the Necropolis, it being more of a tank talent and me being a single-minded DPS fellow, but this new version seems like a draw.
Lastly, most every taunt in the game was changed to have a 30-yard range, so the change to Dark Command is expected and welcome. As if we needed another ranged pull, of course.
Frost, you lucky scamp. Come open door number two.
- Frost Presence: The bonus armor has been increased from 60 to 80% and magic damage reduction increased from 5 to 15%.
- Horn of Winter now has no cost and grants 10 runic power in addition to its stat buff, but has a 30 sec cooldown.
- 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 can go higher).
- Rune of the Stoneskin Gargoyle (New, two-handed only) now grants 25 Defense and 2% Stamina.
- Rune Strike: Damage decreased from 200% to 150% but threat increased to 150% from 100%.
- Hungering Cold: cost reduced to 40 RP from 60 RP.
The Icebound Fortitude change is unfortunate but in line with Ghostcrawler's comments regarding reducing reliance on the ability (and the fact that it's horribly overpowered in PVP). I have to admit that I was pretty happy to have what amounted to Shield Wall on a one-minute cooldown, but this change is probably necessary for balance reasons.
Rune Strike's damage decrease was pretty expected; my Rune Strikes were hitting for 6-9k. That's great, but given Ghostcrawler's comments on how it was supposed to be a tanking tool, the damage decrease and threat increase is pretty fair.
Speaking of runes and tanking--a new tanking rune! Rune of the Stoneskin Gargoyle is perfect for tanks who want to free up some stat points that would've been allocated to defense, or for tanks who aren't quite capped yet. Yes, this is 25 skill, not 25 rating. It's a good rune.
The reduced cost of Hungering Cold means more room in DPS rotations if you so desire. I don't know of many tanks that use it, but the cost reduction is nice regardless.
And finally, Horn of Winter! What a great change. 10 runic power free in exchange for a GCD every 30 seconds, plus a buff? Maybe I'll actually remember to keep it up now.
Unholy, come on down!
- Anti-Magic Shell: The cooldown has been lowered to 45 sec from 60 sec.
- Bone Shield: The mitigation has been reduced from 40% to 20%.
- Corpse Explosion: Damage increased substantially, added 5 sec. cooldown, and changed cost to 40 runic power.
- Death Pact now grants 40% instead of 20% healing.
- Night of the Dead now grants 40/70% passive area spell avoidance to your pet in addition to its current effects.
- Outbreak will no longer receive bonus damage from Pestilence. The bonus from Plague Strike and Blood Boil has been increased slightly.
- Raise Dead has now been split into two spells:
- Raise Dead now raises a ghoul or pet ghoul (if talented). Requires corpse dust if no humanoid corpse is nearby.
- Raise Ally now raises a fallen party member as a ghoul and has no reagent. Available at level 72. This should now last for 4 minutes.
- Shadow of Death: The duration has been changed from 45 seconds to 25 seconds.
- Unholy Blight had had its cost reduced from 60 to 40 runic power.
- Wandering Plague will now properly reset after being cast
Corpse Explosion, I'm not sure how I feel about you. When I was Unholy, pretty much all of my RP was spoken for, and this change means that I need another few GCDs before I can use you. On the other hand, your damage was improved significantly. Sleep on the couch tonight and maybe we can work it out.
Unholy Blight's cost reduction means tanks (and DPSers!) can fit it into their rotations sooner, and that's a welcome change.
The Night of the Dead change brings the ghoul back in line with other summoned pets, which is important. Now your Glacierhammer or Ratface or Corpsethief can get right in the thick of things (not that they didn't before, of course, but if you had a really good name for them...)
The Raise Dead/Raise Ally split basically means you can summon an ally for twice as long as the normal untalented Raise Dead would allow, which would be great during long fights where you're low on battle rezzes.
And then a few unfortunate nerfs. Shadow of Death, I can live with. The Bone Shield change is probably the most painful one, though. Good death knight tanks realized that the bones only disintegrated with melee attacks, so it was possible to keep your mitigation up for a considerable amount of time against certain mobs/bosses. Sorry, tanks. It's probably for the best.
The pain from nerfs to the main Unholy and Frost tanking mitigators (IBF, Bone Shield) are lessened somewhat by the big mitigation boost from Frost Presence (which any respectable tank will be in to begin with). The change to Vampiric Blood and Heart Strike mean Blood tanking came out the best of the three where this patch's changes are concerned.
All in all, we made out pretty well. There were a few tanking nerfs, a few tanking buffs, and most everything else is of good-to-fantastic benefit to the class. It's a good time to be dead.
Hone your necromantic skills by checking out all of our Death Knight coverage (including Daniel Whitcomb's weekly Lichborne column) and reading up on changes coming with Patch 3.0.8! Filed under: Patches, Classes, Buffs, Death Knight, Wrath of the Lich King, Analysis / Opinion, PvP, Raiding, Talents






Reader Comments (Page 1 of 5)
Jyotai Dec 11th 2008 11:09PM
It should be noted that Frost Presence is a stance, that all DKs have. It's the Defensive Stance of DKs.
In essence the buff to it is -NOT- a buff to Frost DKs, but to all tanking DKs.
Jyotai Dec 11th 2008 11:17PM
Just to expand on that...
What we're seeing here is that some of the mitigation that was in Icebound Fortitude or Bone Shield is now in Frost Presence.
This leaves Frost and Unholy tanks pretty much where they were, but is a notable buff to Blood tanks.
That is, unless Blood also got a tanking nerf somewhere that I missed. Blood is the one tree I've not even bothered to look at yet beyond the baseline mandatory tanking talent of Blade barrier that -ALL- DK tanks need.
Reinard Dec 12th 2008 2:02AM
Frost Presence is indeed a spell under the Frost tree in the spellbook, and thus, is listed under the Frost category in this post. It was never specified as a frost-only buff, he merely listed things where they logically belong.
I think you're over analyzing this a little. o_O
SINisterWyvern Dec 12th 2008 7:21AM
No in the end it said a nerf to Frost Tanking, which Unbreakable Armor didn't change (the equivalent talent to Vampiric Blood and Bone Shield) and IBF is what changed. But IBF is baseline so really only Unholy tanking took a hit.
Fraago Dec 11th 2008 11:10PM
Nerf Pallies.
Tman76 Dec 11th 2008 11:21PM
Also, according to the PTR notes they opening up Realms that you do not have level 55 character on to DKs.
Jyotai Dec 11th 2008 11:51PM
That'll be nice. Been hoping to try out Alliance high level play for a while now. I've made it to level 54 Ally side, and was just waiting for one of the new servers to open so I could transfer that toon over and turn out a second DK.
Now I won't have to wait...
Firestride Dec 12th 2008 12:18AM
How are you not furious!? You leveled from 1-54 as an Ally only to find out you didn't have to? A stinkin' Ally!?
Kia Dec 12th 2008 12:38AM
Lol @ Firestride. Faction elitists are so cute!
dracochapel Dec 11th 2008 11:25PM
Was expecting a nerf and didn't get one.
My Blood DK is going to get better, and be even more self-reliant.
I'm going to have to remember to use Vampiric Blood now.
Jyotai Dec 12th 2008 12:50AM
For some reason I don't have a reply button under Firestride or the person who replied to him.
I like to play both factions. If I'm going to pay a fee to play this thing, I want to get all the value out of it I can. Why avoid 50% of the content?
Actually leveled that Alliance paladin to 54 as Prot Spec mostly pre-2.4. Stepped away from the toon to focus elsewhere, and my Ally guild has kind of never gone anywhere.
The big mistake I and many others out there have made is leveling all our toons on one server. That's meant a lot of people have been forced to chose only one faction to play DKs on, or pay to transfer.
Now I and those like me will be able to have at least 1 DK per faction.
Will Dec 12th 2008 12:27PM
You can only reply down to a second tree - that is, you can comment on the article, or reply to a comment on the article, but you can't reply to a reply to a comment. If you want to direct your comments at someone's reply, best thing to do is to reply to the original comment theirs is nested under. This should place your post next to theirs, so the comments flow better.
Liltimmy Dec 13th 2008 11:51AM
Thanks, that's actually a fairly useful comment for a change :)
Thunderbum Dec 11th 2008 11:29PM
You got the Unholy Blight change down but spare a thought for Dancing Rune Weapon and Hungering Cold! Their rune cost is now 40 runic power instead of 60.
Source: http://forums.worldofwarcraft.com/thread.html?topicId=13393389855&postId=133918847150&sid=1#0
Aggregate Dec 11th 2008 11:47PM
A little off topic but, can we please get some consistency in phrasing when you talk about increases and decreases.... all the mixing up of decreased from 20% to 40% or to20% from 40% makes it all that much harder to follow.
Horixon Dec 12th 2008 10:49AM
That screwed me up the first time I read it too lol
draeth Dec 12th 2008 12:07AM
this is bullshit, dks dont need a buff...
Jyotai Dec 12th 2008 1:11AM
DK DPS is perhaps good, I wouldn't know - 2 years of WoW and before that other MMOs and I've never played DPS - but the tanks were having issues.
Specifically too 'spikey' - when their cooldowns were cool they were very strong on mitigation, but when they were down they were too weak on mitigation.
The changes, moving a large portion of DK mitigation into a stance and out of cooldowns, will make them play a lot more like other tanks - decent baseline mitigation with a cooldown-based mitigation buff. Before it was the other way around - the core of their mitigation was in a cooldown-based ability, and the minor buff was in a stance.
Chris Dec 12th 2008 11:52AM
Just peachy. Now I'm even more likely to get ganked by DK's with nothing better to do. Not only can I be silenced for 8 seconds, but now they have 15% spell damage reduction ON TOP OF 80% armor bonus. Why not just get rid of every other class, cause your making DK's waaaaaaaaaaaaaaaaaaaaaay to OP.
Horixon Dec 12th 2008 12:16PM
Most DKs, especially ones capable of pwning you, aren't running around in Frost Presence. It does nothing for our damage in a fight. It is specifically for mitigation and threat. Do a little more reading before posting your QQ here please.