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, Analysis / Opinion, PvP, Raiding, Classes, Talents, Buffs, Death Knight, Wrath of the Lich King
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Reader Comments (Page 2 of 5)
Chunp Dec 12th 2008 2:30PM
Agreed. This is ridiculous.
zugthu Dec 12th 2008 12:11AM
Check out the nerfs everyone is talking about.
Gylph of Deathstrike nerfed to less healing.
Gylph of AMS nerfed, still increases cd a lot but duration reduced by half.
Dahras Dec 14th 2008 11:37PM
Hmmm...
I'm gonna wait and see before I decide what I think about these changes. On one hand, my only experience with DK's has been one of overwhelming OP-ness, but on the other hand, I am not 80, and I don't know how useful Death Knights are at that stage of the game, so yeah, judgment is being withheld.
Covnam Dec 12th 2008 12:47AM
"Bloody Strikes will receive extra bonus damage from Pestilence. " Should I take this to mean that Bloody Strikes will increase the damage of Pestilence?
Mark Dec 12th 2008 8:30AM
Yes. The boost to Pestilence that used to be part of Outbreak in the Unholy tree is moving to Bloody Strikes.
zweitblom Dec 12th 2008 12:49AM
Who are these 'Deathknight tanks' the bloggers here keep talking about? I run two or three instances a day, either healing or as DPS, and I have yet to come across one.
stevens.ce Dec 12th 2008 1:30AM
I believe these are the death knights that have never tanked before who believe tanking is all about charging in, spamming a couple of keys, then yelling at the dps when they lose aggro and let the healer bite it. I have played (healed) a few of those in the past few weeks.
I like the changes - nothing too terrible, and if others are having such fun with blood, perhaps I'll try mine on blood for a while - I've been enjoying unholy (although I rarely play the death knight, to be honest - too many other toons I have a vested interest in).
zappo Dec 12th 2008 10:17AM
Nearly all the other death knight tanks I've seen have been terrible. Well just about every death knight I've seen has been horrible even as dps, but I'd consider yourself lucky if you haven't seen any because usually it's not a pleasant experience.
I tank with my DK by the way. I'm better with my paladin tank, but I'm getting the hang of DK tanking.
Horixon Dec 12th 2008 10:53AM
Some of us are tanks lol. I am specd for Unholy tanking, and I love it. I have been the guild off-tank in Naxx every raid night (so far). I actually just got my trinket from HoL last night, so I am finally over the defense cap lol (currently sitting at 546 Defense).
Eisengel Dec 12th 2008 9:48PM
My regular tank is a Druid... but I've been starting to get the hang of DK tanking. It isn't the brain-dead faceroll that DK dps is. It's pretty easy to dps on a DK... but tanking takes a bit of thought. There are a lot of abilities to work in/around and multiple cooldowns to manage, namely runes and abilities themselves. Knowing how and when to spend a rune on Pestilence vs Blood Boil, or snarking a Scourge Strike to get out a quick Icy Touch, or when to drop Death Coil to max Gargoyle, and blowing away all your RP in a couple Coils so you can fill back up when you have a bunch of death runes proc... there's a lot to manage. I'm sure it's very easy to get lost and try to run a DPS rotation... which I don't recommend.
darkwhat Dec 12th 2008 1:27AM
anyone noticed as unholy if u die and return as a shadow if u make it out the instance portal as a shadow b4 the cooldown blows you self rez?
TK Dec 12th 2008 2:59AM
What is this? Permanent honeymoon?
Tophy Dec 12th 2008 3:53AM
I don't know how to feel about this.
Honestly, I haven't seen much from the DKs in my experience that has made me think that they need to be buffed. Maybe these are fixes that are necessary to properly assess the classes performance, which is what I am thinking. As a healer, the tanking changes should be good things it seems. Hopefully this will help mitigate some of the spike damage that the DK tanks are experiencing.
I think the class is going to need some time to fall into place, and I am thinking that these buffs are necessary mechanics changes that will help Blizzard assess the class as a DPS and tanking machine.
Senornoche
http://lightbeacon.blogspot.com/
Kurtosis Dec 22nd 2008 4:44PM
It's a tanking buff (needed), and pvp nerf (needed). Overall the class comes out about even. I wouldn't have spun it as a buff in the article.
BelRum Dec 12th 2008 4:36AM
I've run 4-5 instances with almost all DK's (me being the non-DK -- don't have WotLK) and so far healing hasn't been needed. CC hasn't really been needed, either. It's just a bunch of dudes running around spawning ghouls, making a lot of noises and light and basically tearing the place apart. I don't have a problem with it, per se, but it does look like there's really no need for any other class in the game if you've got all DK's. They're completely out of balance for the game, and I can't see how they warrant getting more powerful. That said, it is making me think I should go ahead and get Wrath, so I can junk my useless old Druid and Shammie for something that does it all.
Coehoorn Dec 12th 2008 5:21AM
@BelRum
It may be true for DK's in early Outlands, because at 58lvl they get really good gear. My DK is 75lvl now and I've tried tanking Nexus and UK few times. There is no chance to do these instances in pack of 5 DKs without a healer.
I'm Unholly speced for tanking. I think that changes are good, especially Frost Presence, cause relaying on Bone Shield is tricky... Holding agro on pack of mobs is rather easy in these instances if everyone is beating the same target. I don't even have to use Unholly Blight (and I don't cause of it cost). Now with Pestilence without cooldown it will be even easier.
nealeo Dec 12th 2008 4:41AM
remember that armor from rings/trinks/etc will no longer be factored into the % from frost presence. i play a druid so i'm keeping tabs on this. everyone is thinking it's going to be a big buff, when in reality it's going to work out to be the same.
SINisterWyvern Dec 12th 2008 7:25AM
It depends, I don't have any AC rings, right now I have DEF rings and with the increase will go well over 21k AC.
bub Dec 12th 2008 4:43AM
We have an Unholy DK Tank and it has been a huge success.
He can take any 10 man boss and is now getting thrown into the 25 mans more and more as he learns the role.
He is gutted at the nerfs. At the start of wotlk, if something ever went wrong and the MT died for some reason, he could jump in, pop his cool downs and survive long enough for the healers to realize what happened.
For blood tanks though it is a much needed change.
raedix Dec 12th 2008 10:45AM
Sorry, but if your DK tank thinks this is an overall nerf to his class, he's an idiot. We needed extra mitigation when the cooldowns were down, we had the same amount of armor as a Warrior, but no D-stance and no Block. No block means that while we were fine tanking big bosses, during any AoE we got smacked up much harder than a similarly geared "block-tank".
This is a bad idea, considering that DK tanks have (probably) the best AoE threat, and the worst (by far) single-target threat, until you start getting 25-man gear. I can blow through a 20-min heroic CoT without breaking a sweat, but once the DPS went from heroic to UBRSramas and MCramas gear, they're riding my tail on every single-target fight.