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 5 of 5)
DJbungo Jan 19th 2009 9:54AM
DK's were struggling to match other tanks as far as armour and defense rating went which has clearly been a major part of this patch. I got to the point where I needed to run heroics to get my tanking gear better but couldn't tank heroics as I didn't have the right gear....talk about a chicken and egg scenrio. Blizz didn't take into account the extra defense and enchants for Shields but with Stone gargoyle and the buff to Frost Presence it should be a very nice time to tank as a DK.
I do agreee that many DK's in any role are very confused about what they need to do. I do both....tank and dps roles...and I feel I do them well (as do the groups I go along with - usually a couple of different guilds who I have impressed along the way). Tanking still requires the same skills and awareness that tanking requires in any other class. You watch mana of healers, you mark targets, you ready check befor ejust plowing off to battle 5 mobs at once.
As DPS DK's should also be more aware of their role in my opinion too. If a healer gets into trouble or takes aggro then use DG and off-tank for a bit. You dropping down the damage charts isn't as big a problem as many think - it's much better than the only healer in the group dying because the tank lost aggro and you refused to break off and do something about it. If the main tank dies don't just keep plowing away....switch to frost presence, drop Death and Decay and become the new tank....and perhaps the group won't wipe after all :)
Back to the changes:
PvP was always going to be a tricky beast to try and balance and so it proved. Too many abilities that were intended for damage mitigation while tanking were just abused in PvP. I for one am happy enough with the changes and perhaps it will stop other classes whining too much (clearly not rogues as they always get their own way for PvP changes). We still have the damage, we still have the stun immunity from IBF, we still have silences, we still have movement restriction adn we still have magic and melee mitigation. All the changes mean are a little more skill will be involved rather than the imba spells and abilities that mean an I-WIN for DK's and much cursing and wailing from annoyed little 12yo's.
All in all I was expecting a lot worse than this in the nerf department and can't believe the buffs we are getting as well. It truly is a great time to be a Death Knight!
Cardoc Jan 20th 2009 1:33AM
I dont see any mention of ebon plague though... did they fix it so the DK's wont be fighting over it? yet both unholydks with it will get benifit from it?
Arthax Jan 20th 2009 9:04AM
Ey I heard bout this patch and the one thing i kept hearing was that DW was going to get better. My qeustion is did it or is 2h the best for DKS
Thelonius_M Jan 20th 2009 1:29PM
If you look at the arena scoreboards, you'll see nothing but DK/DK DK/Ret Pally teams in the top rankings.
If you're a finesse player that plays a class that requires skill, nothing is more annoying than getting stomped by gnome dk's button-mashing their way into the scoreboards.
As a little experiment I rolled up a DK, wrote myself a one-button macro and proceeded to CLEAR Hellfire & Zangarmarsh. I may as well be playing Donkey Kong.
Those DK's that gloat, welp, you're dumb:
You're killing the variety and diversity that made this game interesting. Same w/ you pallys.
Just goes to show a thing about human nature. People will choose winning over flavor every time.
As for Blizz. This fits their business model perfectly. Having a rotation of OP just gets people's goats. So they level up new OP toons so they can play/compete. Then they shift it to another class and the cycle continues.
cha-ching
Jon Jan 21st 2009 7:38PM
How come nobody has explored the hybrid DK? Right now I have most of my talent points split between blood & unholy and the rest in frost, couldn't be happier the way it works.
http://forums.worldofwarcraft.com/thread.html?topicId=14498160385&postId=144763983474&sid=1#0
Give it a gander and let me know what you think.