The Art of War(craft): How Patch 3.0.8 will change PvP, part III

Let me say first off that Death Knights are overpowered. Their dominance in PvP is just remarkable, with Death Knights populating SK-Gaming's Top 100 Arena Rankings, second only to Paladins. This is due to the fact that Death Knights have freakishly high survivability coupled with powerful offensive capability that can all be used pretty much at the same time. Patch 3.0.8 looks to toning that down a bit, hopefully enough so we'll no longer see keyboard turning clickers overpower their to 2k.
Death Knight
21/ 0/ 50 Unholy Death Knights have amazing survivability, with a lot of mitigation as well as self-healing at their disposal. The ability to put up Bone Shield, Anti-Magic Shell / Zone, and Icebound Fortitude all up at the same time, with the option to use an Improved Rune Tap at a moment's notice makes Death Knights horrible targets in an Arena. The thing is, Icebound Fortitude is intended to be a tanking ability, a baseline mitigation spell that helps Death Knight tanks come along without a shield. Patch 3.0.8 fixes Icebound Fortitude to a 20% damage reduction, down from 50%, scaling with Defense.
Anti-Magic Zone's duration has been reduced to 10 seconds, but Anti-Magic Shell's cooldown was lowered to 45. That's a pretty even change. Bone Shield's damage reduction was nerfed to 20% from the original 40%. These changes all make Death Knights somewhat less resilient, but Rune Tap remains unchanged, even improved with the buff to Glyph of Rune Tap. We'll have to wait and see just how much these mitigation changes will tone down Death Knight dominance.
A large change is the nerf to Shadow of Death, which now lasts a mere 25 seconds instead of the original 45, and was given a cooldown of 15 minutes. The length of the cooldown makes no sense whatsoever, considering that it is still within the limit of allowable spells in Arenas. The cooldown should have been short enough to be more useful or longe enough to prevent use in Arenas. We'll just see it less often in Battlegrounds, I suppose.
Rune Strike was also nerfed to be less of a Rogue killer, dealing only 150% weapon damage instead of 200%, but threat generation increased. It's still a lot of damage, though, so I don't know just how much impact that will make. 3.5k strikes that can't be dodged, blocked, or parried will still be pretty commonplace. Glyph of Death Grip was changed to be more PvP-oriented, with killing blows now refreshing the cooldown of Death Grip. This should see more application in Battlegrounds and world PvP. Finally, the most powerful Death Knight PvP glyph, the Glyph of Death and Decay, was reworked to deal 20% more damage instead of the ridiculous powerful cower effect RNG.






Reader Comments (Page 1 of 1)
Matthew Rossi Jan 20th 2009 4:42PM
"Let me say first off that Death Knights are overpowered. Their dominance in PvP is just remarkable, with Death Knights populating SK-Gaming's Top 100 Arena Rankings, second only to Paladins."
So DK's are overpowered because they're almost as well represented as Paladins?
Interesting. The logical conclusion would be that paladins are even more OP, I suppose.
Zach Jan 20th 2009 4:44PM
Unfortunately, yes. Holy Paladins are about the best healers in Arenas right now. That makes up a large % of the SK-100, with some Retribution Paladins breaking through, as well. But mostly it's Paladin healing and survivability that keeps them at the top.
Matthew Rossi Jan 20th 2009 6:31PM
Why are we the only two people discussing this? We both work here! Why are there no commenters on this? It seems like a big deal to me.
Andrew Jan 23rd 2009 3:06AM
You two are the only commentators because the next buttons on Zach's 4 part post are wonky and only people editing the URL can see this page...
But I vaguely recall Season 1 of arena being quite heavily Holy Paladin oriented because no one had the massive resilience that let hide-and-seek specced druids take over.
Lemons Jan 20th 2009 3:59PM
And even with all the nerfs Shadow of Death is still OP.
The ghoul should not have the same amount of health/armor that the DK had in life, the ghoul should not have a stun, and the attack power of the Death Knight should be cut in half as a ghoul. It should be more like a rogue's Cheat Death, and less like and OP mess.
Shadow of Death should not mean you can turn around an beat some1 down from 50% to dead. It should give you a small chance to make a comeback, not virtually ensure a win against a low health opponent.
And as far as the 15 min CD on Shadow of Death...very needed. DKs in Arathi where the most ridiculous flag defenders ever.
DK takes 5 min to die> DK becomes ghoul that takes another 2 min to die > DK dies > you get screwed by the rez timer and DK immediately rezzes > DK finally dies (again) > DK IS GHOUL AGAIN, WTF?
Ryan Jan 20th 2009 7:53PM
This is a huge deal. I think everyone is doing what I'm doing, running around on the internets trying to figure out why DK's got buffed instead of nerfed. Moving icebound fortitude to 20% damage reduction and moving bone shield to 20% damage reduction, what the???????? You mean blizzard said "you know, 96% damage mitigation while critting for 9k is a little overpowered. Let's change it to critting for 8k and damage reduction by 40%! That's balanced!"
Too bad keyboard turning DK's are running amok on NOT JUST SK TOP 100 LIST. THEY ARE A REQUIREMENT FOR ANY 2K RATED TEAM almost.
They are going to get nerfed, and nerfed again, and nerfed again, until they are only slightly overpowered. They are still insanely overpowered. AND THEY DIDN'T MENTION ANY CHANGES TO STRANGULATE!
When they remove lifebloom from druids it should proc, LIKE ANY OTHER DISPEL MECHANISM.
This game is broken man broken. BROKEN
Defoe Jan 21st 2009 5:54AM
Well technically Strangulate got an indirect nerf as Silence effects now have diminishing returns.