Death Knight class change analysis for patch 3.1
The next round of class changes for 3.1 has gone up, and Death Knights, of course, got a blurb of their own. The changes are probably slightly less sweeping than some other classes, but interesting all the same. Ghostcrawler's word on Death Knights lately has been that they're probably a bit high on DPS, and that they want to encourage more people to spec Blood and Frost over the overwhelmingly popular Unholy. I'm not sure these changes in particular did that, but one thing they did do is give a couple of nice potential buffs to Death Knight tanks. Let's look at them one by one.
Gargoyle and Unholy Blight have swapped talent positions. Gargoyle's damage has increased and runic power cost per time has decreased.
So this first change actually looks a lot like the change a lot of people suggested back when Summon Gargoyle was first up on the nerf block. Just switch the talent points and leave Gargoyle untouched. I honestly doubt we'll see the Gargoyle return completely to the highest damage of its heyday, but hopefully it's a sizable rebuff. This change should do a lot toward putting 2-hand Unholy back up to par with dual wield frost/unholy builds. Of course, on the same token, Howling Blast builds will probably enjoy having an AE runic dump as well. It should be interesting see which spec benefits the most from this switch.
Pestilence – this spell no longer causes damage but just spreads diseases. Blood Boil is intended to be the general area attack, and has been changed to be castable on targets with no diseases on them, but does extra damage if diseases are present.
While I'm not sure that anyone predicted this outright, it's not a hard change to see either. Being able to both spread our diseases and cause massive damage was probably a bit much. In the end, it may be a slight nerf to AE damage, but not by much. Blood Boil will pick up most of the slack, and we'll just have use a couple extra cooldowns and wait for our blood runes to refresh before doing massive damage.
Unbreakable Armor now absorbs a flat amount of damage that increases as your armor increases. It no longer boosts armor.
This could be nice if only because it means magic damage absorption as well as physical absorption. This also theoretically could make it a valid button to hit for a DPS DK taking environmental damage or even a PvP DK being focus fired, depending on the amount of absorption it grants. It's difficult to say too much more without solid numbers, but on the whole, I think I'm calling this a very likely buff to Frost DKs in general, and definitely to Frost Tanks.
The Frost tree has been shuffled. Among other things, PvP talents such as Endless Winter are closer to the top of the tree where Blood and Unholy death knights can access them.
Blizzard has said they want to let all trees participate in PvP among all classes, so while putting things like Endless Winter and Chillblains lower on the Frost tree might do that, I wonder why they're focused on PvP gains so much. While I've often wished I could feasibly grab things like chillblains and endless winter in an Unholy PvP build, I'm unsure we really need them. It's hard enough to escape from a Death Knight as it is.
On the PvE side, though, I've long though Frost could use some shuffling. One thing I am hoping is that Glacier Rot moves further down the tree. That skill mostly buffs deep frost talents, and yet it's nearly unavoidable if you're a Blood or Unholy DK trying to get the first tier or two of frost.
Sudden Doom – this talent now procs a Death Coil rather than requiring an additional button click. It works similarly to shamans' Lightning Overload.
This is a nice change that frees up your attention so you can focus on optimizing your rune spending without wasting a global cooldown on a random Death Coil. I think it's a positive change overall that should help Blood Death Knight DPSers keep their rotations tight and efficient.
Magic Suppression and Blood of the North have been reduced to 3 ranks for the same benefit.
Getting Magic Suppression or Blood of the North is always a bit of a struggle for Blood and Unholy Tanks, since it usually means giving up access to Lichborne or Improved Icy Touch in Frost or useful but not absolutely mandatory talents like Bladed Armor or Wandering Plague. Freeing up 2 extra talent points should actually make tank builds look a bit more elegant.
Blood Gorged now grants armor penetration instead of expertise.
This may be the most perplexing change. Armor Penetration, to put it lightly, sucks. While Blood Death Knights do do the most physical damage of the Death Knight trees on average, Armor Penetration is still not exactly desirable anymore. However, with the changes to Sunder Armor and Faerie Fire already announced, it may be that Armor Penetration is due for a larger overhaul that will make this change look better. It's also possible that Tier 8 Death Knight gear will have so much expertise on it, they're afraid of Blood DPS DKs hitting the expertise dodge cap too easily. We'll have to sit tight on this one, I think, before we can make a better judgement.
If all else fails, remember, these changes aren't comprehensive or final. We're likely still in for quite a ride on the way to 3.1 going live. Look forward to continuing coverage here on WoW Insider.
Patch 3.1 brings us Ulduar, dual specs, significant changes to all the classes, and more! We've got you covered from top to bottom with our Guide to Patch 3.1.Filed under: Patches, Analysis / Opinion, News items, Raiding, Talents, Buffs, Death Knight, Wrath of the Lich King






Reader Comments (Page 1 of 3)
suggy Feb 6th 2009 12:45AM
They still not doing anything regarding how mandatory Anihilation is for PVE blood, you cant not spec atleast 13 in frost.
And blood still lacks true help against casters after they removed the AMS CD reduction.
DKs are still going to be all Unholy and maybe frost only.
Aldheim Feb 6th 2009 4:42AM
Really? Last I heard 51/0/20 Blood/Unholy was an excellent build that often outdamages 51/13/7.
Valkyrian Feb 6th 2009 1:00AM
It will be interesting to see how much damage the new unbreakable armor reduces. With the way it currently is it reduces about 10% physical damage for me as a tank.
James Feb 6th 2009 12:56AM
I completely disagree that this buffs frost tanks. Of course it all depends on how much damage reduction Unbreakable Armor grants. But the pestilence nerf will probably nerf AoE threat gen unless Blood Boil gets a decent damage buff(probably likely). But the pvp accessibility in the frost tree means less Frost dk's which is opposite of Blizzards intentions. The talent reductions hopefully mean that new frost talents are incoming that buff the slightly underpowered frost.
frost could use some love
Athzar Feb 6th 2009 1:14AM
I wouldn't say it buffs frost tanks, but it's not that large of a nerf. The majority of my DK's threat comes from big Howling Blast crits and lots of consistant disease damage. I doubt the couple hundred damage caused by my Pestilence will make a huge difference this way. And as previously mentioned, this means Unbreakable Armour is good against magic or ranged hits. Can't complain there!
Factor in the two "freed up" talent points and I'm a happy tauren.
Omenscourge Feb 6th 2009 8:53AM
Frost tanking just got a huge AOE buff. 5/45/21 will be the new AOE king. HB and UB, in the same build. This is assuming they don't move HB further down than FS.
http://omenscourge.blogspot.com/2009/02/patch-31-notes-scourge-style.html
Ikarus Feb 6th 2009 1:16PM
@ omenscourge
Yeah I was just thinking about that. How could I go frost and still get UB. It means you have to sacrifice Tundra Stalker which is kind of a bummer. I'd be really happy if they moved UB to the 3rd tier.
Mac Feb 6th 2009 12:56AM
Blizzard continues on its trek of epic fail.
So their answer to get people to look at other specs is to straight up remove a nice percentage of DW DPS, and replace it with a talent that for DW is lackluster at best?
And by moving Garg to the 51 point, with a damage buff, is only goign to encourage more deep Unholy builds.
Kassu Feb 6th 2009 3:38AM
DO NOT underestimate Unholy Blight.
It's an amazing talent, yet awfully underrated.
Sharkhunt Feb 6th 2009 9:37AM
The gargoyle move is yet another 32/39 nerf, but not terribly surprising considering the output of that build compared to others. Rogues got the same treatment when AR/Prep was all the rage. The design team doesn't seem to approve of high-performance specs that use an unanticipated combination of talents and mechanics.
If they really want to increase the viability of specs outside unholy, why not adjust the auras in other trees to something that competes with Unholy Aura? A raid wide movement speed buff provides much more offensive "oomph" than the equivalents in other trees.
darkenedlight Feb 7th 2009 6:59AM
i hope they really think about the blood tree talent at least about the rune weapon talent i believe the rune weapon should get a buff similar to the gargoyle not a dmg buff but a time buff instead of needed full runic power to use it just drain runic power till 30sec that will balence blood i believe and should be changed.
Carda Feb 6th 2009 12:58AM
As a blood tank it's nice to see that they're reworking a couple of things I use, specifically Sudden Doom. As for Blood Gorged, I would bet that this specific change ties into the fact that Sunder Armor (and I think Expose Armor) are slated to reduce a percentage of armor instead of a flat number. Still not sure how beneficial armor-pen will be after the change, though.
Mainstay Feb 6th 2009 1:26AM
Unholy is more popular because it's easy mode DPS, it'll stay that way unless they make blood and frost tard friendly, which would mean no more uber frost build for me :(
Kassu Feb 6th 2009 3:45AM
Lolwut?
I went from Blood to Unholy and saw an INCREASE of difficulty.
While in blood, your rotation is likely IT-PS-OB-HS-HS-HS-HS
In Unholy, that becomes IT-PS-BS-BS-ST-UB-ST-DC-ST-Do I need to reapply the diseases or did the Glyph of Scourge Strike Proc.
If it's an AOE fight, then good luck mixing that with Pestilence, Blood tap and Blood boil.
Ever compared an Unholy DK's Recount Chart to anyone else's? It's a mess, seen up to 20 slices on mine.
Regs Feb 6th 2009 4:18AM
@ Kassu
That's cause you're a nub.. the consensus view is that Unholy has by far the easiest "rotation" to pull off. With the Glyph of Scourge Strike, Unholy DKs use a priority system:
PS-IT-BS-BS-SS//SS-SS-SS// repeat
refresh PS-IT only when diseases are about to drop.. besides that just keep spamming SS and hit BS to refresh Death Runes. UB when its down, DC when you have excess RP. The rotation is not tight. You will have the disease uptime to fully utilise your RP. You will find that in practice, Unholy DPS comes closest to the figures generated on the DPS spreadsheets largely due to the ease of pulling off the rotation correctly.
The correct Blood rotation is PS-IT-HS-HS-OB//OB-HS-HS-HS-HS repeat. This rotation is tight. You will be sitting on a lot of unused RP simply because the rotation does not allow you many spare globals to DC. Blood DKs who suffer from poor latency are generally better off in unholy presence.
dlar3 Feb 6th 2009 1:33PM
Let me clue you in to something. The majority of people don't play unholy dk's because of easy mode dps, Contrary to what what your over inflated ego tells you. Most people play unholy because that is what a dk is all about lore wise. Creating death through diseases and having control over gouls and such. Shove your bs rotations and elitist theories out the window. Go blah, blah, blah somewhere else. Some people actually play for fun, and don't min/max everything. Oh and only the tards are call others tards.......oh wait a minute.
Mainstay Feb 6th 2009 8:21PM
I think we're a little touchy there, since my tard comment was not directed at anyone, if you took it to be that was indicating all unholy players are tards because I consider it easy mode dps, you're wrong.
zolikk Feb 6th 2009 3:48AM
"Sudden Doom – this talent now procs a Death Coil rather than requiring an additional button click. It works similarly to shamans' Lightning Overload."
It is not at all like Lightning Overload. With the same proc chance it's a 100% crit Death Coil with no cost, whereas LO has a normal crit chance and only 50% effectiveness.
Sudden Doom is most similar to Mind Freeze (even better, as it gives a guaranteed crit), and should be within the ranks of Mind Freeze, requiring a GCD to cast.
Hoggersbud Feb 6th 2009 9:45AM
I do not see how those things make Sudden Doom proc'ing automatically not be similar to Lightning Overloads automatic proc.
You are complaining about details, but said details can be ignored as they aren't the important parts of the change.
zolikk Feb 6th 2009 9:50AM
No, I'm complaining actually that Sudden Death should NOT be like Lightning Overload. Of course the 3.1 notes imply that it's exactly like LO. I'm saying that's wrong. Sorry for not making it clear.