WoW Patch 3.1 PTR Death Knight changes

- Blood Boil's damage increased to make up for Pestilence no longer doing damage.
- Blood Boil now does some damage to undiseased targets and extra damage to diseased targets. Its radius has been decreased.
- Blood Plague: Now lasts 15 seconds untalented.
- Death Pact: This heal cannot be a critical.
- Frost Fever: Now lasts 15 seconds untalented.
- Pestilence does no damage and has only one rank.
- Plague Strike and Blood Plague no longer remove hots. Plague Strike's damage increased quite a bit to compensate.
- Raise Ally has a >15 min cooldown to keep it out of Arena.
- Raise Dead: Duration lowered to 60 sec. and cooldown lowered to 3 min. The cooldown on this ability now begins when the pet dies rather than when it is summoned.Rune of Cinderglacier now procs per minute instead of a 5% chance.
- Rune of Razorfrost now affects Frost damage done by the DK only, but stacks up to 10%.
- Strangulate no longer does damage and has been reduced to 1 rank.
Talents
BLOOD
- Blood Aura: Replaced with Improved Blood Presence. This allows the Death Knight to keep the healing from damage done bonus of Blood Presence in any presence, and increases healing received while in Blood Presence.
- Blood-Gorged now grants armor penetration instead of expertise.
- Bloody Strikes now increases Blood Boil damage instead of Pestilence.
- Bloodworms now heal more.
- Dancing Rune Weapon: Fixed a bug making it trigger an unusual number of effects from the weapon equipped by the Death Knight. In addition, it will now only echo Death Knight spells whose primary purpose is dealing damage. Also corrected a bug making the effect last 8 seconds longer than intended.
- Scent of Blood will now proc on a dodge, parry or taking damage, and internal cooldown lowered to 10 from 20 sec.
- Sudden Doom now procs a free Death Coil instead of requiring you to push the button. Ranks reduced from 5 to 3.
For all the talk of buffing Blood, there wasn't much to get really excited over in this current push of the patch notes. Bloodworms heal more, which is at least good news to grinding Blood Death Knights. MMO-Champion is claiming Blood Gorged actually gives 10% Armor Penetration. As long as that isn't 10% after other armor reducing effects, that may end up being an overall buff, or at least a somewhat fair tradeoff for the lost 5 expertise. Dancing Rune Weapon will have likely lost the ability to summon an extra Ghoul or the like as well.
Blood Aura's change is a bit disappointing in that it's lost a lot of its utility. It appears to work only for the Death Knight now by granting them Blood Presence healing in all Presences, plus some extra healing in Blood Presence. This, again, might work out well for grinders, but a smart DPS Death Knight in a raid situation probably isn't going to be taking enough damage for this to be worth it, especially if he's in Unholy Presence for the rune cooldowns.
Since the Aura talents (Much like the also switched to self only Razorice debuff) don't really have a cousin from any other class, Blizzard probably felt they needed to switch them to single target avoid making Death Knights with Auras seem mandatory for any fights. This is understandable, but I'm not quite sure they're all the way there yet as far as these new presence buffs. The Blood Aura replacement specifically just doesn't seem to give the right amount of utility to the Death Knight to make them worth using.
It's also worth noting that MMO-Champion is reporting that Blood and Heart Strike now do slightly less base weapon damage, but do a percentage more damage per disease on the target. So yeah, there's a strong chance we'll be saying goodbye to diseaseless Blood. If these changes are also an overall damage buff, which they may well be depending on how the extra percentage of damage is applied, it could mean Blood is looking stronger than it might by glancing at the patch notes.
Still, overall, I'd expect more Blood buffs to be coming on the PTR.
FROST
F
- The following talents have moved in the Frost tree: Runic Power Mastery, Glacier Rot, Killing Machine, Chilblains, and Endless Winter.
- Black Ice now grants 2/4/6/8/10% Shadow damage in addition to the Frost damage.
- Black Ice: Frost Damage bonus lowered to 4/8/12/16/20%
- Blood of the North is 3 ranks instead of 5 for the same effect.
- Chillblains: Now a 15/30/50% movement speed debuff (up from 30%). Moved to position currently occupied by Glacier Rot.
- Endless Winter: Moved to position currently occupied by Chillblains.
- Frost Aura: Replaced with Improved Frost Presence. Allows the Death Knight to keep the health bonus of Frost Presence in any presence, and decreases magic damage taken while in Frost Presence.
- Glacier Rot: Third rank added, and damage bonus increased to 7/13/20. Moved to position currently occupied by Endless Winter.
- Howling Blast: Swapped positions with Hungering Cold in the talent tree (HB is now at 51, and HC is now at 31). In addition, the damage bonus for targets with Frost Fever is now only 20%.
- Icy Talons - This talent how has a new icon.
- Runic Power Mastery down to 2 ranks.
With Black Ice buffed to include Shadow Damage and Glacier Rot moved further down the tree, Frost suddenly seems like a much, much more alluring secondary tree for Blood and Frost Knights. Chillblains being both buffed and moved to the first tier seems a bit overdoing it considering how hard it is to escape from a Death Knight already, but perhaps it is Blizzard's way of compensating for the removal of HoT removal from Plague Strike. If it sticks, though, it will be nice for Blood Death Knights when paired with the Glyph of Blood Strike, especially.
Still, MMO Champion lists Runic Power Mastery as moving to tier 1, and I find that much more likely. That should be a tempting choice for Blood and Unholy Death Knights alike, making it easier to squeeze out one more Death Coil or keep Unholy Blight and Gargoyle up at the same time.
If 32/39 wasn't already down for the count, 3.1's going to send it screaming into oblivion with the moving of Howling Blast to the 51 point slot. This seems like a pretty smart move for sure. Hungering Cold was always a lackluster 51 point talent, but seems to be reasonably well powered for 31 points. We'll have to see now if 51 point dual wield frost can still hold out and deliver reasonable damage. At least it will still be able to grab Necrosis and Blood Caked Blade from the Unholy tree - but even that may not be quite as helpful. More on that later.
The new Frost Aura replacement is probably a bit better off than the new Improved Blood Presence, at least for tanks, with the extra magic absorption. It really depends on how much damage it decreases. I don't expect many DPS Frost to take it though. What I do expect to see is a lot of DPS Frost Death Knights testing out the new Razorice to see if the extra Frost Damage outweights the extra strength from Fallen Crusader.
UNHOLY
- Blood-caked Blade: Now has a 3 second cooldown on the effect.
- Desecration: This talent now has a 100% chance to be triggered. Additional points in the talent increase the damage bonus and snare magnitude instead of increasing the chance.
- Epidemic: Epidemic now has 3 ranks (adding an additional 3 sec of disease duration). Magic Suppression is 3 ranks (down from 5) for 2/4/6% magic damage reduction.
- Master of Ghouls: Now also reduces the cooldown on Raise Dead by 60 sec.
- Necrosis: Can now only be triggered by main hand attacks.
- New talent: Improved Death Strike. Increases Death Strike damage by 10/20.
- Night of the Dead: Redesigned to grant a flat reduction on cooldown to Raise Dead and Army of the Dead instead of a reduction from using abilities.
- Outbreak bonus for Scourge Strike lowered to 10/20/30%.
- Scourge Strike: Damage increased.
- Unholy Aura: Replaced with Improved Unholy Presence. Allows the Deathknight to keep the movement speed bonus of Unholy Presence in any presence, and increases rune regeneration rate while in Unholy Presence.
- Unholy Blight and Gargoyle have swapped places in the Unholy tree. Gargoyle is the new Unholy 51 talent.
The removal of so much chance and hoop jumping on the part of Desecration and Night of the Dead is definitely appreciated, and should make Death Knight DPS a bit more convenient. I was somewhat surprised to see Scourge Strike Damage increased. Scourge Strike is a very solid skill that already does lots of solid damage, and I wonder if this heralds a declassification of Ebon Plaguebringer as a disease or another nerf. This is especially amazing considering that MMO-Champion is reporting that Outbreak now increases Scourge Strike damage.
Now that Epidemic is only 1 second per talent point, I think we'll see more Death Knights skip it altogether and count of Glyph of Scourge Strike and the new baseline 15 second duration to help them out. There's probably better way to spend your points.
The Gargoyle rebuff will have to be tested, but I'm certainly excited, and I'm looking forward to trying an Unholy/Frost
Also tucked into the notes are a couple of definite dual wielding nerfs. Necrosis doing main-hand damage only means the damage will remain unchanged for 2-handers but will drop significantly for dual wielders. You may still see some people trying a 51 Frost/20 Unholy dual wield build, but as things stand now, 3.1 is the era of 2-hander dominance for sure.
The Improved Unholy Presence talent will mean your raid members will be wanting to grab Tuskarr's Vitality, but an Unholy DPSer may find they like this new version plenty well. We'll have to see more numbers, but with many tight rune rotations already prefering Unholy Presence even for PvE, we could see Improved Unholy Presence providing a significant damage boost, allowing the use of more strikes per a disease cycle.
MMO-Champion also claims that Shadow of Death will be removed from the game altogether and replaced with a Ghoul buff called Ghoul Frenzy that provides 25% haste and a 30% of max hp HoT over 15 seconds. With the changes to Raise Dead meaning an enforced 2 minute cooldown if your Ghoul dies unexpectedly, having that extra heal will be very helpful to an Unholy Knight who makes their Ghoul a meaningful part of their DPS, especially when combined with a few Death Coils.
Overall, I think we haven't seen the last of the Death Knight changes. Right now, 32/39 has probably been laid to rest for good, but Unholy 2-hand DPS probably reigns supreme even more so than usual, and Frost 2-handed DPS probably still looks pretty solid too. Blood, it's too early to tell, but I expect additional buffs to that tree, and possibly some rollbacks of the Scourge Strike buffs in Unholy.
Hang on tight, 3.1's liable to be a wild ride. Let's get on there and test and see what happens.
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, Talents, Death Knight, Wrath of the Lich King
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Reader Comments (Page 2 of 3)
Matchu Feb 24th 2009 9:56AM
Which isn't possible if you also want death and decay down.
ScottyD Feb 24th 2009 10:19AM
If you're a DK tank and you're throwing down Death and Decay, you need to stop trying to tank like a Paladin and learn the class. D&D is already next to useless for the 3 rune cost and limited aggro.. you get WAY better aggro if you simply spread disease and blood boil.
To be honest, I can't think of a single time where I've used D&D other than as a farming/gathering tool.
Regoras Feb 24th 2009 11:10AM
@ScottyD
You fail. DnD is the hawt sauce for unholy, esp if you glyph for the 20% extra damage. Saying that it isn't a viable tanking tool, is well, stupid in the extreme.
The solution is to use rune tap to get an extra death rune when you need to do an initial pull. Like: DnD, it, ps, pest, rune tap, bb or do it in the opposite order if you like: it, ps, pest, bb, rune tap, dnd.
Removing damage from pestilence and putting it in bb is a good thing, esp for pvp when people kite you and you need a ranged nuke that returns RP so you can DC their face off.
Valdoras Feb 24th 2009 10:37AM
Well, that kills off my dual-wielding Frost/Blood spec I had planned out now that HB as a nice multitarget PvE grinder. I'm going to have to wait and see the final release before I make up my mind for my level 80 respec now.
ShadyMike Feb 24th 2009 10:53AM
Im totally peeved about these changes. I got a lil 45/0/26 DW build goin and it carried me up thru the levels VERY Quickly. With several occasions seeing me up and ready for battle while my Unholy Specced wife was face-down and corpse-running back. So when they said "Buffing Blood/Frost" to level the playing field I thought they MEANT it and got even happier. Well I guess they fired the guy that said THAT crap cuz this list just totally screams the opposite. This is like saying "Watch me shoot this apple off his head with this arrow!" and then just throwing the bow at your target. Way to go, Blizz. Much like Starcraft2 and D3, its just more D***-Teasing, and leaving us sore and confused.
Kassu Feb 24th 2009 11:06AM
A dual-wield build for BLOOD?
Jebus Christ, equip a 2h and watch you DPS soar.
ShadyMike Feb 24th 2009 11:22AM
The DW kept my healing numbers rolling. Which is why i was still standing, and waiting on wifey to get back to her body. Now it looks like thats over too. As for you people STILL saying DK's are OP, For the thousandth time THEY ARE SUPPOSED TO BE A LIL OP!!! THEY ARE A HERO CLASS!!! Not that you'll be able to tell that after this goes live. I really, Truly, hope that Blizzard is reconsidering these changes as it TOTALLY goes to the OPPOSITE of buffing Blood and Frost to make them as viable as Unholy.
As I said before, Congratz Blizz, You EPIC FAIL yet again.
Mireille Feb 24th 2009 3:00PM
Death Knights are never supposed to be OP. Hero means we start at 55 and have cool voice effects and some cool spells (I suppose you can throw Doom Chicken in here too). Thats all. OP is stupid, Balance is good.
I can't argue with much that Blizzards done for and to us, and I'm looking forward to getting on the PTR and doing some feedback/testing on Unholy and the other spec. Only problem- Desecration STILL does not equal Talented Frost Fever and Blood Plague. Heck, its less than baseline now.
Impulse Feb 24th 2009 10:39PM
I've made a DK my main for this expansion, but seriously. How do you actually expect that hero classes should be more powerful than the original classes? It would be moronic of blizzard to set out with that goal in mind, and I can't believe people still believe that to be the intent of hero classes. They're heroic in that they require unlocking to play, start at a high level, and are easy to level up to 80. They are a powerful class, and since they're one of the big selling points of wrath, they'll err on the side of overpowered than gimped. They're not designing them to be stronger than other classes though. That would do nothing but create an unbalance of death knights that would be unfortunate for the game.
ShadyMike Feb 25th 2009 12:14PM
Everyone has their Version of Hero. In my old game City of Heroes, it was Epic Characters. So everyone that had a highbie made one only to find out they sucked to play. They had a TON of powers which basicly made them into toolboxes. But their main weakness was special NPC's that were specifically tuned to their energy type and could kill them in 2 shots. Took all of the Epic right out of them.
Thn everyone said Epic meant they had their own storyline. Which is good, cuz it was the ONLY way they were Epic in any form.
My point is if DK's are weakened too much or arent at least SOMEWAY superior to the other classes then theyre not really Heroic at all. They're just CoH-style Epic. bleh.
The statements made was that the number of Unholy DK's were higher than Blood/Frost DK's. So Blizz was supposed to be invigorating Blood & Frost to compensate. These changes DO NOT do that. They do the opposite.
As far as an overkill of DK's in general. Too late on that one, already done. But then theyre what most people think of when they think God-Character; Pet-Using, Spell-Casting/Blocking, Plate-Wearing, Dual-Wielding/Two-Handed DPS Tank. That, my friends, is a Hero Class. d(0.0)b
Ibylis Feb 24th 2009 11:32AM
In addition, the damage bonus for targets with Frost Fever is now only 20%.
if this is the case they better up the base damage significantly, as a frost tank being able to frontload those massive HB crits was mandatory
DeathPaladin Feb 24th 2009 12:53PM
@ShadyMike - People, including Blizzard, have said this a million times. Hero Class does not mean it's supposed to be OP. It means that it has its own starting area and has a higher starting level. I don't think Death Knights are OP, but you do nothing but spread that misconception.
Anyway, as to the topic, I'm not panicing.
Is Diseaseless Blood dead? Yeah.
Is 32/39 dead? Definitely.
Does this make Deep Unholy the One And Only Viable DPS Build? No.
I'm Blood at heart. I'm trying out new specs all the time, but I always end up going back to Blood. It's probably due to my status as an ex-Paladin. In my opinion, Blood plays like Retribution should have all along.
I say this because for a little while, I was stumped. I have no interest in the pet ghoul, and I wanted a good Blood build. So I kept fiddling, but none of the builds I came up with felt right.
Then I thought, "I'm trying to fit a square peg in a round hole. I'm allocating these points under the assumption that I'm going to keep using Obliterate for Death Runes."
So I looked at a talent build that used Death Strike instead of Obliterate, and it's much tighter. Improved Death Strike really buffs the ability, it synergizes with Vicious Strikes in Unholy Tier 1 (so you aren't just dumping talent points to move further down the tree), and the revamped Glyph of Death Strike is almost made for Blood (since Blood is really good at generating runic power but much less efficient at dumping it). The only unfortunate thing is that Death Strike cannot proc Abomination's Might, so it'd require Heart Strike spam and praying to the RNG gods to keep the buff up.
As for Blood Gorged giving armor penetration now, I'll just say this. Blood is very much into physical damage, and the dps that truly counts is the dps that's done against the boss. A fun little fact about armor is that it scales logarithmically. What that means is that over a certain armor level, a Warrior's Sunder Armor will actually *buff* armor penetration. So I'd say that my first impression of the Blood Gorged change is that it would probably increase Blood DPS against high armor bosses, particularly if there is a Warrior present.
Would Death Strike Blood be able to do as much DPS as Deep Unholy, running under the very big and largely inaccurate assumption that all these changes go through as is? Maybe, maybe not. It would be able to put out respectable numbers, at least.
Long story short: If you are concerned about your spec no longer working, try to find a new way that it will. Unless you are Dual Wield, apparently. Sorry, guys.
Grubba Feb 24th 2009 2:04PM
"Since the Aura talents... don't really have a cousin from any other class"
I don't really understand this statement. Paladins use an aura system and their auras are all unique, so I don't any way that this statement is correct. Except maybe that Paladin auras are trained rather than talented...?
DeathPaladin Feb 24th 2009 2:47PM
The mechanism behind Death Knight auras and Paladin auras were similar, but the buffs are different.
Death Knight auras were healing a percentage of damage dealt, buffing spell resistance across the board, and increased movement speed.
They were a bit more unique than Paladin auras. A Shaman in particular can copy or approximate several. Devotion Aura, Stoneskin Totem. Resistance Auras, Resistance Totems. Retribution, Concentration, and Crusader are pretty unique, but the latter two are not used very often in raids.
The only ability that really copied the Death Knight auras was Unholy Aura and Aspect of the Pack, and they are not remotely the same because the Aspect has a huge drawback.
Dez Feb 24th 2009 2:13PM
Haha you know, this makes me laugh. I'm not one to take chances, in WoW I like to choose a spec and stick with it. I've been 2H Frost since Day 1, I just decided the other day that it was time to just take a chance and try Dual Wield (like I "always" wanted) even though I had little knowledge of it. More so because I was fedd up with 2H, slow hits, 6k crits, spam oblit/FS.
I always were a DW guy (5 rogues, fury warr) and just a general fan of Wielding 2 weaps, but for once I thought I would go with what the general consensus regarded as best choice and ignore my stubborn ness to be "unique". So I've been 2H. Anyway funny that now that I go DW they nerf it X D
Dunno what to do now, I haven't decided on a solid spec/glyphs/rotation for DW as it is. With 3.1 loads will change, so should I bother learning DW until come 3.1? Learning something that will be more or less obselete is kinda wasted. Oh and in addition to spec/glyph/rotation there's weapons, weap runes, presence, gems, enchants and well, what Hit rating I need. On top I'm a perfectionist so I'm very picky to choose every single talent well and so on.
A Dual Wield guide would be greatly appreciated, covering everything. I know it might be hard to do so with 3.1 coming though, maybe for a later time?
phantomoftruth Feb 24th 2009 3:45PM
With Runic Power Mastery moving to Tier1 of Frost, Deep Blood and Unholy see an additional 30 Runic Power that can be used to fuel Dancing Rune Weapon and Gargoyle. For DRW, 6 seconds more than before smells like so many levels of Hawtness. I'll be diving so deep into the PTR tonight I'll need a scuba tank.
Beerad Feb 24th 2009 4:28PM
As for everyone saying that there are way to many Dk's, do you guys remember when BC came out? All the blood elfs running around? In fact, what I find pretty funny is that when I've been in raids with people complaining about the amount of Dks....most (if not all) are blood elfs.
It's just the new thing, and most people like it (just like the blood elfs), but eventually it will fizzle. Just have fun with it!
Blight Feb 24th 2009 5:09PM
not my howling blast /cry i loved that power they r called blizzard and their killing a frost spec lol w/e il go unholy
Alexious Feb 25th 2009 1:48PM
As a DW-Frost DPS guy, I'm obviously totally bummed by the changes. I realize I wasn't ever going to top the DPS meter going this route, but the burst damage I can put out at only level 66 is amazing (basically I can throw crit-HW at will) and saves my butt on those accidental pulls.
As you all have already said, I'm now going to have to consider deep blood or being a hunter-knight (aka unholy), neither of which I consider 100% appealing. We'll see how it looks when the changes settle down.
As you can probably tell, I never liked the idea of being able to have a zombie that you can use as a pet... it doesn't square with my ideas around WoW-lore and the undead. I mean we're not freaking hunters. We wear plate for crying out loud! Summoning a swarm of undead that just attack everything around you would be much cooler I think.
Raetha Mar 2nd 2009 3:27PM
As Unholy, there are mixed feelings with the changes but overall, excitement over the changes wins out.
While we do get some unexpected nerfs, like removing Shadow of Death and the less unexpected nerf of Ghoul resurrection cooldowns (which, if you're a good multi-tasker shouldn't be that bad, so long as you have Night of the Dead), it seems that there are buffs that will make our build a lot better.
First, it's apparent that they have buffed the Unholy builds that don't care as much about the ghoul. With Scourge Strike being buffed 30 percent with the talent, and buffed by itself, I'm looking forward to seeing 8-10K crits on Scourge Strike. Considering the Tier 7 bonuses, the Unholy Presence idea might be usable for ability-spam. I was trying to get on the PTR to test, but my computer doesn't want to install the PTR client.
I've seen a lot of builds surfacing with unholy taking 2 points out of blood and putting them in Runic Power Mastery. Rather than doing that, it's possible that Improved Unholy Presence could win out.
Either way, though they are forcing us to rely less on the ghoul, and have potentially removed 2 percent strength, we are getting a buff that makes active scourge-striking more useful. With the increased time diseases will be up, that's much more single-target damage that can be applied.
Will it stand up to Blood's single target DPS on a boss? I'm not quite sure about that. But I feel less hesitant to give in to my guild mates' idea for me to dual spec as a tank rather than a second single-target DPS spec if Unholy is going to be that much more powerful on bosses.