Patch 3.1 PTR build 9658 Death Knight changes
Evidently, this is the build where they noticed that Death Knights could tank competently, and decided to do something about that. Where by "something" I refer to the six seven separate tanking nerfs that have ensued. Oh yeah, and they cut Fallen Crusader in half.
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Rune of the Fallen Crusader - Affixes your rune weapon with a rune that has a chance to heal you for 3% and increase total Strength by 15% (down from 30%) for 15 sec. I may be too invested in my class - I actually feel physically ill about this. FC was overpowered, yes, but not that overpowered.
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Frost
- Howling Blast damage has been doubled (from 259-281 to 518-562 for max rank), cooldown changed from 5 seconds to 10 seconds. So I guess we're meant to obliterate when HB is on cooldown, and just use HB once per rune set?
- Frost Presence now reduces spell damage taken by 10%. (Down from 15%) This is reasonable on its own. Unfortunately, it gets considerably worse.
- Guile of Gorefiend now increases damage done by your Blood Strike, Frost Strike, Howling Blast and Obliterate abilities by 5/10/15%. (Old - Critical damage only, 15/30/45%) Simple math: if your crit change is greater than 33%, this is a nerf; otherwise, it's a buff. I'm guessing that means it's a buff for most players.
- Lichborne doesn't increase the chance of your enemies to miss you anymore. Heyo! Goodbye, defensive cooldown.
- Update: Ghostcrawler has just posted that Unbreakable Armor is getting the same cooldown doubling that all our other analogous defensive cooldowns got. Awesome.
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Blood
- Dancing Rune Weapon now lasts 20 sec (up from 10sec) and last 2 (up from 1 sec) sec per 5 additional runic power but attacks for ?% reduced damage. As long as the "?" is not greater than 50, it's a buff. We'll see.
- Will of the Necropolis now cannot occur more often than once every 15 sec. Not sure what to say about this. It doesn't seem overly significant. One more tanking nerf to throw in the bag, I guess.
- Might of Mograine now increase all damage done by your Blood Boil, Blood Strike, Death Strike, Heart Strike, and Obliterate abilities by 3/7/10%. (Old - Critical damage only, 10/20/30%) Same as above - nerf if your crit chance is greater than 33%, buff otherwise.
- Vampiric Blood cooldown has been increased from 1 min to 2 min. Not quite "goodbye, defensive cooldown," just "I'll see you half as often."
- Blade Barrier now decrease damage taken by 1/2/3/4/5% for 10 sec. This is the one I'm really miffed about. Blade Barrier was an awesome, nigh class-defining ability, and this really cuts it down.
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Unholy
- Bone Shield cooldown has been increased from 1 min to 2 min. Of course, you have to hit every tree's cooldowns. It wouldn't be fair otherwise
- Ghoul Frenzy cooldown has been removed. Most PvE DKs didn't seem like they were going to bother casting this anyway, because the cost screws with the Unholy rotation and the ability is just not very compelling. Removing the cooldown won't change that; still near-worthless.
- Blood-Caked Blade proc limitation has been removed. (Old - This effect cannot occur more often than once every 3 sec.) It's almost shocking to see a straight buff at this point. This will help beleaguered DW builds a lot.
- Outbreak now Increases the damage of Plague Strike by 10/20/30% (Down from 15/30/45%) and Scourge Strike by 7/13/20%. (Down from 10/20/30%) This is one nerf I think was merited. The previous iteration of Outbreak was tremendously strong.
- Necrosis now affects all your auto attacks. (Old - Only Main-Hand) Another buff for DW builds, reinforcing the devs' claim that they don't want to abolish DW DPS, they just don't want it to be dominant.
The good news is that we've still got a ways to go before this patch hits live. The PTR is for testing, and they're testing this out. If DK tanks turn out to be about as resilient as a mage now, or if DKs are dumping Fallen Crusader to get Berserking left and right, they'll make additional adjustments. Or at least that's what I keep telling myself.
We also had a couple of glyph changes:
- Glyph of Strangulate - Reduces the cooldown of your Strangulate by 20 sec. (Down from 30 sec.) Sure, whatever. I can see that this would be reasonable.
- Glyph of Death Coil - Increases the damage done by Death Coil by 15%. (Old - Reduces the cost of Death Coil by 8 runic power.) Hmmm. The previous version cut the RP cost by 20%, so in terms of damage per RP this is a nerf, and probably therefore in terms of overall damage. Still, much better than the non-existent DC glyph we currently don't have.
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, Death Knight






Reader Comments (Page 1 of 4)
Freedomfighter Mar 6th 2009 6:46PM
我先!!!
很王道!!
-陈世豪
kozom Mar 6th 2009 6:54PM
Woah he just failed at a first post in ANOTHER LANGUAGE!
Aaron Mar 6th 2009 7:00PM
Exactly what I was thinking...... (Actually I'm not even sure what you just said but I'm pretty sure I was thinking it.)
Kage Mar 6th 2009 7:24PM
I have a translation for this guy, directly from the dictionary.com translator:
"I first!!!
Very kingly way!!
- Chen Shihao"
Hazzahs to "Chen Shihao" I guess?
stevens.ce Mar 7th 2009 3:09AM
+5 bonus points for using "Hazzah"
"Hazzah to the shopkeep!"
muffin_of_chaos Mar 6th 2009 6:49PM
The nerf to Vampiric Blood actually hurts a *lot*. Whereas before it accounted for 30 out of 39 seconds of not-covered-by-Icebound-Fortitude, now it doesn't reliably. Every other minute, Blood-spec tankage is screwed.
Which I guess is fair. Vampiric Blood was OP anyway.
Ed Mar 6th 2009 6:50PM
See this link from PTR testing before freaking out:
http://forums.worldofwarcraft.com/thread.html?topicId=15443187628&sid=1&pageNo=1
Random Cow Mar 6th 2009 7:01PM
They keep making nerf after nerf based on a wrong premise: Abilities are not overpowered, NAXX IS UNDERPOWERED.
How can they keep missing the totally obvious TRUE source of problems?
Heilig Mar 6th 2009 7:03PM
How can YOU keep missing the totally obvious TRUE source of problems? Nobody give a shit about Naxx, it's Sarth 3D that's the issue.
Manatank Mar 6th 2009 8:05PM
The problem is the extreme superiority of death knights for any tanking situation currently. It doesn't really matter in Naxx because it is so easy anything could tank it, but DK are currently far superior on anything that would matter.
Rithgor Mar 10th 2009 1:14PM
I think its time to hang up the tanking gear :(
hgh Mar 7th 2009 10:51AM
All i have to say is that balancing PvE tanks around Sarth3d is just as stupid as trying to balance PvP around 1v1 duels.
This is wayyy too many nerfs in one patch for me to handle, time to kiss my DK goodbye and put him on the shelf for a while.
/spit on blizzard (specifically GC, screw you i hope you read this!)
ha!
Heilig Mar 6th 2009 7:02PM
Sorry guys, but you needed your tanking cooldowns nerfed. Being the only tank that could reliably tank the hardest encounters in the game is about as far from Blizzard's tanking vision as you can get. I don't understand the nerf to frost presence, though. It's not like you were taking too little damage consistently, you just had too many oh shit buttons.
And i would expect you to be happy about Blade Barrier. Personally, I'll take 5% less damage pretty much all the time over an extra 10% CHANCE to take less damage. Anything to get the RNG out of my life is worth it in my book.
Impulse Mar 6th 2009 8:00PM
Little naive about what blizzard's vision for Sarth 3d was. Let's review:
1. New tanking class added in Wrath
2. New tanking classes/specs have the most resistance to be accepted by players. Consider protection paladins in BC. Perhaps it's hard to remember since towards the end, AOE tanking made them the perfered choice of heroic tanks, at least if the tank outgeared the instance. But from kara on up, conventional wisdom was that a prot paladin would never be able to tank raid boss x and were only good for trash/OTing. This resistance to tanking paladins took a significant amount of time to wear down.
3. Hardest encounter at Wrath release almost requires a Death Knight tank.
Now, this doesn't really look like an oversight at all. Blizzard specifically designed Sarth 3d to require a death knight tank. Thus there would be no period of them getting their feet in the door. To be competitive, you need a DK, and therefore want them. The only oversight on Sarth was making it so druids could also tank him (in FR gear, yet) . This has nothing to do with DKs being overpowered, per se. Their mechanics simply favored this fight, which was designed to favor their mechanics.
Now that enforced acceptance of DKs as tanks is essentially complete, hopefully in future boss fights the design will be more equal.
And bringing the player not the class is definitely overstated. Certainly tanks in particular should be able to replace each other in fights, but it doesn't mean you can pick classes without a though for raid stacking, merely that it's easier to raid stack than in BC. Particularly for high end content, ghostcrawler is quite ok with requiring specific classes.
Heilig Mar 6th 2009 8:38PM
Nice little review of Blizzard's tanking philosophy.
Problem is, it's entirely backwards from EVERYTHING Blizzard has stated about their design goals.
now, whether or not they're lying to us is a different story, but they have said, CLEARLY AND REPEATEDLY, that any equally geared and skilled tank should be able to tank any encounter as effectively as any other tanking class. The difference in success should be based on the PLAYER, not the CLASS. That's what they mean by "bring the player, not the class." It doesn't mean 25 prot warriors can down Sarth 3D. But it ALSO doesn't mean that ONLY Dk's are expected to tank him successfully.
lscythe Mar 6th 2009 10:09PM
Saw this said best over at mmo-champ
10% flat avoidance reduction is absolutely catastrophic, especially when traded for a measly 5% reduced damage taken... 5% of a 15-20k melee swing is at best 1000 less damage vs. 100% less damage (10% of the time) from a parry.
mike Mar 6th 2009 10:17PM
I don't normally reduce myself to insults here, but your futzpah understanding of any tank mechanics has to be challenged. A flat 10% avoidance reduction (that's not 10% less, that's 10% chance of ZERO damage) is hugely more than flat 5%...except maybe if you care about tanking lots of small hitting murlocs....go read tankspot or EJ, please...
Durango Mar 6th 2009 10:56PM
our feral druid mt's os3d
mike Mar 7th 2009 5:08AM
@Durango - you haven't read about the nerfs to feral druids then?
hgh Mar 7th 2009 10:57AM
Heilig, it's funny you're going on and on about 'Every class can tank every encounter, BTPNTC bla bla' when i was under the impression that the idea for tanks was 'Different tanks EXCEL at different boss fights'
Different tanks are different, and now since obviously you are just an angry warrior who wants to come to this thread to rub DK's faces into the nerfs a bit more, why dont you leave and go bother paladin tanks or something. It's not our fault your little warrior isnt King of all tanks anymore.
In before 'warriors cant tank s3d'. because they can, and it's just easier having a DK do it, big whoop its 1 (optional) encounter for the whole game, its supposed to be that way!