Death Knight class and item changes changes in patch 3.1 PTR build 9684
A New build went up on the PTR this afternoon, and as expected, there were another handful of Death Knight adjustments. Overall, not as many of them are nerfs as you might think, and some of them seem more adjustments in philosophy rather than straight up buffs or nerfs. We also got a handful of Glyph changes and even a sneak peak at our tier bonuses. Let's look at the changes after the break, courtesy of MMO-Champion:Frost
* Frost Presence now reduces damage taken by 5%. (Old - Reduces spell damage taken by 10%)
* Guile of Gorefiend now Increases the critical strike damage bonus of your Blood Strike, Frost Strike, Howling Blast and Obliterate abilities by 15/30/45%, and increases the duration of your Icebound Fortitude by 2 secs. (Old - Increased all damage done by these abilities by 5/10/15%)
* Unbreakable Armor now reduces all damage from attacks. (Old - Only physical damage)
* Improved Frost Presence now decrease the damage done to you by 1/2% while in Frost Presence. (Old - Reduced spell damage done to you while in Frost Presence by 2/4%)
Tanking-wise, the biggest thing that pops out is the Frost Presence change. By switching over to reducing all damage taken, Blizzard continues to try to compensate for the "new crushing blow," massive magic damage. Of course, we still have Anti-Magic Shell and quite a few triggered "absorb all damage" skills, so we're still hardly slouches, but the main idea seems to be to get all 4 tank classes a bit more equally vulnerable to magic damage, and, once again, they've decided to nerf Death Knights and Druids rather than buff Warriors and Paladins. We'll have to see how it shakes down in the end.
Unbreakable Armor got a much needed buff of sorts by gaining to ability to absorb all types of damage. Whether that will be enough to bring it more equal to Vampiric Blood and Bone Shield may take a few parses to determine, but it's a promising development.
It seems that Blizzard's reneged on the more general damage increase change from a few patches ago, switching Guile of Gorefiend and similar skills back to straight critical strike damage. This should be welcome news for PvP Death Knights who like their burst damage, at the least.
Unholy
* Death Strike now deals 75% weapon damage (up from 60% weapon damage), additional damage increased as well. (From 178.2 to 222.75 for Rank 5)
* Desecration is now also caused by Scourge Strike.
* Vicious Strikes doesn't affect Death Strike anymore.
The Death Strike change seems as much a Blood benefit as an Unholy benefit. Once again, it seems very possible that Blood DPS builds will want to strongly consider skipping Annihilation and just using Death Strikes instead of Obliterate. We'll have to see parses to be sure, of course. The tradeoff is that Vicious Strikes doesn't affect Death Strike, but a few nerfs to make up for the general damage increase are to be expected. It shouldn't affected an Unholy Death Knight's overall group DPS anyway since we'll be using Scourge Strike. It was probably meant more to prevent a Blood Death Knight from pumping up the damage on their own Death Strike a bit too much.
Putting Desecration on Scourge Strike is definitely welcome. Since many Unholy DPSers use the Glyph of Scourge Strike to reapply Blood Plague, we would rather not have to use an extra Plague Strike just to refresh desecration. This means they won't have to. This is certainly well needed and welcome change that should hopefully make it live if nothing else does.
Blood
* Dancing Rune Weapon now lasts 10 sec plus 1 sec per 5 additional runic power, doing the same attacks as the Death Knight but for 50% reduced damage. Cooldown reduced from 3 min to 1.5 min.
* Will of the Necropolis now affects damage that would take you below 35% health or taken while you are at 35% health. (Old - Only damage that would take you below 35% health)
* Might of Mograine now increases the critical strike damage damage bonus of your Blood Boil, Blood Strike, Death Strike, and Heart Strike abilities by 15/30/45%. (Old - Increased damage of all these abilities and Obliterate for 3/7/10%)
* Improved Death Strike now Increases the damage of your Death Strike by 15/30% and increases its critical strike chance by 3/6%.
* Bloody Strikes now Increases the damage of Blood Strike and Heart Strike by 15/30/45%, and increases the damage of Blood Boil by 10/20/30%. (Down from 20/40/60%)
* Spell Deflection now give you a chance equal to your Parry chance of taking 15/30/45% (up from 10/20/30%) less damage from a direct damage spell.
Blood got a few nice buffs this time around. Improved Death Strike's new critical strike chance, combined with Might of Mograine's return to critical strike damage, could once again arguably push Death Strike over Obliterate with the right build. Since Dancing Rune Weapon's cooldown has been sliced in half, that reduced damage should still leave it overall buffed very nicely as well. Even tanking Blood Knights can rejoice, with some extra help avoiding magic damage coming their way along with Will of Necropolis working on the off chance you hit exactly 35% health.
The Bloody Strikes change is a bit harder to pin down, but it may be that, with Blood Boil becoming a more prominent AE now that Pestilence is being nerfed, Blizzard didn't want it too powerful. This one is a bit of a blow for a Blood Tree that is already the weakest at AE damage in the class, though. It may be that Blood Boil not needing diseases to work is enough of a tradeoff, especially for Tanks looking for snap AE aggro.
Glyphs
* Glyph of Blood Boil has been removed.
* Glyph of Heart Strike added - Your Heart Strike also reduces the movement speed of your target by 50% for 5 sec.
* Glyph of Unbreakable Armor - Increases the amount of damage absorbed by Unbreakable Armor by 20%. (Up from 1%)
* Glyph of Death Strike - Increases your Death Strike's damage by 2% for every 2 runic power you currently have (up to a maximum of 25%). The runic power is not consumed by this effect. (Old - Increased your Death Strike's damage by 1% for every 5 runic power you currently have.)
One of the biggest (but far from the only) complaints about Death Knights in PvP is the sheer amount of ways they have to slow you and keep you in melee range. The removal of the Glyph of Blood Boil may be a sign that Blizzard agrees. Notably, Blood Knights will get a semi-replacement to the glyph that works only on Heart Strike. It's likely they'd need the extra snare the most, since Frost and Unholy Knights get a few extra snares via talents. Then again, not every Unholy or Frost Knight may take those talents.
Word is the that Glyph of Unbreakable Armor change is actually just a wording change and not a 19% buff, but we'll see how it looks on test.
Glyph of Death Strike is a slight buff, capping the total damage buff at 25% instead of 20%. Since it needs less Runic Power to reach that 25%, it also makes it easier to use. Once again, this may drive some Blood Death Knights to try Death Strike instead of Obliterate in their rotations.
Tier Bonuses
* Item - Death Knight T8 Melee 2P Bonus (Class: Death Knight) -- Increases the critical strike chance of Death Coil and Frost Strike by 5%.
* Item - Death Knight T8 Melee 4P Bonus (Class: Death Knight) -- Increases the bonus damage done per disease by 20% on Blood Strike, Heart Strike, Obliterate, and Scourge Strike.
* Item - Death Knight T8 Tank 2P Bonus (Class: Death Knight) -- Increases the damage done by Rune Strike by 5%.
* Item - Death Knight T8 Tank 4P Bonus (Class: Death Knight) -- Anti-magic shell also grants you 10% reduction to physical damage taken.
We're lucky enough to be one of the two classes to have their Tier 8 bonuses out, which also means we don't have much to compare these to. Still, they seem plenty strong at first glance.
On the DPS bonuses, increasing the melee critical strike of our primary rune dumps is a nice solid bonus that everyone should use. The 4 piece set bonus looks incredibly delicious, although it does somewhat discourage Blood Death Knights who were planning to replace Obliterate with Death Strike in thier rotations, especially with the Death Strike glyph getting a nerf. Add Death Strike to the four piece bonus, and we have very little to complain about unless some of the other melees get some insane bonuses.
The tank bonuses on tier 8 are at least looking a bit more tank-focused than the silly tier 7 bonuses, if nothing else. Rune Strike should be one of those buttons you press a lot while tanking unless you are absolutely runic power starved for some reason, so an extra 5% damage is a nice bit of extra threat.
The 4 piece set bonus seems a bit more iffy. 10% physical damage reduction on Anti-Magic Shell? That might at least be useful for large groups of trash mobs, but it seems on bosses that if you're throwing up Anti-Magic Shell, you're likely doing it to take the brunt of an attack the boss is already winding up, and if the boss is winding it up, chances are they aren't meleeing you. It's not a horrible bonus for trash clearing, but it doesn't quite seem like a game changer. Overall, though, I'd declare the Tier 8 tanking bonuses at least better than tier 7.
Filed under: Patches, Analysis / Opinion, News items, Talents, Death Knight, Inscription






Reader Comments (Page 1 of 2)
Blightmare Mar 12th 2009 11:25PM
Blood is starting to look nice right now im frost dps but if they do the howling blast change im going unholy or if it tests out good blood. always wanted to heal myself in pvp cuz no one else is lol.
Atomic_explode Mar 12th 2009 11:48PM
1% every 5 runic power should only cap at 20%, If I'm doing my math right, which I have every thought that I'm not.
Kards Mar 13th 2009 1:47AM
You're math is ok, but your reading needs some touching up. ;)
1% for every 5 runic power in possession used to make the maximum bonus damage cap at 20%(26% with Runic Power Mastery), you're correct. According to the patch notes, it's become 2% for every 2 rp, at a maximum bonus of 25%. Which, as the author states, makes it so that Death Strike will reach that 25% bonus while the Knight has 50 or more runic power as opposed to requiring maximum runic power for the full benefit.
Tremendous buff and it will surely make solo'ing Mandokir even easier.
I am sad, however, to see Blood Boil get nerfed. I was looking forward to being able to switch back to Blood tanking and having some sort of viability at AoE tanking. Hopefully it's not too destroyed. /fingerscrossed
Daniel Whitcomb Mar 13th 2009 2:27AM
You're right, atomic_explode, I had that 2% on my mind and wasn't thinking. It should be a buff.
ScytheNoire Mar 12th 2009 11:56PM
Glad to see some positive changes back towards some tanking viability. Some of those changes are ugly, but DK's were maybe a bit too good at surviving.
Death Strike seems to be rather overpowered now, unless that's their intention.
Sean Mar 13th 2009 12:40AM
Seriously? "Back towards tanking viability?" I must be playing a different game...one that doesn't have huge bursts of magic damage in virtually every raid boss fight.
Blizzard made sure that DKs were going to be the main tanks of Wrath, and when it turned out that Bears were almost as good? "Nerf Bear!"
But I'm not bitter. ;-)
Kassu Mar 13th 2009 6:28AM
I still can't see where this "Replace obliterate with Death Strike" is coming from.
Death Strike is a PVP and Tanking tool. Why would you ever use it as DPS?
wowinsider Mar 13th 2009 5:14PM
I dunno, so you don't have to spec down to annihilation in frost in order to DPS as blood? Nah. Too obvious.
Mives Mar 12th 2009 11:58PM
Theoretical maximum of 26% if runic mastery is taken.
DeathPaladin Mar 13th 2009 12:18AM
Not including Death Strike in the 4-piece DPS bonus makes sense considering that Death Strike does not get bonus damage from diseases.
Also, it's not a huge deal with it not being on the set bonus since Heart Strike is Blood's strike of choice. The importance of Death Strike and Obliterate is mainly for setting up Death Runes that can be used for more Heart Strikes.
Ted Mar 13th 2009 12:58AM
To the ground baby! Woo!
bundee Mar 13th 2009 12:21PM
about time!
frodo34x Mar 13th 2009 1:17AM
I don't see what's so OP about a CD that makes you immune to silence and interrupt effects for 10 seconds every 2 minutes.
Storm Mar 13th 2009 1:54AM
The change to Scour Strike to apply desecration I think has LESS to do with Glyph of Scourge Strike and more to do with Glyph of Pestilence: Pestilence now refreshes diseases on main target as well as on other targets... so unless I missed the rollback on this, this makes the change to Desecration HUGE for unholy rotation dps!
SkwidSpawn Mar 13th 2009 5:00AM
I'd disagree. There are two things going on here:
1: Currently you must expend two blood runes to keep your diseases up on all your targets (pestilence, change target, pestilence), leaving little room, and little reason to use Blood Boil. The change to pestilence (no damage) means that Blood Boil is going to be the only source of blood AoE, and a significant portion for Frost and Unholy. Changing pestilence to refresh your current target allows you to use Blood Boil more reliably in your rotations.
2: With the current SS glyph (an even without it) there is a good chance that your desecration will wear off long before you throw out another plague strike, unless you are specifically watching for it. With the change Unholy DPSing gets a lot easier, which leaves you more time to micro-manage your pet.
Storm Mar 13th 2009 10:51AM
See, and you are making the case for me. Glyph of Pestilence refreshes the diseases on ALL of the mobs... including your main target... so you ONLY use one blood rune to reapply ALL of your diseases to targets in range, (Down from two). Then you tap Blood Boil for the bonus AE damage.
Just from playing an Unholy AoE trash destroyer with the diseases not lasting as long as they will in 3.1... this will boost the dps dramatically and keep desecration up.
With Glyph of Pest:
Basically for Unholy the rotation on trash: (For long/lots of chain trash)
IT - PS - Pest - DnD - *UB - BB - SS - SS - Pest - BB - SS - SS - BB* (Repeat from UB on, diseases should never drop off and you never reapply IT or PS.)
The Unholy rotation for single target/boss:
IT - PS - SS - BS - BS - Rune Dump - *SS - SS - Pest - BS - SS - SS - Rune Dump - BS - BS*
6000 Mar 13th 2009 1:57AM
Gawd-Damm Harpies!!!! There play with my soul!!! My entire build was centered around a blood-enhanced Obliterate/Pestilence/Heart Strike AE and now Im ruined!!! Completely removing Obliterate from might of Morgraine?! The devil would cower in that nerf!
Get thee behind me, blizzard!
Mireille Mar 13th 2009 3:20AM
I just have to say, ever since Beta I've been complaining Desecration never matched up to an Unholy Disease, especially in 3.1 when baseline they last even longer now.
Desecration on Scourge Strike...
Blizzard, for all that dead and unholy in this game, let this go through!
Geohevy Mar 13th 2009 3:35AM
I just wish they'd reverse the Howling Blast nerf. As it stands, it just isn't worth 51 points.
Also, nerf pallies. I'm sick of fighting them twice because they always bubble heal. The only really frustrating part is that there is no way to counter that.
Impulse Mar 13th 2009 3:50AM
bring a priest?