Lichborne: Patch 3.2 Death Knight changes in-depth, Part II
Unholy
Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the Death Knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent. This is probably technically a nerf, since it removes a whole portion of the talent, but it works to separate PvP and PvE functionality as well. I imagine we'll see some attempts at PvP builds that make a point to grab this talent but leave Desolation (new talent, see below) alone, while tank PvE builds may or may not grab it for the threat and group gathering ability, and pure PvE DPS Death Knights will leave it alone.
Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the Death Knight deals by 1/2/3/4/5% for 12 seconds. This talent has a lot going on. While it no longer has the snare area of effect, it does apply the damage buff directly to the Death Knight, which means you'll have more freedom to use it on the run.
This also highlight's Blizzard's apparent attempts in this patch to emphasize Blood Strike as a viable DPS strike for Unholy instead of a death rune generator. Given this talent, the buff to Blood Strike, and the nerf to Scourge Strike, I wouldn't be surprised to see some Unholy Death Knights try dropping Reaping and simply trying out a rotation that sees Blood Strikes used in place of that extra death runed Scourge Strike.
Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 Runic Power. While this change is similar to the Dancing Rune Weapon, it's arguably a bit of a nerf, since the Gargoyle can currently stay out for up to 40 seconds, and of course is out of reach of melee attacks. Of course, that Gargoyle takes quite a bit more Runic Power to maintain, Runic Power you can spend on Death Coils instead. This is a slight DPS nerf in theory, but the convenience may just make up for it.
Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds. I have to admit, when I first saw this change, I was rather dismayed, but not even really for balance reasons. Unholy Blight is a very fun spell for me, flavor wise. Here I am, a big scary Death Knight, so potent that an aura of death and destruction surrounds me. But it was also powerful in certain situations. Unholy tanking becomes near trivial when you can just fire up Unholy Blight to pull in all the mobs around you. Likewise, in battles with many adds, Unholy DPSers do obscene DPS when Unholy Blight hits.
Interestingly enough, this may end up being an overall DPS buff. As it is, Unholy Blight on a single target is only very, very slightly better than Death Coil, and using Glyph of Dark Death and the new Unholy Blight, we may see some very nice single target DPS increases from this talent. It will also be interesting to see if the Glyph of Unholy Blight get a change. My gut feeling is that it will - an extra 30% damage from a glyph may be a bit much, even if it is spread out over an extra 10 seconds.
I'll still miss the flavor of that Unholy Blight area effect, but we'll still have Pestilence, Blood Boil, Wandering Plague, and so on. Overall, this will make Unholy tank threat a little bit harder and reduce our position on DPS meters on big groups of mobs, but the single target DPS increase may just make up for it.
Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%. Given that we're getting some decent damage buffs elsewhere, it makes sense that they'd have to slightly adjust Scourge Strike to match. It's worth it to note that while Scourge Strike may sometimes seem to low damage, it does do shadow damage, which ignores armor, making it do more damage that you might first expect. I doubt the DPS nerf will be too seriously thanks to the Unholy Blight Buff and the Blood Strike buff.
One more thing bears mentioning in the Unholy category: the change that allows pets to share your expertise and hit rating, assuming it applies to Ghouls, could be huge. Permaghouls, to me, feel like the big flavor centerpiece of the Unholy tree now that Unholy Blight has been retooled into something less flashy, and the ability for them to gain some decent expertise and hit should give them a nice little DPS increase.
What to watch out for on the Patch 3.2 PTR
While I do maintain that we should have expected these tanking nerfs, and they do seem to target exactly where we were overpowered, you shouldn't take my word for it. Then again, we probably shouldn't demand they be reversed without giving them a fair shake either. My biggest concern with the nerfs is that they just may be too much when combined with some of the other class changes. Most notably, Paladins are getting some pretty sizable tanking buffs, and there's that removal of the armor buff coming to Inspiration and Ancestral Healing that I mentioned earlier. To top it all off, Block value is going through the roof as well. It's possible some of these changes may combine to make our tanking nerfs a bit more comparatively harsh than they need to be.
The good news is that we may not even see some of these nerfs make it to the PTR even now. My guess is that either the Frost Presence or the Toughness nerf will be reversed even before they see the PTR, though the Icebound Fortitude nerf is probably here to stay, if only to bring our cooldown potential in line with the other tanks.
What we can expect otherwise in the PTR is a lot of dual wielders feeling out exactly how frost 2-handing works out with the new talents, and where the best place to put talents is since the new skill suggests a focus on weapon damage whereas before Death Knight dual wielding was all about the extra magic damage.
We can also expect Unholy Death Knights feeling out their new rotations. The new Unholy Blight and the new Blood Strike, combined with the nerf to Scourge Strike, is going to lead to some soul searching on Glyph choices and rotations. Some may drop Reaping altogether, some may keep it and use one death rune for Ghoul Frenzy and the other for another Blood Strike regardless. Others may bring out the Glyph of Blood Strike and even use it to replace Glyph of Scourge Strike. It should be very interesting to see how Unholy combat shapes up in Patch 3.2, to say the least.
Beyond that, there's no denying that it does suck to be nerfed, and I myself will still miss the old Unholy Blight. However, if you believe any of the nerfs are too harsh, the best way to combat it is to get the on the PTR, do tests, get some numbers that prove your fears, and send them to the developers. For my part, I'll be watching the PTR with great interest, but while I'll miss the old Unholy Blight, I can't say any of the nerfs have me too concerned, overall. Hopefully we'll get a chance to see how this all plays out on the PTR soon.
Filed under: Patches, Analysis / Opinion, News items, Classes, Talents, Death Knight, (Death Knight) Lichborne







Reader Comments (Page 1 of 3)
Nick Jun 22nd 2009 9:10AM
I really enjoy how you don't whine about the nerfs, and actually defend them.
Great article. =]
Pyro Jun 22nd 2009 5:47PM
Absolutely. Incredibly well written article!
Mike Jun 22nd 2009 9:30AM
I agree with everything, and thought it myself when I first read the patch notes. One great thing about nerfs - even if they're not significantly noticeable for most people- is that they create a stigma on the class. I'm hoping there will be less DKs running around in 3.2, the overpopulation makes it hard for those of us who genuinely enjoy the class be taken seriously.
I'm also really disappointed in the change to Unholy Blight. I really enjoyed the spell the way it worked before.
Tomato Jun 22nd 2009 9:45AM
I too will miss the old unholy blight. It kind of reminded me of Baron Rivendare's unholy aura. I do wonder if the Sigil of the Vengeful Heart + the 30% dot will be better than scourge strike...Also considering the 0/10/61 build I'm currently using....Hrmmm....
Shuraa Jun 22nd 2009 9:58AM
Regarding the shield block, the greatness of this buff seems a little blown out of proportion. It ignores all the block gained from strength (something most shieldbearing tanks have a fair amount of), trinkets (their duration is increased instead, so they do get more uptime) and from the shield itself.
So what does that leave? Well, unless you're geared in Heroic blues or 10-man Naxx mostly and you purposely favored the block value pieces, not much beyond your tier bits. Warriors will still be blocking 20%ish of the time (at best) for 1300 to 2600, and 100% of the time for 10 seconds for double those amounts.
Sure, that critical block of near-4800 (which is possible 30% of the time during Shield Block, which can only be up 25% of the time) is nicer than taking the shot to the head, but it's not that huge a gain given right now I block ~4400 in that same scenario. And when shieldblock is down and it's not a critical block, well I'll block 1350 or so instead of 1200. It still does not compare point for point for gaining dodge, except when tanking a Heroic or getting beaten on by 20 or so weak mobs that hit for 1k average.
And as a sidenote, there is practically no block value gear in Ulduar 10. 5 pieces in Uldu 25 (4 + 1 via emblems of conquest) only. So for non-25 man raiding warriors, the block change is something they won't notice unless they still got Naxx pieces (Belt from Razuvious, legs off Loatheb), their T8 chest (off Yogg) or T8 legs (off Hodir) or Heroic drops.
Wolftech Jun 22nd 2009 10:01AM
Hmmm.. I wonder how this is going to affect my Diseaseless blood tanking spec? I know the frost aura will (but I don't think by that much).
Robert M Jun 22nd 2009 5:46PM
Where can you find tips builds on blood tanking?
I have been to skeletonjack a few times but was hopign to find some more direction.
Myria Jun 22nd 2009 10:13AM
The problem with nerfing DK abilities to try and bring them in line with the other three tanks is it ignores the fundamental issue, one of design.
DKs were designed with Wrath tanking in mind, none of the other tanks were. All of the other tanks are saddled with baggage from the last two expansions, something no amount of tweaking will fix. The only real way to bring the tanking classes into line is to do a fundamental re-design of the classes from the ground up to get rid of some of the old design baggage and bring them more into line with what the game is today -- something very different then it was back in Vanilla.
This should have been done in Beta, the need was pretty obvious given the degree with which they changed the game from BC to Wrath. Unfortunately they settled for tweaks (albeit some pretty major ones in some instances) instead and the roller coaster of major nerfs, buffs, and mechanics changes we've seen in Wrath have been the result.
This isn't an issue limited to tanks, of course, all of the classes are carrying Vanilla and BC baggage, fundamental design issues that made sense back then but don't now. It's just that with tanks there's one that isn't, and it really shows. Unfortunately there's little chance they're going to fix the base problem so really the only option is to either buff all the other tank classes to absurd levels, something that's not going to happen, or keep whacking DKs with the nerf bat until eventually you break something so the other classes can reasonably compete.
zlickrick Jun 22nd 2009 10:49AM
If you are trying to justify that DK's are not currently OP then you need a reality check.
Robert M Jun 22nd 2009 11:08AM
@zlickrick,
It's a logical explanation, take note of the Ardent Defender change to paladins. It's a tweak to address that Blizzard developers EXPECT a tank to have enough cooldowns for key moments in a boss fight.
Had Blizzard removed crushing blows in TBC, we might have been saying the same things about druids, though they didnt have the plethora of "oh shit" commands that a warrior had at the time.
Gorrn Jun 22nd 2009 3:51PM
You've got a lot of assertions in here without anything to back them up.
1) What design issues are you referring to?
2) How is Wrath tanking different than BC or vanilla tanking?
3) What 'baggage' are you referring to?
It's an interesting idea, I'm just not sure what you're talking about.
Robert M Jun 22nd 2009 5:45PM
@Gorrn,
1) What design issues are you referring to?
Well one of the issues could be the design of tanking trees. DKs do not have tanking trees, they have key tanking talents that the tanks of each tree are expected to take. This happens in both the top tiers of the trees (talents all tanks should have) and deep in the trees (talents that help to define whether you are a blook tank, frost tank, or unholy tank). These talents include Vamp Blood and Will of the Necropolis in blood, Acclimation and UBA, Anti-Magic Zone and Bone Shield for unholy. There is an inherent design flaw with the other tanks compared to the DK.
2) How is Wrath tanking different than BC or vanilla tanking?
Are you serious? Have you ever tanked? Crushing blows is tanking difference number one. They don’t exist anymore, and to compensate for the removal of said mechanic, Lich has replaced that crushing blow with massive magic damage. DKs are best designed to handle said magical damage and the removal of crushing blows had as much to do with the randomness of a crush as it did with the addition of a tanking class that would never become uncrushable. Having 2 tanks (the dk and druid) who could not become uncrushable put them at a noticeable disadvantage when guilds were searching for a main tank. The problem now is that DKs are the masters of the new crushing blow (see the Allison Robert article here on wow.com) and therefore all the other tanks, particularly the pally and warrior are left in the cold from an encounter perspective because they were never designed to eat that sort of magical damage previously and the changes to help correct that have been bandaids at best. This would imply the need for complete class overhauls like was originally suggested in the first comment.
3) What 'baggage' are you referring to?
Please see the Robert article about said baggage, she does a much better job of clearing this up than I could at this point.
http://www.wow.com/2009/03/03/shifting-perspectives-tanks-wrath-and-crushing-blows/
Robert M Jun 22nd 2009 10:48AM
“The good news is that we may not even see some of these nerfs make it to the PTR even now. My guess is that either the Frost Presence or the Toughness nerf will be reversed even before they see the PTR”
I have a prot pally, and I ripped the guy in the comments the other day who was asking for his frost presence back, but I hope you are right on this one.
What happened to baby step changes? This one seems a bit harsh, if only because it starts to multiply. Less toughness means less armor to convert in frost which is already converting less armor with the presence change, something seems a little reactionary about this change, and I hope they do one or the other. You would think they would change the talent and adjust frost up to keep the dps a little squishier.
The other peculiar lack of change is Will of the Necropolis. They are fixing ardent defender because as GC noted, it’s a talent that’s just not cutting it anymore. Is there any logical reason that Will of the Necropolis provides less mitigation (with its time and 5% restriction), cost the same amount of talent points, is 2 tiers deeper in the tree, and won’t have the cool AD proc?
Gabriel Jun 22nd 2009 1:29PM
I guess this is a pretty definitive answer that I won't be getting my old Frost Pres back though, huh? lol
I feel this is way too much, all at once, but oh well, if this all goes live, I'll keep trying to tank what I'm tanking, and if I can't do it, I'll level my mage or something.
vocenoctum Jun 22nd 2009 11:15AM
I made a death knight, got him to outlands, then sort of lost interest in questing while I worked on his mining/blacksmithing. I have other alts of course, and during leveling them, the damn DK's talents keep getting reset!
Granted, it's my fault for ignoring the character for long bouts of time, but once my rogue-66 is 80, I'll probably focus on the dk. And every time I focus on him, I need to relearn a spec and figure out a rotation and such. Sure I could probably faceroll my way through questing, it's not hard, but damn! Stick with something!
Also, very well written, informative article, discussed changes without whining, taking a balanced view while making your opinion known.
SamLowry Jun 22nd 2009 12:03PM
"We've already hit Tier 8 armor wise, we have Tier 9 coming up fast"
So an entire class is being nerfed because a few players at the top have been able to lay their hands on the highest level gear? Yeah, makes sense to me.
"This is probably technically a nerf, since it removes a whole portion of the talent..."
So changing a damage bonus from +5% to +0% is "probably technically" a nerf? Do you even play a DK?
I'm sorry, but DKs are a "Hero" class, and as such SHOULD be better than the other classes. If you don't like it, then either complain to Blizzard about coming up with a "Hero" class in the first place, or roll your own DK and quit whining.
Robert M Jun 22nd 2009 12:51PM
LMAO, you are kidding right?
In case you aren't...you can take your hero class and play with the other heroes on a single server, and let's see just how far in the content you get without any healers.
Advocating a better class because it is called a hero class illustrates that you have little understanding of what a hero class is/was supposed to be.
1. It's a marketing tool. Not the kind of tool you apparently are, but one that Blizzard used to build up hype for their expansion.
2. It was supposed to be a class with perks (costless epic land speed, a higher level start, good enough gear to get you to the expansion). It was never intended to be an imbalanced class that was better than all the others, or all the other classes would have become obsolete.
Thanks for the laugh though.
/applaud
TobiasX Jun 22nd 2009 1:37PM
Blizzard defined a 'Hero Class' as "Starting at a higher level". That's it. They are not meant to be better than every other class. by default.
Mordockk Jun 22nd 2009 4:48PM
@ Robert M
"1. It's a marketing tool. Not the kind of tool you apparently are, but one that Blizzard used to build up hype for their expansion."
HAHAHAHAAHHA
Maimoudi Jul 15th 2009 5:50AM
I agree,
we wasted our account/monthly money and time for a HERO class the way it WAS.
They didnt say then they'll turn it to a 0 class...
But no matter what they do, i'm not getting an overboosted paladin
and if u have one, "shield and heal"....patch has more for you, again!!!