More Cataclysm change details for death knights

Here are a few points of clarification:
- We want to provide a 2-handed style for Frost since we recognize that pets are an acquired taste. We think we have the design space to do that now that we don't need to support Frost tanking. We're definitely committed to making Frost work as a dual-wield tree though -- that isn't going away.
- Outbreak is free with a 1-minute cooldown. It's not supposed to completely replace Plague Strike and Icy Touch.
- We're not sure how we're going to handle presences yet. We recognize the oddness of Blood death knights playing in Frost Presence and Frost death knights not playing in Frost Presences. We might rename the presences or take some other action.
I'll take a stab at explaining the rune mechanic. Once you see it in action, it's pretty easy to understand.
Just focus on Blood Runes for the moment. The big change is that rune #2 will never start filling up until rune #1 is full. They always fill 1 then 2. Today 1 and 2 can both fill at the same time.
In Cataclysm, when you're killing things, you use rune 1. Then any extra "red" in rune 2 will fill rune 1 back up again. If both of them are full, you can use 2 Blood Runes immediately. But after that, rune 1 will fill up first and then rune 2. If it helps, imagine rune 2 is the extra tank.
This sounds like it will slow down DK attacks, and it will to a point. That's part of what we're trying to accomplish. We can then fill those extra GCDs with things like free abilities or runic power abilities or we have room to add talents that make runes fill faster. Remember, slow attacks can hit harder though. Instead of DKs hitting fast like a rogue, they'll hit slower and harder, like a warrior, which fits a lot of player's image of a DK anyway. Dual wield will hit faster of course.
I'll try another comparison. Imagine that all rogue abilities cost 100 energy. They have to wait until they get 100 energy, and then immediately use an attack so that they aren't wasting future energy. That's how DKs play now, except they have 6 runes to watch. Now imagine the same rogue except all his abilities cost 50 energy. If he hits an attack when he has 60 energy, then 50 is consumed but he has 10 energy still left and a head start on the next attack. That's the way we want DKs to play.
If that still doesn't make sense, then focus on what the experience will be, which is that you'll have more breathing room in your rotation and won't have to hit a button every single GCD. If you don't use a strike the second it's available, that's more okay because the extra tank will store extra rune resources rather than just wasting it. You'll still be hitting a lot of buttons though. We're keeping double rune strikes and Death Runes and disease multipliers and all of that. We'll have to make some changes in some abilities to accommodate the resource change, but it won't be unrecognizable to you.
We're not sure DKs even need Rune Strike any longer. If it survives, we'll turn it into an instant swing. But if we turn it into an instant swing, then it really isn't that different from existing strikes so it's possible we can just make a tanking rotation without it. Blue poster text.
Just focus on Blood Runes for the moment. The big change is that rune #2 will never start filling up until rune #1 is full. They always fill 1 then 2. Today 1 and 2 can both fill at the same time.
In Cataclysm, when you're killing things, you use rune 1. Then any extra "red" in rune 2 will fill rune 1 back up again. If both of them are full, you can use 2 Blood Runes immediately. But after that, rune 1 will fill up first and then rune 2. If it helps, imagine rune 2 is the extra tank.
This sounds like it will slow down DK attacks, and it will to a point. That's part of what we're trying to accomplish. We can then fill those extra GCDs with things like free abilities or runic power abilities or we have room to add talents that make runes fill faster. Remember, slow attacks can hit harder though. Instead of DKs hitting fast like a rogue, they'll hit slower and harder, like a warrior, which fits a lot of player's image of a DK anyway. Dual wield will hit faster of course.
I'll try another comparison. Imagine that all rogue abilities cost 100 energy. They have to wait until they get 100 energy, and then immediately use an attack so that they aren't wasting future energy. That's how DKs play now, except they have 6 runes to watch. Now imagine the same rogue except all his abilities cost 50 energy. If he hits an attack when he has 60 energy, then 50 is consumed but he has 10 energy still left and a head start on the next attack. That's the way we want DKs to play.
If that still doesn't make sense, then focus on what the experience will be, which is that you'll have more breathing room in your rotation and won't have to hit a button every single GCD. If you don't use a strike the second it's available, that's more okay because the extra tank will store extra rune resources rather than just wasting it. You'll still be hitting a lot of buttons though. We're keeping double rune strikes and Death Runes and disease multipliers and all of that. We'll have to make some changes in some abilities to accommodate the resource change, but it won't be unrecognizable to you.
We're not sure DKs even need Rune Strike any longer. If it survives, we'll turn it into an instant swing. But if we turn it into an instant swing, then it really isn't that different from existing strikes so it's possible we can just make a tanking rotation without it. Blue poster text.
GC, does this mean that important cooldowns won't require runes? Instead we'll see things like Strangulate, Bone Shield, Ghoul Frenzy, UA and stuff cost runic power or just be free? They would be incredibly frustrating to use with such long rune cooldowns.
I don't think we can make them all cost runes. That would be too hard to manage. If I had to guess, some will be runic power and some will just be free. If we did move Bone Shield to Blood, then that one might be okay as a rune since it's something you do pre-emptively, but we have some more talent tree work to do first before we can really answer that.
I don't think we can make them all cost runes. That would be too hard to manage. If I had to guess, some will be runic power and some will just be free. If we did move Bone Shield to Blood, then that one might be okay as a rune since it's something you do pre-emptively, but we have some more talent tree work to do first before we can really answer that.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From Goblins and Worgens to Mastery and Guild changes, it's all there for your cataclysmic enjoyment.Filed under: Death Knight, Cataclysm






Reader Comments (Page 1 of 2)
Irem Apr 9th 2010 2:04PM
That is an amazingly badass looking gnome.
Valorum Apr 9th 2010 2:06PM
Erroneous! No such thing exists!
Daniel Apr 9th 2010 2:13PM
Actually, it looks like a midget Night Elf.
Banic Rhys Apr 9th 2010 2:17PM
No gnome can look that badass.
Egads! It must have been shopped!
Brian Apr 9th 2010 2:20PM
This may sound really noob but.. how can a toon look like that? Those look like some upgraded graphics.
kala Apr 9th 2010 2:56PM
Image source is from BeyondTheTree webcomic
It is done in 3D rendering.
Theres a how-to page on their site that i cant link for some filtering censoring here.
Hangk Apr 9th 2010 4:40PM
The author of Thoughts For Food is pretty damned amazing. I've seen very few machinima artists who actually edited and enhanced things at the 3D geometry level rather than merely recoloring/retexturing. (For example, the modified models (s)he uses have actual 3D mouths rather than just a mouth-colored patch on the facial texture.) The end result is amazing; if you ever wondered what "WoW with better graphics" might actually look like, check out this comic.
Zalvi24 Apr 9th 2010 2:07PM
the new rune system still gives me headaches
Talutha Apr 9th 2010 2:43PM
The way I understand the new rune system is that it is an iconic version of energy. If we stay with just the blood runes, one blood rune is equal to 50 energy, while two is equal to 100 energy. So if you use a move that uses both runes, you are at 0 energy. Your energy will then regenerate until the first rune is filled(50 energy) then the second rune will start filling until it is full(100 energy).
Just think like a rogue, instead of a bar filling up to 100% its two icons filling up to 50% each, but the 2nd icon doesnt fill up until the first one is full.
V Magius Apr 9th 2010 2:45PM
Would it help to think of them as three pressure gauges that constantly fill?
The green/safe zone is tank 1 or 50%.
The red/danger zone is tank 2 or 51-100%
Your abilities are pressure reliefs.
You want to keep it in the green and out of red as much as possible.
agnoster Apr 9th 2010 3:29PM
You will understand it when you see it, I guarantee. I'm quite looking forward to this change, playing my DK feels a bit "twitchy" because you have to use each rune the instant it becomes available or you're wasting time it could be regenerating. This way, there'll be some leeway.
On the flip side, I thought there was some redeeming quality to the fact that perfect timing would allow you to eek out better performance - some degree of finesse, not just in choosing the right ability for the right time, but actually in getting your timing right, seems like an okay thing to reward. I guess perfect timing will still get you some benefit, of course.
To illustrate: imagine you've only got two runes, each on a 10s CD. In the current system, if you take an extra second to press the rune after it "lights up", the effective time between two uses of a given rune is 11s (10s to cool down, 1s for you to react). In the proposed system, if you always hit it 1s after it lights up, the effective time is 10s. The first rune cools down, during the 1s you wait the next one gets 10% full, you use it and you're now at 10% and 0%, then that first rune is ready NINE seconds later.
Long story short: much lower penalties for not reacting the instant a rune is ready. You'll understand when you see it, or perhaps "when you're older". Or younger, as the case may be.
Sharvis Apr 9th 2010 2:09PM
I'm glad the frost tree won't be specialized for dual-wield only. I guess they can balance for the two-hander play style for the tree as well since it won't have to include tanking anymore.
I always liked blood DPS and somewhat liked frost as howling blast was pretty fun both visually and mechanically. I don't care much for unholy at the moment, but it's possible it could change enough for me to like it again.
And yes, please change blood presence to be the tanking presence to keep things consistent.
Oznak Apr 9th 2010 2:11PM
The problem with presences is that Blood Presence's self-healing needs to stay with the Blood tree, but as the tanking tree it also needs the threat and armor of Frost Presence. My guess is they combine those two into the new Blood Presence and come up with something completely different for Frost Presence.
Sterdoker Apr 9th 2010 2:19PM
I don't think that 4% of damage self healing is significant (for tanks, at least). I know, I know, tank's damage will be buffed in relation of hp, but still:
1000k damage = 40 hp gain. Meh.
I guess that they'll just switch frost into blood, and frost will simply give you +damage
Sup Nick Apr 9th 2010 2:20PM
Frood Presence!
Cptanimal69 Apr 18th 2010 1:00PM
im not sure, but i do not think 4% of 100,000 is 40. It's more like 4,000. Im not sure how much help that health is, ive never tanked before. But health is health, bottom line. How many times has you tank died by a tic of a heal and damn wish i had that little health. Just sayin. I think the changes will b welcome. Maybe a reason for unholy to use UH presence?
Cptanimal69 Apr 9th 2010 2:29PM
Just asking, i dont think 4% of 100,000 is 40, its more like 4,000. Thats not a crazy lot, but every little bit helps i suppose. Changes to the presences will be more then welcome. Maybe a reason to use UH as UH, who knows
Felix_NZ Apr 9th 2010 6:45PM
Only if it can be talented to be "Hoopy Frood Presence"
maybesew Apr 9th 2010 2:16PM
I am glad they are keeping consideration for 2 handed frost. Personally I prefer a hard hitting frost strike as a runic power dump then a wimpy flying death coil at range. Just sayin
Aceman67 Apr 9th 2010 2:24PM
the new rune system sounds too complicated, even more so then our already complicated resource system.