Cataclysm Class Changes: Death knight analysis, page 3

Blood
Damage reduction
Vengeance
Healing Absorption
Healing Absorption: When you heal yourself, you'll receive an additional effect that absorbs incoming damage.
Damage reduction
Vengeance
Healing Absorption
Healing Absorption: When you heal yourself, you'll receive an additional effect that absorbs incoming damage.
Vengeance : This new mechanic is designed to ensure that tank damage output (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will grant a stacking Attack Power buff equal to 5% of the damage done, up to a maximum of 10% of the character's unbuffed health. For boss encounters, we expect that tanks will always have an Attack Power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Blood tree; these values will be smaller at lower levels.
This may very well be the most solid set of masteries for the class from what we know so far. Blood's big tank weakness has always been a lack of proactive damage reduction, and here it is, the first mastery stat. Vengeance should nicely make up for all the DPS talents we can only assume are leaving the blood tree.
Healing absorption is, in theory, a relatively decent skill, but only assuming blood gets some really massive self-healing or the healing absorption itself is a lot. In theory, the streamlining of talents will probably be designed to allow or even encourage blood tanks to pick up, say, Mark of Blood and Rune Tap, which will probably be some of the mainstays for activating this ability, although they will probably need to be buffed from their current totals to be worthwhile. Again, what we need here are solid numbers so we can make real judgments on the abilities here. The other concern might be that if blood death knights are so focused on self-healing, it gives an extra dimension to their tanking that may make blood tanking more frantic than other tanks. Still, it does at least sound like a more dynamic and interactive third mastery than the other two death knight trees, so overall I'm going to be cautiously optimistic about this one until we get more numbers.
Frost
Melee damage Melee Haste
Runic Power Generation
Runic Power Generation: This will function as the name implies, and the new rune system will make generating Runic Power more appealing.
The relative merit of the frost tree masteries, again, will probably be more evident once we know more about the numbers behind the new runic power system. If we have more down time, though, having more runic power to keep spamming Frost Strikes could in theory be very useful. The large gaps of downtime in rune recharging can filled with runic power attacks. Of course, the usual caveats apply. This assumes the numbers properly line up and we have a decent selection of runic power abilities so that we're not just mindlessly spamming Frost Strike. I'm also concerned about the melee haste mastery. Can they make plain old melee haste valuable to frost again, and valuable to both 2-hand wielders and dual-wielders?
Unholy
Melee damage Melee and spell critical damage
Disease Damage
Disease Damage: Unholy death knights will be able to get more out of their diseases, which are integral to the tree's play style.
Given that unholy already does a lot of melee damage through weapon strikes, and uses critical strikes both for Scourge Strike and for Wandering Plague, the first two masteries seem solid enough. Given that we do do a pretty solid amount of disease damage, the third one is solid too and likely considered a replacement for Crypt Fever.
Still, my concern again is that the third mastery is sort of a completely unremarkable workhorse. Where shadow priests are summoning balls of pure shadow energy, balance druids are getting a sun and moon damage meter, and Arcane Mages are getting a mastery that makes them balance mana recovery and damage dealing, both frost and unholy death knights are getting some near-invisible workhorse bonuses. Now, I know we're hardly the only specs stuck with that fate, but It's still a bit of a bummer, especially for unholy who, as I've mentioned, has had a lot of their flash and unique style removed for the sake of balance. It's possible Blizzard will balance this out with cool talent toys, but for now, I feel like that if you're going to give some classes cool toys and interesting mechanics for their third mastery, you should do it for everyone. Give me Crypt Fever for my extra disease damage, and let me use my third mastery to proc some form of the Bone Shield we lost, or maybe randomly summon Army of the Dead-type minions to fight at my side (without taunting) for a few minutes. I want something that either challenges me to add a new dimension to my DPS rotation, or something that makes me look flashier when it procs.
As long as we're on the subject of unholy, I should remark that I was a bit concerned not to see disease clipping addressed in the notes. It is a DPS loss and a concern for us as well, especially since unholy is more or less forced to disease clip to keep Ebon Plaguebringer up. Considering most other DoT classes and specs got it, I'd like to see it for us too. That said, it's possible we are getting it, but it was not put in our preview for some reason. Again, we need the beta so we can check on this stuff for sure.
Frost 2-handers and other notes by Zarhym
So of course, after we got all this stuff out of the way, Zarhym and Ghostcrawler did chime in later with some comments and clarifications. We've covered some of them above, but there were a few more things Zarhym said that I wanted to cover.
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...
- 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.
The 2-hand frost news is of course welcome for those death knights who don't want to deal with pet control. Me, I love my ghoul (even if I do wish he was a geist), so I'll be sticking to unholy DPS most of the time. Of course, we'll need to watch closely in beta to make sure 2-hand and dual wield styles are properly balanced against each other. They've had trouble balancing both in the past, but they seem to believe that they can make it work now that they don't have to also fit in frost tank talents -- which may well be true.
As far as presences, I honestly have no problem using them interchangeably, but chances are they'll redesign them or at least name-change to make it less confusing for newbie death knights. I wonder if they'll just straight up change the name on Frost Presence to Blood Presence and vice versa, or if they'll do some redesigning now that blood could genuinely use the health steal on Blood Presence for their third mastery.
The bottom line
The bottom line is this: We need more information. We have some bare-bones indications of how things will change in the basic mechanics of the rune system and the announcement of the blood true's role as the exclusive tank tree. However, without the added benefit of information on the new rune and runic power costs of abilities, we can't do more than speculate on how this will work out. The same goes for talents and masteries.
In addition, I'm a bit concerned that all the new abilities past level 80 are solidly PvP-oriented and have only limited applicability in PvE. That said, we do have a pretty solid skill set in PvE already, and there's at least some hope that the talent redesign will shore up and spice up many existing rarely used abilities.
I'm also hoping that Blizzard remembers to allow each tree to retain a signature look and feel that establishes it as unique and fun to play beyond just the mechanics alone. This is especially concerning because the developers are moving one of unholy's last truly iconic unique skills, Bone Shield, to blood, and because the two DPS trees have decidedly lackluster, unglamorous third masteries compared to some other specs.
I have to say for now that I'm cautious, anxious to see some problems fixed (or to get some hands-on experience with them in beta and find out they aren't problems after all) and impatient for the beta. We can't really move forward until we have either the beta or more solid numbers. Without those in mind, we can only look at the report and think, "Well, I suppose this feels like it might work." Knowing that we have a new rune system and a massive shuffling of talents only goes so far when we don't know how we'll be spending those runes, how we'll be filling the new gaps between rune usage, and what talents will survive, which will get axed and which will get moved. Once we know that, we can move forward.
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.





Reader Comments (Page 1 of 3)
IvanZephyr Apr 10th 2010 6:19PM
"Now, I know we're hardly the only specs stuck with that fate, but It's still a bit of a bummer"
Look at Warlocks, whose entire mastery passive bonuses are just: "Increased dot damage," "Increased Demon damage," and "increased fire damage"
Boring.
Tigron Apr 10th 2010 7:47PM
Ghostcrawler:
"On the topic of mastery bonuses, understand that this is a new design for us and very few people have seen them in action yet. We run the risk of specific masteries being so generic that the mastery stat isn't interesting or so complex that what players really like about playing a certain spec gets turned on its head. This is the kind of thing that will require a lot of iteration and the reason we're trying to cover the whole gamut of relatively complex to relatively simple to see what feels right."
This means that the designers aren't exactly sure yet how players will react to the Mastery system once it's released. I'm sure they'd love to make all the masteries all jazzy and cool, but they also fear the system may backfire on them if it's too complex. So they're adding a little bit of everything at first and seeing what happens. I have no doubt they will create more elaborate masteries if the public favors them after a bit of actual playtime.
kabshiel Apr 10th 2010 7:51PM
I think Arcane mages have the worst mastery at the moment. It reads "Do less and less damage as the fight goes on".
Desmentia Apr 10th 2010 8:04PM
"I think Arcane mages have the worst mastery at the moment. It reads "Do less and less damage as the fight goes on"."
I'm pretty sure that's what Arcane does right now. They start off doing 14k, and drop down to the 10k range with the rest of us as the fight wears on. What else is new?
jbodar Apr 11th 2010 12:13AM
Wasn't that originally the point of Mastery though? I thought they want to lump all the boring "more damage/healing" junk into Mastery, so that they could move them out of the Talents and provide more variety in how you spec. Things like http://www.wowhead.com/spell=32484 or http://www.wowhead.com/spell=18271 are no-brainers and Talent point sinks.
SleepySlug Apr 10th 2010 6:29PM
A bit about the Blood Tank analysis:
Healing Absorption = a DK Block
When you think of it this way, it gets easier to conceptualize. Every other tank class has a block that comes up on at least SOME of the attacks received. I think this is Blizz's way of sharing that block love with DKs as well, similar to how they added Savage Defense to bears in Wrath. This also means that we SHOULD see more DK tanks actually using the points to get Imp. Blood Presence, since that will mean pretty much a constant damage reduction as ALL of their moves will provide some healing. That coupled with Vengeance and the large health pools that DKs tend to get is quite a prospect. Imagine DK tank with 80k hp getting an extra 8k AP from Vengeance healing and mitigating dmg with every swing.
I don't agree with the idea that Mark of Blood and/or Rune Tap need to be buffed to further facilitate this mastery as the mastery itself is already a very good buff to these abilities. For instance, assume that the Healing Absorption mastery provides 50% of the amount healed as further absorption (completely arbitrary and I only chose it for easy calculation). Now when the DK pops Mark of Blood, they're now essentially healing 6% per hit (4% from the actual Mark and an additional 2% in mitigation) and Rune Tap will yield 15% untalented. That's a nice clip. (Yes, I'm aware that the mastery probably won't be THAT high, but I'm just tossing out numbers).
Stella Apr 10th 2010 6:31PM
The best theory I saw was that the presences will be renamed to 'Presence of Morgraine', 'Presence of Thassarian' and "Presence of Deathweaver'.
Redielin Apr 10th 2010 6:37PM
Melee Haste makes sense for frost DKs because remember Haste will regenerate your resource faster - which for DKs will be Runic Power. So more Runic power from haste is a good bonus for them.
Daniel Whitcomb Apr 10th 2010 6:48PM
My concern is that the fact that it's "melee haste" and not just general haste is that it may not apply directly to rune regeneration.
icepyro Apr 10th 2010 7:45PM
I also took it to mean just melee, which is why runic generation is the third mastery.
ash Apr 11th 2010 1:38AM
One way I was thinking they could balance two handed frost and dual wielding was to add a talent for two handers that allowed your haste to "crit" based on how much you have. This would basically be an extra swing you could get whose probability would increase based on your haste rating. I was thinking they could call it frenzied swing or something like that.
InsiderExposer Apr 10th 2010 6:42PM
Bullcrap, You say after "Theorycrafting" and "Testing", there is no way you could have done this, your just trying to get some credibility to your obvious lack of knowledge and writing skill.
Daniel Whitcomb Apr 10th 2010 6:44PM
If you have solid numbers that make sense and debunk anything I've said here, or if you have a differing opinion from mine and decent, logical claims to back it up, please do feel free to set those out here in the comments.
Alfsigr Apr 10th 2010 7:23PM
Don't see why this is downranked. How can you have done theorycrafting and testing on a future game mechanic using current ability costs and rotations?
V Magius Apr 10th 2010 7:24PM
@Insider - Yes, Theorycrafting can be construed as educated guessing or making stuff up. It's how science came to be.
As to the 'Testing' you don't believe in, there's a link to an Excel sheet from Ghostcrawler. Also, a working model could have been constructed that you are not aware of. It's pretty much how Rawr works. The testing may have just been with paper and pencil looking at what we know of runic times, runic power gains, and ability costs. Testing doesn't always mean "with the actual product". That's how scientist do their work, in scale and individual parts of the whole.
Alfsigr Apr 10th 2010 8:08PM
@V Magius: If you mean the spreadsheet in the article, it isn't from GC.
@Daniel: You don't have solid numbers that make sense either. You've mixed current dk numbers with your personal interpretation of the very limited info Blizz has released and come up with a spreadsheet. The challenge to InsiderExposer to debunk your post is quite petty because you know there is no way to prove you wrong, just as there is no way to prove that you're right.
Nazgûl Apr 10th 2010 8:52PM
Holy crap Batman! Opinions on a blog! Who would have thought?
Gregg Reece Apr 11th 2010 4:39AM
How can you not craft 'theories' and 'test' those theories in a simulated environment like every other theorycrafter on the internet?
That's all we did. We took the information as presented and created a quick mockup based on what we know of the DK class as well as what we've been presented concerning the revamp to runes.
The first version of the spreadsheet came out before GC did a post which explained the resources exactly like we were simulating them in our spreadsheet.
However, you're right. The system is not out yet and this is why this is "theory"-crafting and not "we took apart the game client and this is how it works"-crafting.
The whole point of the spreadsheet is to help people get a grasp of how they've said they're going to revamp the system (as their explanation is a bit poorly worded at times) as well as see what it will change about current rotations.
If it ends up being slightly different, then we'll see if we can adjust the spreadsheet or have a more intuitive writeup to explain.
Zach Apr 10th 2010 6:44PM
I think your analysis of the new rune system may be a little off. The way I understood it is this: Right now we have 6 runes, 2 blood, 2 frost, and 2 unholy. If you use blood strike twice, back to back, both blood runes are on cooldown and start to regenerate as soon as they are used. In the new system if you blood strike twice in a row, the FIRST blood rune will begin to regenerate as soon as it's used, but the second will not begin to regenerate until the first is completely full, even though you used them both within 1.5 seconds of one another. What this does is give you more time between individual runes to burn off your runic power, instead of giving you a huge gap between 6 runes being used at a time. I think we'll have more leeway to make small mistakes or have some room for latency issues while individual runes are regenerating.
This is just the way I understood it though...I could be wrong.
Daniel Whitcomb Apr 10th 2010 6:46PM
I think we may be saying the same thing in different ways. I know we'll still be using runes visually, I'm just comparing them to rogue energy bars to make the metaphors a bit easier to grasp. The end result is the same.