Cataclysm Beta: Death knight talents and specializations

Specializations
First, let's take a look at the new class specializations:
- Blood gets Veteran of the Third War, Death Rune Mastery, Heart Strike and Vengeance.
- Frost gets Frost Strike, Icy Talons and Blood of the North.
- Unholy gets Impurity, Master of Ghouls, Scourge Strike and Reaping.
The other skills still seem solid enough to establish the differences between the trees. Unholy's last real signature ability, the perma-ghoul, certainly makes sense as a base skill. Given that unholy is generally a physical tree these days, the presence of Impurity may seem a little strange, though. Otherwise, blood gets a few solid survivability talents to jump start its tankability, and frost gets Icy Talons, which certainly has made a name for itself in the tree. Interestingly enough, Blizzard hasn't corralled dual wielding into one tree as with warrior fury, but then again, it seems likely one will still need frost's talents to be tops at it, anyway. Still, I wouldn't be surprised to see Dual Wield and Nerves of Cold Steel as specializations in a future iteration of the trees.

Overall, blood's quirks and issues remain much the same as they did in the Lichborne column where we discussed them a few weeks ago. The tree starts out with the choice of Bladed Armor, hung nice and low, likely to entice DPSers to get into blood as a secondary tree. Of course, most tanks will probably take a couple points of that and round off the first tier with Blade Barrier, now only three points. The last first tier talent, Butchery, will probably just hang out and not get much use, unless we find ourselves runic power starved enough to be desperate with the new system. Depending on how frost measures up, we may see some unholy death knights taking it to get at Blood-Caked Blade on the second tier.
Also accompanying Blood-Caked Blade there will be Scent of Blood. Tanks may actually want Scent of Blood with the new rune system, which may leave us with enough downtime between rune refreshes to fill up with Rune Strikes. Also mandatory on this tier will be Scarlet Fever, the physical damage absorbing debuff. It won't act as a third disease, in case you were wondering, but it will still definitely provide more threat and less incoming damage.
On the third tier, Bone Shield and Abomination's Might are now definitely out of reach of unholy and frost, so no luck for DPSers who're nostalgic for those old skills. Tanks will probably be picking up both, along with Sanguine Fortitude, which will make Icebound Fortitude stronger and free to cast at max level. At the fourth tier, Toughness is a no-brainer to pick up, although Blood Parasites may or may not be, depending on how well they stand up to AoE damage and how much they heal for when exploded.
At the fifth tier, Rune Tap's stronger than ever, having folded the benefits of Improved Rune Tap into itself. Improved Blood Presence, while mandatory, still feels like it could use some extra goodies for tanks who take it (at this point, you could just make crit immunity a specialization perk anyway), but Vampiric Blood and Will of the Necropolis are still solid.
Improved Death Strike will definitely be a pro buy at sixth tier. Crimson Scourge is a little more iffy, depending on how much AoE tanking you see yourself doing. After all, you have three-target Heart Strike and Scarlet Fever to serve you well enough, especially since Morbidity is relative easy to reach in the unholy tree. So essentially, you'll probably want to choose to grab either Morbidity or Crimson Scourge. Finally, Dancing Rune Weapon tops it off.
Overall, Blood still has the same issues and strengths we've discussed before. However, right now it doesn't look half bad. It has a good selection of cooldowns. I can see a lot of death knights going with an unholy secondary. While the first-tier talents are sadly somewhat lackluster (although a bit of spell hit never hurt anyone), it might be worth it to gain Morbidity. That said, it will be tough to pass up Improved Icy Touch and Runic Empowerment in frost. What would definitely be optimal is if Morbidity and Epidemic switched places in the unholy tree. With diseases lasting 30 seconds baseline, Epidemic likely won't be close to mandatory anyway, and blood tanks could split their extra points between frost and unholy, passing up Crimson Scourge and Blood-Caked Blade in the blood tree to afford it all.
The frost tree
The frost tree is still being set up to accept either dual wielders or two-handed weapon wielders, which may be one of the reasons it doesn't receive dual wield as a sole specialization. The first tier contains at least one possibly drool-worthy skill in Runic Empowerment. With the new system being designed to give us more GCDs, being able to conjure up a fresh rune to fill them with could prove invaluable. Improved Icy Touch will likely prove valuable to frost DPSers, while Icy Reach stands out for PvPers.
The second tier is about evenly split between PvP and PvE Utility, although it's sadly lacking as a tier with much value for unholy or blood death knights looking to spend their extra 10 points. Annihilation is a must-have for frost, but the other trees don't use Obliterate. Nerves of Cold Steel is a must for any dual-wield death knight, though two-handed weapon wielding PvErs will have to take the relatively less useful Lichborne to move on to the next tier. PvPers will be happy to take it, though, along with Endless Winter, which no longer provides extra strength but still provides a free spell interrupt.
On the third tier, old favorites Merciless Combat, Killing Machine and Chill of the Grave return, ready for use and looking much the same as ever, albeit a bit cheaper to buy in some cases. Brittle Bones will be a must grab on fourth for a double whammy of extra damage given and extra strength, as will the new Pillar of Frost, which provides extra strength and immunity to knockbacks, making it great for PvE and PvP. The classics, Rime and Improved Icy Talons, are here, and will likely be mandatory for a good talent build. At 45 percent proc rate, Rime's nothing to sneeze at indeed, although I can see that rate getting nerfed.
On the fifth tier, Improved Frost Presence will very likely be worth taking for the extra damage. While it's possible unholy will remain the dominant PvP spec, if you find yourself this deep as a PvPer, Chilblains is still here for you. Hungering Cold is still here as well, as a prerequisite for Howling Blast. This has some PvE DPSers in an uproar, as they see Hungering Cold as relatively useless, but what could redeem it is if the Frost Fever applied by the blast works at full force on all targets. Remember, Pestilence-spread diseases now only do half damage.
On the sixth tier, we have the dueling weapon types. Threat of Thassarian survives for dual wielders, while wielders of two-handed weapons can pick up Might of the Frozen Wastes. It seems Blizzard's expecting that we'll have enough downtime that two-hander DKs will be able to keep pace with dual wielders by throwing out a few extra Frost Strikes using their extra runic power. Testing, of course, will be needed to see if that's true. (Preliminary reports say DKs wielding two-handers hit monstrously hard anyway, so we'll how the numbers pan out in future patches). Finally, Howling Blast still holds the top spot and should probably be taken if only to use with Rime procs. Incidentally, it now costs only one frost rune, which leaves the unholy rune free for a Plague Strike or a Death and Decay, which now only costs one unholy rune.
As far as secondary trees go, I'd expect most frost knights to head into blood up into Blood-Caked Blade. Butchery is filler points, but the tree's DPS skills are probably going to be overall more useful for frost knights, who won't have much use for Morbidity since they don't use Death Coil.
The unholy tree
The unholy tree starts out with Vicious Strikes, Virulence, and Epidemic, all of which more or less keep their old functions. However, with diseases lasting 30 seconds on their own, Epidemic seems a bit redundant. That said, there are only three pure DPS points on the second tier, so many may take it simply to unlock the third tier. On the second tier, Unholy Command and Morbidity fulfill their usual functions, while Resilient Infection will be a welcome tool in the PvP death knight toolbox, especially now that Virulence has lost its dispel resistance.
On the third tier, Ravenous Dead and Necrosis remain as they've always been. Unholy Frenzy is Hysteria moved to the unholy tree and made to boost haste instead of physical damage. Corrupting Strikes is Outbreak with a slightly more utilitarian name. Either way, you'll probably just fill up on all of these levels.
On the fourth tier, Unholy Blight and Dirge are the same as ever and certainly worth taking. (I still wish UB were flashier, I won't lie). Strangely enough, Magic Suppression still holds a place in tree. I would have expected it to have been removed from the class, or sent to blood. Instead, it's not only remaining as a magic damage absorption talent, but the language on the first level of the talent's tooltip suggests that you must take it in order to get any runic power back from Anti-Magic Shell at all. That seems like a sad nerf to what was a pretty fun and unique death knight boss survival trick. Whether or not we'll see death knights actually take the skill would seem to depend primarily on whether the extra runic power gain will translate to more damage overall that Blood-Caked Blade. It may be closer than you'd expect, since we'll essentially have to "waste" two points in Butchery to get it. Then again, Butchery may pump us up with the runic power we'll miss from AMS. Either, I'm sort of hoping this talent gets scrapped or changed to be more solidly DPS-friendly.
On the fifth tier, Desecration, Ghoul Frenzy and Anti-Magic Zone have about the same function and power they have on live, but just as they currently have little place in a PvE DPS build, I don't expect that to change much. You'll probably primarily grab Improved Unholy Presence from here for the extra move speed and move on, unless Ghoul survivability's nerfed enough that Frenzy's heal becomes a good investment of a talent point and a GCD.
The sixth tier provides Ebon Plaguebringer, which still provides the full disease powers it does on live, but without the need to spend points in Crypt Fever first. Sudden Doom's been moved here from the blood tree as well, but strangely enough, the free Death Coil is once again no longer auto cast. Presumably, Blizzard believes the need rune rotation system will leave us enough free time to spend the procs. Time and testing will tell if they're right about that. Gargoyle tops off the tree.
As far as a secondary tree goes for unholy, the struggle here is whether you go full out and grab Blood-Caked Blade from blood, or if you save some points for Runic Empowerment in frost. If we have as many free GCDs as Blizzard seems to want us to have with the new rune system, again, being able to conjure up a new rune will be tempting. It's also worth noting that Scourge Strike is currently a one-unholy-rune strike. If that remains, it will mean that the unholy rotation will have two extra frost runes. If that pans out, it's possible that Improved Icy Touch might beat out Blood-Caked Blade for damage. Again, testing will be needful.
The lowdown
Again, death knights have a long way to go until these trees are done. Know for a fact that things will change. Still, we're getting a general idea of how Blizzard will shrink and rearrange the trees. Here are my thoughts for the next few iterations.
- Get another few good, low-tier talents for frost to make it a desirable secondary tree. I suggest adding some more general damage boosting to Improved Icy Touch, or make Annihilation work on Heart and Blood Strike as well.
- Let Rime be a prerequisite for Howling Blast rather than Hungering Cold, in order to give frost death knights more choice and flexibility in their build.
- Remove or revamp Butchery so it doesn't feel like wasted points to DPSers going for Blood-Caked Blade. This point may be needless if we turn out to need the extra runic power Butchery provides.
- Swap Morbidity and Epidemic for the sake of the tanks, and replace Dark Command with a talent that provides more DPS rather than somewhat superfluous leveling utility.
- Remove Magic Suppression and Anti-Magic Zone, or send them to blood (maybe in exchange for Abomination's Might?), or tweak them to make them more useful for DPS purposes -- and seriously, can't Anti-Magic Shell still give RP as baseline? That was a pretty fun death knight mechanic.
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: Analysis / Opinion, News items, Death Knight, Cataclysm






Reader Comments (Page 1 of 3)
Shela Monster Jul 15th 2010 3:04PM
Good-bye Heartstrike+Sudden Doom combo, I will miss you...
*hugs*
Consider Jul 15th 2010 3:26PM
AMS does not grant RP baseline on beta, despite the tool-tip. Magic Suppression is, thus, a very potent (and interesting, to my mind) dps talent. I would hate to see Unholy lose it. One of the few real gems of the tree, as it currently stands!
Akatash Jul 15th 2010 3:30PM
With Epidemic diseases will last 48sec. If there will be a way to reduce Outbreak cooldown then Epidemic will be useful. Otherwise it will be yet another useless talent in unholy tree...
thebitterfig Jul 15th 2010 11:11PM
i wouldn't call it useless, even if you can't keep diseases up only with outbreak. the longer you can wait before refreshing diseases the better. if Glyph of Disease pestilence refreshes diseases at 100% on the initial target, you'll be using blood runes for disease upkeep. with reaping as a mastery, you'll probably be trading every other blood rune in for a scourge strike. baseline, you'll probably be forced to use one of the two following rotations: Pest/SS or Pest/BS/SS. use every blood rune for pestilence, and scourge strike with the death rune, or use refresh diseases with a blood rune, use your first death rune for blood strike, and use your second death rune for a scourge strike (if two blood strikes do more damage than one scourge strike, and you aren't gcd capped, it'll be a dps increase to use Pest/BS/SS with your blood/death runes). add disease duration, and you'll be able to do a Pest/SS/BS/SS rotation, or maybe a Pest/BS/SS/BS/SS instead.
If GoD is out, and you refresh blood plague with plague strike (there doesn't seem to be anything better to do with frost runes than IT anyhow), it becomes even easier to consider. you'll be able to use a lot more Scourge Strikes per Plague Strike. with baseline 30 second diseases, you're probably looking at PS/SS/SS on unholy runes. Add 18 seconds to that and you'll probably be able to go PS/SS/SS/SS/SS, trading 2 plague strikes in for 2 scourge strikes every 15 rune refreshes, or about one PS/SS swap per minute.
let's not forget the added wiggle room to the rotation, the increased ease of keeping diseases on multiple targets (through direct PS/IT application) or just letting them tick longer on the boss if you have to do "something else" as a fight mechanic.
i'll acknowledge that it might not be your biggest dps increase per talent point, and might well be the first place we'll look to trim points, but it won't be useless.
Zhaffa Jul 15th 2010 3:33PM
So I began as an Unholy tank, and yes, people would always cap on me about that, but I did it for better AoE threat. I tried blood tanking, and tbh, i failed soooo, so bad. I could not hold aggro for the life of me. Finally i switched to Frost tanking, and Im a beast. So as of right now, blood doesnt seem to have the AoE mechanics like frost and unholy, which made it harder for me to tank effectively. But if Blizzard is shying away from AoE tanking in Cata, and moving to more strategic pulls, involving CC and all, then perhaps Blood will be good enough to tank as. But ive been under the impression that this change from AoE tanking would only apply to new Cata content, and not all the previous content. If they are changing all the previous content, then new Blood tanks might find it hard to cope for the long haul up to 85. i agree with the article and his proposed additions to the blood tree. Move magic suppression over to blood, and also morbidity. the cd on DnD is long as it is; a shorter cd on it would be welcome indeed.
Narshe Jul 15th 2010 3:48PM
Honestly if the Blood tank tree were like this on live right now (before the trimming to 31 point trees) it would be king of AOE imho. Just thinking of how it could work on the current rune system makes me wish they had done this sooner. The talents still need a bit of fixing but constant Blood Boil procs and a Heart Strike that hits 3 targets wouldve been overpowered in WOTLK.
Archliche Jul 15th 2010 3:49PM
I am really excited about going back to strategic pulls. It was really fun in Wrath to just zerg everything but I missed the strategy then too. Hopefully they can make this 31 point talent system work and just improve our experience.
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icepyro Jul 15th 2010 5:27PM
You forget how bad we all overgear heroics now. AoE tanking is only a problem now that we overgear to the point that the answer is AoE all the time, every time. I recently got my blood DK to 80 and have had more problems with threat since gearing up than I ever did during these last 10 levels. In fact on normal 77-80 instances before I began heroics, I could almost phone it in and hold threat.
This is a problem affecting all tanks and it's exemplified in DKs because we have 3 trees that can tank and one tree is a touch below the others on AoE threat. It's why Vengeance is being added to tanking classes to help keep up with the gear scaling.
Also as Narshe points out, the current improvements to heart strike and blood boil will make blood almost OP so I foresee no problems there.
thebitterfig Jul 16th 2010 12:02AM
two thoughts. first: live unholy dk AoE threat is pretty sick. DnD/IT/PS/Pest locks things pretty tight i find, even with weak gear. it really seems out of proportion to what the amount of threat i should be putting out based on gear, but then again, i typically tank on a warrior... as to comments on it? well, i only ever tank heroics with the dude, so it isn't like unholy's weaknesses show up there, and they do get a lot of cute tricks.
second: i'm not sure DnD will need to be part of the standard rotation for blood tanks. between 3-target HS for small groups, and the major numbers of Blood Boils you'll be able to crank out for larger groups, you'll probably have AoE threat set for most situations, with DnD reserved for those times when you want the ground-targeted dot effect. to that end, 30 seconds is probably fine. in live, we're used to using in every pull because it works quite fast, but it probably won't be too hard to adapt to a BB-based system. outbreak/pestilence/blood boil/plague strike/blood boil/plague strike/blood boil is a pretty damn potent open, with some spare IT to toss around at casters or archer-type mobs. granted, that's not an every-pull sort of open, but when you really need to lay out the AoE fast, that'll do it.
on an ordinary pull, opening with a diseaseless HS or BB, putting down diseases, pestilence, then using Death/Rune Strike tab-targeting until your blood rune comes up again will be pretty solid too... oh wait... tab-targeting. more of my warrior-baised mindset... still, you'll have the ground-target AoE dot of DnD for when you need it. warriors don't even get that, despite the coolness of the new Blood And Thunder, which will spread rend around if it is on your target when you thunder clap. good for AoE threat numbers, but it does nothing to fix the larger problem with warrior AoE threat - that it is very sensitive to timing in application, which i think is a bigger problem than the total amount of AoE threat. hit that tclap a second before the add wave gets to you and you've got a long wait coming...
Kricket Sep 15th 2010 5:27PM
I was a frost tank in early WOTLK loved it easy threat management, When blood became the better single target(aka raid boss) tank spec i changed to blood. I hated it could not hold threat much at all on aoe pulls. I was using dnd plus IT/PS/Pest to start my aggro on groups they always pealed. Went back started new dk on a different server right out of the starting zone went blood tanking was fantastic at aoe using IT/PS/Pest them BB after that every blood /death rune was a BB never used DnD threat was fine even when i applied spec and rotation to my 80 dk i tried on lower lvl dk until i was 68. I culdn't beleive the amount of threat that BB without DnD could deliver
JP Jul 15th 2010 3:39PM
I dont see the point with moving Bone Shield to Blood, as tanking tool is pretty much useless considering that all bones will be out in 3 hits and they are taking off one of the most representative Unholy abilities.
Consider Jul 15th 2010 3:47PM
The charges have a minimum ICD in which one can be consumed - 3.5 seconds, to be exact. Thus you can guarantee it will last for at least 10.5 seconds, which is reliable enough for a tank, not to mention avoidance can easily extend that duration much longer. Plus there's the obvious benefit of being able to cast it before a pull, during movement, as a boss casts, etcetera, and having it still be up when you do finally take damage.
It's definitely something I'll miss as Unholy, but that isn't to say it doesn't serve a very valuable purpose in Blood.
Robert Jul 15th 2010 3:49PM
I agree, Bone Shield is a signature talent for unholy, but the damage reduction would be too great to pass up for tanks. And endgame, your dodge starts to hit the 30% mark, with the right gear and trinkets. So it would drop maybe on the 9th hit, and glyphed maybe the 12th. And by then, half the mobs should be dead anyway.
Narshe Jul 15th 2010 3:54PM
It can be used kind of like Barkskin for bears, pop it right before you know the boss will be doing heavy damage for 5 to 10 seconds, plus Blood DK having an damage absorb will help keep a stack on longer.
Narshe Jul 15th 2010 3:43PM
Scarlet Fever has no effect on aoe, so not sure what you mean by possibly ignoring Crimson Scourge if you have HS and SF. Anyways, It feels like Crimson Scourge is trying to be a bit like Sword and Board, and that Blood Boil will be a standard part of a Blood DK's rotation. I dont see DnD being a big part of aoe threat anymore, with HS and BB being so focused on in the Blood tree. While nothing has changed yet, i was already happy with the changes to Blood, and I'm looking forward to them streamlining it even more so.
zdave Jul 15th 2010 3:44PM
man...morbitity made tanking through BC dungeons fast and easy. now we can't get it until mid to late 70s at best (if it swaps with epidemic)? that suuuuuckkks...
guess we'll have to see how well blood boil can pump out the threat.
Shayden Jul 15th 2010 3:52PM
Gonna have to disagree with you on the Hungering Cold issue. I've always felt that Hungering Cold was a signature move of the Frost tree. Previously, it was almost non-existent in Frost DK's specs, and I felt this detracted from the overall feel of the Frost tree. I'm not saying that all minor spec abilities should be required for a key dps/tank spell (eg., Anti-magic Zone to get Scourge Strike), but to me; Hungering Cold has always had a niche in fights. Now that it also applies Frost Fever and triples HB damage (don't have source, know I saw it somewhere) while it's active, it becomes an even greater spell to take.
-Frost 2h DK come Cata
Kyte Midnight Jul 15th 2010 4:07PM
Maybe I'm in the minority, but I really wish that Blizzard would take a look at the possibility of moving weapon specialization talents to the first tier of talents, because I'm really going to miss dual wield tanking come Cataclysm. It seems like such an easy fix to choose blood as your main tree, then dabble in either frost for dual wield tanking or unholy for two-handed tanking, and then everyone, or at least me, would be happy.
-Misses dual wield tanking already
DeathPaladin Jul 15th 2010 4:37PM
"Still, I wouldn't be surprised to see Dual Wield and Nerves of Cold Steel as specializations in a future iteration of the trees."
I doubt this would be the case unless the devs completely give up on balancing DW versus 2H Frost. They probably aren't going to be doing this any time soon, since there's a lot of pressure to have 2H Frost become viable again since come Cataclysm there are going to be a lot of displaced Blood DPS who don't want to dual wield and have no interest in playing a pet class (including myself).
Plus, GC commented at one point that they would ideally like to also still be able to accomodate dual wielding tanks. Nerves of Cold Steel being where it is makes me think they are still experimenting with that possibility. So again, locking DW into the Frost tree would only happen if they decide that keeping multiple playstyles available are not worth the development time.
Robert Jul 15th 2010 5:47PM
^ is Zhaffa, but apparently this comment thing doesnt remember my name
Well my experience as a Blood tank was in 80 heroics only, and it was there where i failed so bad. I agree icepyro, everyones way overgeared; the dps dont even wait for the tank to establish aggro, the healers just throw on hots and stand back twiddling their thumbs. Its very frustrating if you ask me. Imo its part of the reason why DKs are labeled "fail tanks"; no one even gives us a chance. But i have faith in Blizzard, they'll balance everything in the end. The blood tree is shaping up well