In the wee hours of the morning, an (as yet unimplemented) beta build found its way out onto the internet for dissection by
the usual datamining suspects. As has become a happy habit with the past few builds, there are death knight changes to be had. Now, these changes don't solve all of our problems. In fact, some of them exacerbate a few of them. However, a couple of the changes are amazingly good, and I'd call this patch, overall, another step in the right direction. Let's take a look at what changed and what it means for the death knight playstyle. As a warning, this patch has not yet been placed on the beta as of this writing, so things may still change from what's here.
General death knight changes
- All presences have no cooldown or rune cost, but do consume all runic power.
- Base disease duration is now 21 seconds.
The presence switching is mostly meant to affect PvP. Basically, this means a death knight caught flat-footed doesn't have to worry about wasting a rune to switch to
Blood Presence until his healer can get to him, but neither can he build up a bunch of runic power in
Unholy Presence, then switch to
Frost Presence to unload a bunch of high damage
Death Coils or
Frost Strikes.
The disease duration buff isn't too bad for unholy, since we have
Festering Strike, but it's going to be a bit of a bummer for frost and blood, who will now have to use
Icy Touch and
Plague Strike more often, eating up another GCD and taking away runes that could have been used for
Death Strike and
Obliterate. Overall, I have to wonder if there was any real reason to nerf disease duration here. At best, it just makes blood and frost's lives and rotations even more complicated.
Blood
- Death Strike now heals for a minimum of at least 10% of your maximum health, up from 5%.
This is a welcome change for anyone who's tried to fight stuff as blood on beta lately. That 30% of previous damage idea still makes sense from a boss tanking perspective, but some extra healing power was definitely needed on a trash/leveling basis, so it's nice to see a bit of a un-nerf here. We'll see if they go farther with it, but it's a good, solid start.
Frost
These changes are obviously meant to nerf frost AoE damage, which, given Blizzard's philosophy for this expansion, isn't too surprising. What this will do is essentially make Killing Machine something you save for Obliterate whenever possible. There might be some argument that it's going to be hard to do this, such as if you need to refresh diseases or if you're at the runic power cap, but Killing Machine will definitely do the most damage with Obliterate now. At level 80, a Howling Blast rotation was actually better than Obliterate, so this also may help solve that problem too, although I imagine the dev team wasn't as focused on level 80 balance.
Unholy
- Necrotic Strike now deals 100% weapon damage (up from 80%) and absorbs the next [75% of AP] healing received by the target (up from 40%); additional effect -- For 15 sec., or until the full amount of healing is absorbed, the target's casting time is increased by 30%.
- Necrosis is gone and is now replaced with Runic Corruption -- Reduces the cost of your Death Coil by 3/6 and causes your Runic Empowerment ability to no longer refresh a depleted rune, but instead to increase your rune regeneration rate by 50/100% for 3 sec.
- Unholy Frenzy now causes the target to lose health equal to 2% of their maximum health every 3 sec. (down from 3% every 2 sec.).
The Necrosis change is huge. Gone is one of the most boring passive skills and one of the most problematic for separating dual-wielding and two-handed damage. In its place is a skill that replaces the also very problematic Runic Empowerment and gives us the more predictable rotation, with a small added bonus. The big problem with this skill is that it doesn't really solve our global cooldown problems -- if anything, it makes them worse, since we'll be able to use more Death Coils and our runes will refresh faster. That said, it's far and away better than Runic Empowerment and a great DPS boost, and I really hope it makes it live. The devs can solve our GCD issues elsewhere, I'm sure.
The Necrotic Strike change is excellent news for PvP death knights. Not only is the health absorb have some teeth now, but the extra
Curse of Tongues effect should make this a definite must-use in PvP against casters, at the very least. PvErs may even find a reason to keep it on their bar for caster fights, as well. The Unholy Frenzy change is at least a good start, but given the currently issues with soloing and lack of self-healing, it's still at the very least a raid/group-only thing, and even then might not be worth the health drain for the new breed of healing. I'd say the buff needs to be stronger or the health drain removed altogether.

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Filed under: Analysis / Opinion, Death Knight, Cataclysm
Reader Comments (Page 1 of 1)
satan Sep 19th 2010 12:10AM
Glad to see they fixed up the strikes for all 3 trees..., but the nerf to disease duration wasn't deserving...
Fletcher Sep 19th 2010 12:11AM
I think I may stop reading about Death Knight changes until 4.0.1 hits live and it's (relatively) stable. It's changing too much right now to figure out what I want to play as; I've been enjoying Blood DPS on live, but that won't be an option in Cataclysm. Since I think the DK pets are hideously ugly, I'm likely to go to Frost ... but who knows what Frost will look like? They're changing things up every which way.
My paladin may be getting an entirely new resource system, but at least the trees are staying the same!
Ed Ross Sep 19th 2010 12:53AM
Lol. DKs pet are "hideously ugly"? You see, the class is called *Death Knight*, not Fairy Knight or something like that. It's about death and misery, so it is perfectingly fitting for the pet to be a decayed mess of rotting flesh. You think an *undead minion* should look nice and healthy?
Though, personally, I think the ghoul should look more sinister, rotting, putrid or whatever. It looks kinda silly right now if you ask me.
Maybe you should stick to your pala then. They'll be getting a shiny, celestial, good looking "angel like" guardian to help from time to time. :)
About pala's trees, you see, they will serve the same purpose, but the gameplay mechanics change quite a lot with the addition of HoPO. I preddict some ppl will leave the class because it will become "too complex".
And these DK changes, thumbs up for the new way presences work and for the buff for DS! I'm kinda concerned about diseases duraiton right now.
loop_not_defined Sep 19th 2010 12:53AM
Well, these changes don't seem too "game changing". Mostly just tuning changes. The Obliterate-replacing-Howling-Blast change for non-AoE was pretty predictable. The Necrosis revamp was probably the biggest thing, and that's not saying much.
Darky Sep 19th 2010 12:50AM
This certainly fixes the duel wielding issue of unholy which is great, does anyone know how long until this is on the ptr so i can test it out?
Leviatharan Sep 19th 2010 1:11AM
One more thing not mentioned anywhere else: Apparently Dark Transformation and Killing Machine have Powerauras now. Dark Transformation is one of those upper auras and resembles a black and purple mouth, and Killing Machine is off to the sides and looks like... well, ice and snow.
Darasen Sep 19th 2010 3:06AM
Not real happy with the disease duration nerf. Rather displeased with the Killing Machine/ Howling Blast nerf. the change to presence switching is interesting. The biggest issue I can see with losing all your runic power when switching is on those occasions as a DPS I have to quickly swap to Frost presence because the tank goes down or just gets overwhelmed.
Question, perhaps better for the queue, With all the nerfs to AOE damage across the board how is a level 80 group supposed to do Heroic Halls of Reflection? Maybe Sylvannas will tie the Litch Kings shoe laces together so he can;t come after the party anymore.
Luke Sep 19th 2010 3:55AM
Darasen,
In Cataclysm you will be switching to Blood Presence to tank, as they've tied the trees and their function to the appropriate presence.
As for H:HOR if I understand correctly Blizzard has no intention at this moment to balance anything around Wrath content. With the increase in health and damage output we're going to see, it's likely you'll out gear that content anyway so the nerf to AOE shouldn't effect you. If that's not the case and you still want to do it for the sake of doing it, you'll just have to out level and out gear the content.
Heck, there's still some BC content that's dangerous for many classes at 80.
Stilhelm Sep 19th 2010 11:58AM
When H HoR was new and people didn't severely outgear it (and before it was heavily nerfed), the easiest way to actually finish the place was not to AoE everything down, but to CC and focus-fire adds down. You didn't use CC in the tunnel part, but focus-firing the caster adds down first meant many less shadow bolt volleys to heal through, and focusing down the aboms meant a whole lot less vomit on the tank. When everyone was in mostly 232 gear or lower, it made a difference.
With the level of gear most have now it doesn't matter too much anymore, and in addition the place has been pretty severely nerfed.
DroRaz Sep 19th 2010 4:48AM
the change to runic empowerment through runic corruption is amazing, but i have the feeling its misplaced. the rune speed buff will benefit frost more than to UH:
UH uses mainly a one-rune strike (SS) while frost uses mainly a two-rune strike (Ob), which means that rereshing one rune will cause a lot of trouble for frost and narly none for UH, which will be able to use that rune instantly without messing up their rotation. frost on the other hand cant use one rune, unless by a stroke of luck it's blood.
kooda Sep 19th 2010 5:24AM
I swore when i read the killing machine change :\ as an avid AOE farmer it was nice being able to super-crit 20+ mobs at a time with HB
Ianmis Sep 19th 2010 5:41AM
With the exception of DnD and Pestilence, will we not be using the same buttons for both single and multiple targets as blood tanks? I know that warriors have to use Thunderclap to apply their melee debuff to targets. Are we just coping that with a talented blood boil now? Didn't they just fix the "use the same buttons for everything" problem with paladins? Or am I worrying to early?
What would a single and aoe rotation look like now for the Blood tank?
I thought I had read at one time that corpse explosion would be a trainable spell for all Death Knights but I can't seem to find the spell now. Have they done away with it completely? If so, not much of the original talents that made unholy really fun are left. I miss being able to come back from the dead a few seconds longer and the aoe of unholy blight. Though, the new dark transformation does seem pretty cool.
Velror Sep 19th 2010 8:57AM
WHAT! Killing machine no longer affects howling blast?!.... wow. Way to totally destroy my favorite part of the frost spec Blizz. It was always fun in ICC, getting killing machine then blasting all the mobs with critting howling blasts. Oh well, Frost is dead now. guess im going back to unholy for cata
Kenneth Sep 19th 2010 12:13PM
OMG, this is awesome. Too bad they are getting rid of armor pen gems, or this would actually be kinda op for single target dps. Obliterate is already my top dps, besides auto melee, since I gem armor pen as a frost dk dps. Hopefully it will still be as viable when caty hits since armor pen is going away....(cries)
Shane Sep 20th 2010 3:49AM
Gotta love people who are still complaining about changes to AoE abilities this far in. Blizzard made it know awhile ago that AoE style pulling was going out the window, and there's really no point in them worrying about balancing the new specs/changes around 80 content with Warth coming to close. Better they spend that time working on ironing out bugs for Cata.
AoE is more or less dead folks, move along.
Randal Sep 21st 2010 3:06PM
I know this is a little late, but I'd love to have the author's opinion on whether or not Rime is worth talenting now without Killing Machine procs for Howling Blast.