Looking at death knight changes testing in PTR Patch 4.0.6
There are changes on the upcoming 4.0.6 PTR for death knights. Actually sorting through them may prove a little difficult, as the official patch notes and the datamined information sometimes say two different things. In short, though, we can say that blood has received a bit of a survivability hit, but a nice threat boost; unholy has both become a more solid 2H damage tree and received a sizeable (but expected) DPS nerf; and 2H frost has gotten a nice boost that may actually make it viable in endgame raiding, depending on how the numbers hold out.
Remember, though, that this is the PTR, and things may (and probably will) change before this thing goes live. With that in mind, let's take a look at what the changes say.
Blood
Official patch note changes
The Blood Presence nerf is actually a tooltip update. The nerf has been hotfixed into the game for quite some time. That at least means you don't have to get used to it if you've already been tanking
The most worrying thing on this list is the Death Strike change. You remember that mastery vs. avoidance debate I wrote about last week? This pretty much completely throws that completely out the window. If this changes goes through as advertised, avoidance and stamina should definitely muscle ahead of mastery very easily, as the total healed by Death Strike, and thus the total size of Blood Shields, just won't be as impressive anymore. There is a ray of hope on this one, though, as Ghostcrawler has mentioned that Blizzard actually wants to buff Death Strike as a healing tool for the DPS trees. With that in mind, this may end up being a mistake or a re-seating of the healing power of Death Strike that will be made up some other way. Regardless, if the developers discard any change from this patch, I sincerely hope it's this one.
The remaining changes are mostly buffs to threat and damage that, while not strictly needed, are still greatly appreciated. The tank's doing more DPS does mean the mobs go down faster, even if that's not the main focus of the job, and higher DPS will make us more desirable to groups and raids.
Frost
Official patch note changes
The Might of the Frozen Wastes change, as you can see, has two contradictory changes going on, depending which version of the data you believe. Personally, I'm a fan of the patch notes version. It's a little more elegant, a little less complicated, and it seems to have a better chance of actually fixing 2H frost's damage issues, since more procs could be wasted if we don't have the haste to use all that extra runic power. Here's hoping we see this or other tweaks making 2H frost competitive with the other DPS specs for raiding.
Unholy
Official patch note changes
Other changes
Official patch note changes
World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.
Remember, though, that this is the PTR, and things may (and probably will) change before this thing goes live. With that in mind, let's take a look at what the changes say.
Blood
Official patch note changes
- Crimson Scourge has been redesigned slightly. Instead of a 50/100% chance to make the next Blood Boil free when Plague Strike is used on a target with Blood Plague, the talent now gives a 5/10% chance to provide a free Blood Boil when the death knight lands any melee attack on a Blood Plagued target.
- Will of the Necropolis no longer refunds a Blood Rune when it resets Rune Tap's cooldown. Instead it makes the next Rune Tap free while Will of the Necropolis is active.
- Blood Strike damage is increased by 12.5% for each of your diseases on the target, up from 10%.
- Heart Strike now deals 120% weapon damage, up from 100%.
- Blood Boil base damage increased by 20%, from 297 to 357.
- Blood Presence now increases armor contribution by 30%, down from 60%.
- Death Strike now heals for 15% of the damage sustained, down from 25%.
The Blood Presence nerf is actually a tooltip update. The nerf has been hotfixed into the game for quite some time. That at least means you don't have to get used to it if you've already been tanking
The most worrying thing on this list is the Death Strike change. You remember that mastery vs. avoidance debate I wrote about last week? This pretty much completely throws that completely out the window. If this changes goes through as advertised, avoidance and stamina should definitely muscle ahead of mastery very easily, as the total healed by Death Strike, and thus the total size of Blood Shields, just won't be as impressive anymore. There is a ray of hope on this one, though, as Ghostcrawler has mentioned that Blizzard actually wants to buff Death Strike as a healing tool for the DPS trees. With that in mind, this may end up being a mistake or a re-seating of the healing power of Death Strike that will be made up some other way. Regardless, if the developers discard any change from this patch, I sincerely hope it's this one.
The remaining changes are mostly buffs to threat and damage that, while not strictly needed, are still greatly appreciated. The tank's doing more DPS does mean the mobs go down faster, even if that's not the main focus of the job, and higher DPS will make us more desirable to groups and raids.
Frost
Official patch note changes
- Howling Blast now deals 40% less damage to all targets other than the primary target of the spell.
- Might of the Frozen Wastes now also increases all melee damage by 4/8/12% while wielding a two-handed weapon.
- Runic Empowerment wording changed to add "successfully" use Death Coil, Frost Strike, or Rune Strike.
- Rune Strike now deals 180% weapon damage, up from 150%.
- Might of the Frozen Wastes now also has a 4/8/12% chance to proc from your melee attacks. 15/30/45% chance to proc from auto attacks remain the same.
- Killing Machine no longer affects Icy Touch.
The Might of the Frozen Wastes change, as you can see, has two contradictory changes going on, depending which version of the data you believe. Personally, I'm a fan of the patch notes version. It's a little more elegant, a little less complicated, and it seems to have a better chance of actually fixing 2H frost's damage issues, since more procs could be wasted if we don't have the haste to use all that extra runic power. Here's hoping we see this or other tweaks making 2H frost competitive with the other DPS specs for raiding.
Unholy
Official patch note changes
- Desecration is now also triggered by Necrotic Strike.
- Runic Corruption procs while the aura is already active now add 3 seconds to the existing aura duration, instead of simply refreshing/overwriting the existing aura.
- Unholy Might (passive) has been reduced to a 5% Strength increase, down from 10%.
- Scourge Strike now deals an additional 18% physical damage done as shadow damage for each disease on your target. Up from 12%.
Other changes
Official patch note changes
- Icebound Fortitude now breaks stuns when used, in addition to providing immunity to them.
- Necrotic Strike's absorption effect is now reduced by the target's resilience.
- Glyph of Death's Embrace no longer refunds Runic Power when self-healing via Lichborne.
World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.Filed under: News items, Death Knight







Reader Comments (Page 1 of 2)
Zakarii Jan 7th 2011 4:11PM
"Ghostcrawler already said that Blizzard thought unholy was a bit too high in single-target damage, so the nerf to Unholy Might isn't expected."
isn't *unexpected? ;)
Darky Jan 7th 2011 4:14PM
The icebound fortitude is a seriously welcome change, but the healing nerf to death strike makes me a sad panda because i have been stacking mastery as a tank :/.
Also I hope this isn't all they've done to increase mobility for death knights (ibf/necrosis) because we are still hard countered by frost mages and hunters at the same skill level which is a serious annoyance due to their popularity in PvP.
Vladeon Jan 7th 2011 4:26PM
I've been stacking mastery as well because it's so nice right now. I really liked how we weren't forced into being stam stackers. I REALLY liked being able to pay attention to socket bonuses and gem for them. I guess I'll have to go back to the wrath era tanking ethos of, "don't even try to think hard about tanking, just stack stamina!" It's seriously unfortunate.
Tim {the other Tim} Jan 7th 2011 4:42PM
Plus, I thought they wanted to give us Frost DKs a reason to use it if we had to, you know to help healers. This change makes it un-sexy...
Sejarki Jan 7th 2011 4:18PM
And another correction: "This pretty much completely throws that completely out the window." Completely!
Jaygath Jan 7th 2011 4:27PM
You guys need more columnists like DW. He does a great job, always on top of things. How long have these PTR and patch notes been out, and he's already analyzed them from the DK PoV. Awesome. I have a DK alt that I hardly ever play, but I love reading these Lichborne articles.
kutterr88 Jan 7th 2011 4:50PM
I agree. Though my DK is not my main i always check out this column because i know i can trust the info inside. Keep up the good work.
JT Jan 8th 2011 1:14AM
Agree, probably the best columnist on the blog. Give the man a raise!
Crazyates Jan 7th 2011 4:36PM
No More clunky BB/PS crap? My HS, BB, and RS all do more dmg? The Will of the Necropolis change now means i don't have to spend a blood rune (or reset it's CD)? Icebound Fortitude now breaking stuns? My pvp blood DK is smiling!!!
The DS nerf kinda sucks, but i'm liking the dmg boost overall.
Crazyates Jan 7th 2011 4:36PM
My Dward DK, let me clarify. The racial changes also made me happy :D
Crazyates Jan 7th 2011 4:37PM
Dwarf. WTB edit.
SumDuud Jan 8th 2011 12:48AM
As a dk tank, I have not been having ANY issues with threat...
Grumpy Jan 8th 2011 5:03AM
Me either! Even with botched CC and a messy pull, DPS have a hard time pulling threat off me. I'm pretty concerned about the survivability nerfs here, self-healing and absorbs being our claim to fame and all. As someone else mentioned, it will make DK tanks boring as hell just stacking stamina like the bad old days.
I just can't see how or why these nerfs are justified, and I would gladly give up the damage buffs to swap back...
J Gowans Jan 8th 2011 10:51AM
Agree with you guys. DK tanks, IMO, seem to be the best right now. The self-heal nerf is disappointing in PVE as I do believe it will take some of the strategy out of it. It's a fine sacrifice for extra DPS in PVP however... blood DK's just don't hit hard enough to make a huge difference in PVP, at least from what I've seen.
Evera1975 Jan 8th 2011 3:44AM
As a DK tank I've encountered some negative feedback when zoning into Cata Heroics. Usually its an, "Oh no!" or "Why" type of response to my presence. Of course all this changes when the group realizes I can hold my own as a tank. I thought all the negative DK stereotypes had died with Wrath.
omedon666 Jan 8th 2011 4:20AM
I don't think another hit to DS takes mastery totally out of the equation like you're making it sound, indeed it brings "the equation" back into play, which is working as intended. Mastery was getting too close to being "the clear answer", which is something Blizz wants to avoid like the plague. When it comes to reforging, enchanting and such, there's supposed to be a choice, not a clear, unquestioned "everyone says do this" answer. We're supposed to hem and haw, season to taste, and perhaps even maintain a healthy balance. Blood shield was getting far too close to "after stamina, stack this, no question", and that's wrong.
At the end of the day, the guys writing the encounters are working for the same company doing the class balancing. This is their class design: that mastery is attractive, but not a no-brainer to tunnel vision stacking debates. We have no choice but to trust them, or not play. I like playing, so I shall do so.
Grumpy Jan 8th 2011 5:05AM
I WAS using a balanced set-up, now I'll be ditching Mastery ASAP.
totenkopf1001 Jan 8th 2011 5:04AM
Excellent post. I particularly liked your method of dealing with both the Patch Notes and the Data Mining. Very well done.
"Ghostcrawler already said that Blizzard thought unholy was a bit too high in single-target damage"
Except he didn't actually say that did he? As I recall he merely mentioned that SV Huntard and UH DK seemed to be topping single target charts. Now it is reasonable to infer that, based on what he actually did say, a nerf was inc, but he never actually said that it was, as far as I recall.
As for the Death Strike changes thus far: how many iterations to it's minimum heal have we gone through in the past few months? Originally for UH it was 5% per disease. At one point they changed it to a straight 10%, then for awhile it was a straight 5% (almost worthless) and then 7%. Now after most DK mains are already 85 GC acknowledges that DS is underpowered for DPS, something any levelling DK knew to be an obvious fact.
No kidding? Just a little bit late with that one weren't you Blizz?
VegetaPrime Jan 8th 2011 8:48AM
"The removal of Icy Touch from Killing Machine is probably more an idiot-proofing thing, as there are few to no situations when it's the best use of your proc to use Icy Touch."
With all the CC mobs hanging around now, IT replaces HB. That is not a rare occasion anymore. Its almost every trash pull in heroics and raids. Smart Frost DKs weren't using HB all the time so why Blizzard complained about our AoE damage is beyond me. Nerfing HB AND its CC friendly replacement IT makes no sense.
Shane Jan 10th 2011 2:51PM
I think the HB AoE nerf has to do more with boss fights. For example, the whelps on Halfus Wyrmbreaker. The Frost DK in my guild can wait for upwards of ten seconds, and then still pull aggro off of myself, (a Dk tank, obviosuly) and a pally.