May 4th 2010 9:43AM The Tier 10 2 piece bonus is already the same as the Glyph of DnD. Sure they stack, but I've had no problems doing AoE tanking in Blood. And I even drop Morbidity for Spell Deflection (which regardless of past disclaimers, DOES work on some "DoT" spells for some reason; I guess it just has to be calculated as a direct damage spell and not necessarily BE a direct damage spell).
I definitely recommend Glyph of Raise Dead though. Free emergency heal if you can pop your Ghoul.
Apr 30th 2010 9:42AM Now there is an interesting thought. Increase the sense of presence of each of the *players* themselves. Would be a difficult if elegant solution to the problem.
Mar 17th 2010 9:56AM Those last 2 ideas are horrible.
1) The whole point to Mastery is so that dedicated tanks (e.g. those that spec specifically for tanking) are better tanks than those that don't. Yes, a DPS geared and spec'd plate wearer is supposed to be able to tank Heroics. That doesn't mean they should change the Mastery mechanic (which is tied to specific talents) and make it tied to a specific ability.
2) One of the big advertising points of DK's is you can tank and DPS in any tree, just in different ways. A lot of the appeal and flavor of the Death Knight class relies on this. Not to mention cutting out Blood DPS would hurt. As benificial as Unholy is to a raid, and Frost, you generally don't need or want more than one of each of those. Plus DK's would then lose their strongest burst damage.
Your suggestion that it wouldn't be hard to retool the tree is laughable as well. The bulk of the tree is DPS oriented. Frost currently has the most "tank friendly" talents in the tree, plus "Frost" presence is the tanking presence. It doesn't make any sense to retool Blood for tanking only.
Re-reading the first "suggested implementations" I have to wonder if you really thought about this at all. Most of those sound like they would be a complete class redesign. We're supposed to be a *little* constrained by Runes after all, they just want to lighten it up.
Chances are they're doing something very simple based on each tree with regards to Runic Power. What seems vastly more likely to me is that your Mastery will benefit from Runic Power. For example, for Blood Mastery it could be that the more RP you have, the more physical damage you do. For Unholy, maybe a Haste bonus and for Frost maybe some extra damage reduction. Then for all 3 it could reduce the cool down of your Runes based on how full up on Runic Power you are.
That sounds far more in line with the Death Knight class in my opinion. The only trick they have to worry about is to balance it so that you still want to use your Runic Power dumps.
Personally I don't see the point in worrying about these upcoming Cataclysm changes. Its a massive restructuring. The game is going to be different in a lot of ways and all these suggestions seem either inherently broken or short sighted.