When the first set of 3.1 patch notes
popped up, many Death Knights were surprised to see that their auras were being reworked into something that, well, just isn't an aura at all.
Instead, the effects are being rolled into talents so that, if talented, the Death Knight herself still gains the benefit, but does not extend it to party or raid members.
Although they will now be called, for example, Improved Blood Presence, the benefits will be applied regardless of the presence assumed by the character.
I have to admit that my first reaction to the change was a negative one. It feels weird to me switching from a Holy Paladin to a character that simply does not have a comparable range of buffs and auras to offer.
That's when my roomie and addict of WoW
forums and websites, piped in with the why. Today, Ghostcrawler gives an official explanation
Unholy Aura, which grants a 15% movement speed increase, was slowly "becoming mandatory as a raid buff." The ability is not only handy for long corpse runs, as well as fights where movement speed and reaction time are critical, but it seriously impacts the overall damage done by the meleeing crowd. Melee characters
spend an annoying amount of time backing out of range because of AoE or ground effects, running around the mobs to always stay behind them, following after a mobile tank, and the like. This disrupts their damage, and because this has always been the case, classes and encounters are balanced assuming that this is still going on.
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Filed under: Patches, Analysis / Opinion, News items, Talents, Death Knight