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Class Codex => Death Knight => Topic started by: Vitandus on Fri, 2009-02-06 : 14:55

Title: Changes in 3.1 for Death Knight
Post by: Vitandus on Fri, 2009-02-06 : 14:55
    * Gargoyle and Unholy Blight have swapped talent positions. Gargoyle's damage has increased and runic power cost per time has decreased.
    * Pestilence – this spell no longer causes damage but just spreads diseases. Blood Boil is intended to be the general area attack, and has been changed to be castable on targets with no diseases on them, but does extra damage if diseases are present.
    * Unbreakable Armor now absorbs a flat amount of damage that increases as your armor increases. It no longer boosts armor.
    * The Frost tree has been shuffled. Among other things, PvP talents such as Endless Winter are closer to the top of the tree where Blood and Unholy death knights can access them.
    * Sudden Doom – this talent now procs a Death Coil rather than requiring an additional button click. It works similarly to shamans' Lightning Overload.
    * Magic Suppression and Blood of the North have been reduced to 3 ranks for the same benefit.
    * Blood Gorged now grants armor penetration instead of expertise.
Title: Re: Changes in 3.1 for Death Knight
Post by: Vitandus on Fri, 2009-02-06 : 14:56
The changes in Sudden Doom will likely see people opt for that in lieu of the changed Blood Gorged unless they really fix ArP.
Title: Re: Changes in 3.1 for Death Knight
Post by: Vitandus on Tue, 2009-02-24 : 01:52
Updated:

Death Knight
Talents
Blood
Frost
Unholy
Title: Re: Changes in 3.1 for Death Knight
Post by: Vitandus on Tue, 2009-02-24 : 02:31
Mixed feelings on this. The changes to the aura/presences means Blood DKs will receive 4% of damage done as healing and increased healing when in Blood presence; Frost DKs will get a 10% boost to total health, and a further reduction in spell damage taken by 15% when in Frost presence; Unholy DKs will get a 15% increase in movement speed, and more runic power when in Unholy presence. I can see that they wanted to counter their own mechanics, where Unholy DKs are better served in Blood presence and Blood DKs are best in Unholy.

The developers have said time and again they want more Frost and Blood tanks. Frost has a nice change, and Frost DKs will continue to be awesome tanks for magic-heavy bosses. I am curious to see if 4% of return on health will balance out 10% more hitpoints. If the damage to Blood Boil stacked with the change to Bloody Strikes results in a boost in DPS for Blood, then I can see a balance. We'll see what happens.

The change to Hungering Cold swapping with Howling Blast took them longer than I thought. Stack that with the change to Necrosis, and the split build Frost/Unholy dual wield is suddenly not just easy win.

It's late, so I have not played with the numbers, but it looks like Blood-heavy tank builds may be able to pick up Annihilation. Pair this with the increased duration, and my above concern about more damage may be mitigated. Something to examine tomorrow.
Title: Glyph changes
Post by: Vitandus on Tue, 2009-02-24 : 11:13
Title: Re: Changes in 3.1 for Death Knight
Post by: Vitandus on Tue, 2009-02-24 : 11:14
Undocumented changes:


Blood
Skills
Talents
Frost
Skills
Talents
Unholy
Skills
Talents
Title: Re: Changes in 3.1 for Death Knight
Post by: Vitandus on Thu, 2009-02-26 : 11:23
Why the changes in auras, from Ghostcrawler (http://forums.worldofwarcraft.com/thread.html?topicId=15234890918&pageNo=1#4):

Unholy Aura was becoming mandatory as a raid buff. We considered giving it to other classes, but realized we would just be accepting all players moving faster all the time (which subsequently also makes some boot enchants look bad). Frost Aura was kind of lame, but I'm sure we could have come up with something better. Mostly, the mechanic was just a little awkward and hard to explain. We like the new one better.

Players often wish for a buff so awesome that it guarantees them a raid slot. But that is exactly the mentality we were trying to prevent with our big buff and debuff overhaul. In the Sunwell era, raid slots were already so precious that there is a good chance a DK might not have even earned a spot, and having more than one would be a total waste... unless we gave them two mandatory buffs, in which case the Retadin, Boomkin or dps warrior might have gotten the heave ho.

The new model is designed to let you get as many buffs as you want through several different configurations of classes and specs and still have some slots left over to bring who you want.
Title: Re: Changes in 3.1 for Death Knight
Post by: Vitandus on Fri, 2009-03-27 : 15:31
Death Knight (3.1 Skills List (http://www.mmo-champion.com/index.php?page=650) / 3.1 Talent + Glyph Calc. (http://talent.mmo-champion.com/?deathknight))
Blood
Frost
Unholy
Title: Re: Changes in 3.1 for Death Knight
Post by: Skree on Fri, 2009-03-27 : 15:37
nerfbat ftw
Title: Re: Changes in 3.1 for Death Knight
Post by: Vitandus on Fri, 2009-03-27 : 15:45
Blizzard has stated repeatedly they want less people playing Unholy for tanking and Frost for DPS. Let's take a look at what they've done....

They increased damage for Death Strike, which is intended to supplement Heart Strike for Blood DKs and act as a substitute for Obliterate. Oh, wait, no they just nerfed it.
Dancing Rune Weapon, the penultimate Blood talent, got a significant boost to make it more attractive. Oh, wait, no, that's a nerf. True, it can be used twice in any normal boss fight now, so maybe it'll balance.
Heart Strike is now a multiplier of 10% based on # of diseases. Where it's now 110points. So, last night I (tank) did 1397 on average with a Heart Strike. Assuming you keep diseases up (ie, no Obliterates until your cycle is done!), that's a boost in DPS.
Spell Deflection? We'll see in Ulduar. Massive magic damage now is not direct (like Dragon breath).

Howling Blast, the DPS talent for Frost, got a boost. Hmm, yes, more damage is less attractive.
Improved Icy Touch - one of the base talents for which players dipped into Frost - is now nerfed. But wait, didn't Blizzard want people spreading out their points more?
Rime: cooldown on Howling Blast is reset. Phew, good thing! Need to reset and lower cooldown.

Unholy - ghoul changes galore. But wait - didn't Ghostcrawler say that they wanted to scale down damage of the Ghoul, but scale up the survivability?
Title: Re: Changes in 3.1 for Death Knight
Post by: Vitandus on Fri, 2009-04-10 : 13:49
Blood
Frost
Unholy

    * Death Knight Tier 7 DPS Sets: Death Strike has been added to both the 2-piece and 4-piece bonuses.