Upcoming Death Knight Changes

We reported last week on some possible Death Knight changes Greg "Ghostcrawler" Street outlined on the O-Boards. Well, he's just listed today 22 upcoming changes that should be available to test on the PTR before they go live.

Our reason for most of these changes should be obvious, but some common themes are:
-- Making tanking still rely on cooldowns, but rely on them a little less.
-- Make Blood a more attractive spec, and particularly for tanking.
-- Chill out some of the defensive capabilities all DKs have in PvP.
-- Avoid having to use Death and Decay as an out-of-combat runic power generator.

Read the full list here or after the jump.

We have talked about making some of these changes and wanted to provide more details. You should be able to try these out yourselves on the PTR before they go live.

Our reason for most of these changes should be obvious, but some common themes are:
-- Making tanking still rely on cooldowns, but rely on them a little less.
-- Make Blood a more attractive spec, and particularly for tanking.
-- Chill out some of the defensive capabilities all DKs have in PvP.
-- Avoid having to use Death and Decay as an out-of-combat runic power generator.

1) Rune Strike -- damage decreased from 200% to 150% but threat increased to 150% from 100%.
2) All multi-rune abilities generate 15 runic power.
3) Anti-Magic Shell -- cooldown lowered to 45 sec from 60 sec.
4) The healing of Blood Aura, Blood Presence and Death Pact has been doubled.
5) Bone Shield -- mitigation reduced from 40% to 20%.
6) Icebound Fortitude – now reduces damage by 20% instead of 50%. The amount of damage reduced increases with bonus Defense (to about 35% for 540 Defense, but it can go higher). The stun immunity is intended to be its primary role in PvP.
7) Frost Presence -- bonus armor increased from 60 to 80% and magic damage reduction increased from 5 to 15%. We wanted to reduce the effectiveness of cooldowns but bring up base mitigation to reduce damage spikiness.
8) Corpse Explosion -- damage increased substantially, added 5 sec cooldown, and changed cost to 40 runic power.
9) Heart Strike – we overhauled this ability. It no longer has a haste debuff but will now be able to strike two targets like a cleave. It still hits for more than Blood Strike, but you can still use Blood Strike if e.g. you don’t want to break CC.
10) Horn of Winter -- now has no cost and grants 10 runic power in addition to its stat buff, but has a 30 sec cooldown.
11) Night of the Dead -- now grants 40/70% passive area spell avoidance to your pet in addition to its current effects.
12) Outbreak – this talent no longer receive bonus damage from Pestilence. The bonus from Plague Strike and Blood Boil has been increased slightly.
13) Bloody Strikes – the bonus damage from Pestilence has been moved here to help Blood AE slightly.
14) Pestilence -- no longer has a 10 sec cooldown.
15) Raise Dead -- now split into two spells: Raise Dead now raises a ghoul or pet ghoul (if talented). Raise Ally now raises a fallen party member (at no reagent cost).
16) New runeforge rune -- Rune of the Stoneskin Gargoyle (two-handed only) now grants 25 Defense and 2% Stamina.
17) Shadow of Death -- duration reduced from 45 seconds to 25 seconds.
18) Unholy Blight, Dancing Rune Weapon and Hungering Cold – cost reduced from 60 to 40 runic power.
19) Vampiric Blood -- in addition to its current effects, also adds 20% health temporarily.
20) Will of the Necropolis -- now reduces the damage of any attack that takes the DK below 35% health by 5 /10/15% instead of boosting armor when wounded,
21) Many death knight glyphs have been changed. In many cases the negative consequences were removed.
22) New death knight sigils are now available, primarily from vendors, including a tanking-oriented sigil.

Comments

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Nerfed!
# Dec 12 2008 at 7:05 PM Rating: Decent
Nerfing Rune Strike - bad. It was an uber strike, now doesn't really do much more than the other strikes. Nerfing Icebound Fortitude - bad. It's gone from being important to being really nothing. 20% additional armor bonus on frost presence is a big increase on an already impressive ability. Heart strike goes from being silly to being pretty important. Corpse explosion may go from being merely fun to having some significance, but I doubt it.
If this is the only DK nerf, and it is an overall nerf obviously aimed at pvp, then I'm very happy, because imho DK are quite comfortably powerful in ways that matter; Paladin survivability and Rogue damage is what I hoped to find in warrior. My warrior has no hope against six mobs of his own level, the DK emerges at full life.
I really expect to see a lot more nerfing of the DK, but the whole game (except pvp, obviously), is getting a lot easier and maybe this is the new standard.
Seems Familiar
# Dec 12 2008 at 6:08 AM Rating: Decent
I just quit playing AgeOfConan because they were continuously nerfing all the classes,mainly because of pvp crybabies.Ruined game for the pve players.

Now Blizz ssems bent on nerfing classes for pve.Oh well,at least this game has an economy and things to buy.

Sad part is,I just got a friend to try WoW because they weren't constantly ******** with us,lol.
Universal Tank?
# Dec 10 2008 at 6:56 PM Rating: Decent
Don't nerf from 40% to 20% make it 30% the buff doesn't even last that long if you are tanking, and Blood needed a boost, well a little. A lot of people play blood anyways, but I thought Frost would be the main tanking spec, but seeing as all DK's can tank doesn't that just make them tanks that hold aggro just through DPS alone? Make each class have a special tanking ability, maybe in the middle of their talent trees?
dude?!
# Dec 10 2008 at 3:01 PM Rating: Decent
all i se on the board hre is reducing the good fcts of all the unholy spell in here to nerf blood spec like cmon this is just blizzard screaming at us that now that blood and frost will be the best
Upcoming Death Knight Changes
# Dec 10 2008 at 1:34 PM Rating: Decent
So maybe I missed this, but one of the things they had originally talked about is how much damage DK's take when our defensive skills are on CD. So to fix that problem they reduce the skills defensive power??? I do understand that Icybound will be based off our defense rating which is nice, but nerfing the bone shield? I mean WTF, what is the point of even talenting it in 3.1

Blizzard just give us shields..
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