12 October 2010

4.0.1 and the Deathknight

See bottom of page for DK specific patch notes.

4.0.1 has sundered the World of Warcraft as we know it. Bringing many changes to all aspects of the game and requiring us to relearn most of our classes. Look forward and welcoming theses changes here are the DK spec I'm looking into.


Boss Cruncher:
25 man single target raid tank with no utility. http://wowtal.com/#k=Yf93jyRh.a5o.deathknight.WiqGi

AoE Madness:
25 man AoE raid tank spec with no utility. http://wowtal.com/#k=Yf93ftf1.a5o.deathknight.n3KBx

Lonely DK:
5 man/Raid spec with utility and AoE for when other classes are not present with the buffs. http://wowtal.com/#k=YfOo1Fi1.a5o.deathknight.n3KBx

Frozen Death:
Off-spec DPS raid spec.
http://wowtal.com/#k=ebuORkQ.a5o.deathknight.xlGwT

Let me know what you guys think of these and as always a good place to discuss these spec is on the pwnwear.com forums more specifically here.


Bashiok (src):
Patch 4.0.1 will bring about major changes to all World of Warcraft classes, including sweeping talent tree revamps, altered spells, and improved abilities. We wanted to go over some of the more complex changes that are being made. If your class isn't listed here, it does not mean we didn't spend as much time on it -- the class will still receive a broad range of updates to talents, spells, and abilities -- we simply feel that these mechanics merit additional explanation.

Death Knights

Runes
    The way in which runes regenerate has been changed. Rather than each rune type (Blood, Frost, Unholy) regenerating simultaneously, they now fill sequentially. For example, if you use two Blood runes, then the first rune will fill up before the second one starts to fill up. You essentially have three sets of runes filling every 10 seconds instead of six individual runes filling every 10 seconds. This allows the death knight rotation to be more forgiving, so that the player can take advantage of things like ability procs or respond to movement. This system makes it a little easier to get back on track without six separate runes now "out of sync" from the standard rotation.

You're a Bloody Tank
  • The time has come to dedicate a death knight talent tree to tanking, and that is what is in store for the Blood tree. We felt that we could offer a more focused and polished tanking tree rather than having to scatter similar tools throughout the trees. This also allows us to really focus the other trees into more flavorful damage-dealing specializations.

Runic Empowerment
  • This mechanic allows for runes which were on cooldown to instantly activate, which prevents the rotation from becoming too predictable and boring.

Boubouille (src):
Death Knight

Cataclysm (Level 80+) Skills
  • Outbreak - Instantly applies Blood Plague and Frost Fever to the target enemy. / 30 yd range, Instant, 1 min cooldown
  • Necrotic Strike - A vicious strike that deals 100% weapon damage and absorbs the next [ 75% of AP ] healing received by the target. For 15 sec, or until the full amount of healing is absorbed, the target's casting time is increased by 30%. / 5 yd range, Instant
  • Dark Simulacrum - Places a dark ward on an enemy that persists for 8 sec, triggering when the enemy next spends mana on a single-target spell, and allowing the Death Knight to unleash an exact duplicate of that spell. Against nonplayers, only absorbs some harmful spells. / 20 Runic Power, 40 yd range, Instant, 1 min cooldown


Blood

Primary Spells
  • Heart Strike - Instantly strike the target and up to two additional nearby enemies, causing 100% weapon damage plus 735.64 on the primary target, with each additional enemy struck taking 25% less damage than the previous target. Damage dealt to each target is increased by an additional 10% for each of your diseases present. / 5 yd range, Instant
  • Veteran of the Third War (Passive) - Increases your total Stamina by 9% and your expertise by 6.
  • Blood Rites (Passive) - Whenever you hit with Death Strike or Obliterate, the Frost and Unholy Runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.
  • Vengeance (Passive) - Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.
  • Blood Shield (Mastery) - Each time you heal yourself via Death Stike, you gain 50% of the amount healed as a damage absorption shield. Each point of Mastery increases the shield by an additional 6.25%.


Skills
  • Blood Presence revamped - You assume the presence of Blood, increasing Stamina by 8%, armor contribution from cloth, leather, mail and plate items by 60%, and reducing damage taken by 8%. Increases threat generated. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
  • Blood Boil now deals [ 8% of AP + 267 ] Shadow damage, up from 180 to 220.
  • Pestilence - Diseases spread this way deal 50% of normal damage.
  • Blood Strike now causes 80% weapon damage plus 611, up from 40% weapon damage plus 305. Increased by an additional 10% for each of your diseases on the target. (Down from 12.5%)
  • Death Strike is now a Blood skill and has been revamped - A deadly attack that deals 150% weapon damage (up from 75%) plus 387 (up from 123), healing you for 30% of the damage you have sustained during the preceding 5 sec (minimum of at least 10% of your maximum health). 1 Unholy 1 Frost, 5 yd range, Instant


Talents Changes
  • Dancing Rune Weapon is now a Tier 7 talent, down from Tier 11. The rune weapon also assists in defense of its master, granting an additional 20% parry chance while active.
  • Will of the Necropolis is now a Tier 5 talent, down from Tier 9. Revamped - When a damaging attack brings you below 30% of your maximum health, you generate a Blood Rune and the cooldown on your Rune Tap ability is refreshed, and all damage taken is reduced by 8/16/25% for 8 sec. This effect cannot occur more than once every 45 seconds.
  • Improved Death Strike is now a Tier 6 and 3 Points talent, down from Tier 8 and 2 Points. Increases the damage and healing done by your Death Strike by 15/30/45%, increases its critical strike chance by 3/6/9%.
  • Vampiric Blood is now a Tier 5 talent, down from Tier 8. No longer has a Rune cost. Now increases the amount of health generated through spells and effects by 25%, down from 35%.
  • Bloodworms is now a Tier 4 and 2 Ranks talent, down from Tier 7 and 3 Ranks. Renamed to Blood Parasite. Now has a 5/10% chance to proc, up from 3/6/9%.
  • Improved Blood Presence is now a Tier 4 talent, down from Tier 7. Revamped - Reduces the chance that you will be critically hit by melee attacks while in Blood Presence by 3/6%. In addition, while in Frost Presence or Unholy Presence, you retain 2/4% damage reduction from Blood Presence.
  • Abomination's Might is now a Tier 3 talent, down from Tier 6.
  • Rune Tap is now a Tier 5 talent, up from Tier 3. Now converts 1 Blood Rune into 15% of your maximum health, up from 10%. Cooldown reduced from 1 min to 30 sec.
  • Bladed Armor is now a Tier 1 and 3 Ranks talent, down from Tier 2 and 5 Ranks. Now increases attack power by 2/4/6 for every 180 armor value you have. (Up from 1/2/3/4/5)
  • Blade Barrier is now a 3 Ranks talent, down from 5 Ranks. Decreases damage taken by 2/4/6%, up from 1/2/3/4/5%.


New Talents
  • Crimson Scourge - Increases the damage dealt by your Blood Boil by 20/40%, and when you Plague Strike a target that is already infected with your Blood Plague, there is a 100% chance that your next Blood Boil will consume no runes.
  • Sanguine Fortitude - While active, your Icebound Fortitude reduces damage taken by an additional 15/30% and costs 50% less/no runic power to activate.
  • Blood-Caked Blade - Your auto attacks have a 10/20/30% chance to cause a Blood-Caked Strike, which hits for 25% weapon damage plus 12.5% for each of your diseases on the target.
  • Bone Shield - Surrounds you with a barrier of whirling bones. The shield begins with 3 charges, and each damaging attack consumes a charge. While at least 1 charge remains, you take 20% less damage from all sources and deal 2% more damage with all attacks, spells and abilities. Lasts 5 min. / 1 Unholy, Instant, 1 min cooldown
  • Toughness - Increases your armor value from items by 3/7/10%.
  • Improved Blood Tap - Reduces the cooldown of your Blood Tap ability by 15/30 sec.
  • Scarlet Fever - Gives your Blood Boil a 50/100% chance to afflict enemies with Scarlet Fever, reducing their physical damage dealt by 10% for 30 sec.
  • Hand of Doom - Reduces the cooldown of your Strangulate ability by 30/60 sec.


Removed Talents


Frost

Primary Spells
  • Frost Strike - Instantly strike the enemy, causing 110% weapon damage plus 274.549 as Frost damage. / 40 Runic Power, 5 yd range, Instant
  • Icy Talons (Passive) - Your melee attack speed is increased by 20%.
  • Blood of the North (Passive) - Whenever you hit with Blood Strike or Pestilence, the Blood Rune will become a Death Rune when it activates. Death Runes count as a Blood, Frost or Unholy Rune.
  • Frozen Heart (Mastery) - Increases all frost damage done by 16%. Each point of Mastery increases frost damage by an additional 2%.


Skills
  • Frost Presence revamped - Strengthens you with the presence of Frost, increasing damage by 10% and increasing Runic Power generation by 10%. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
  • Festering Strike *New* - An instant attack that deals 150% weapon damage plus 377.415 and increases the duration of your Blood Plague, Frost Fever, and Chains of Ice effects on the target by up to 6 sec. / 5 yd range, Instant. 1 Blood 1 Frost.
  • Runic Empowerment *New* - When you use your Death Coil, Frost Strike, or Rune Strike ability, you have a 45% chance to activate a random fully depleted rune.
  • Rune Strike is now Instant instead of Next Melee. Now causes 200% weapon damage plus 20% of Attack Power, up from 150% weapon damage plus 15% of Attack Power.
  • Horn of Winter now has a 45 yards range, up from 30 yards.
  • Obliterate now deals 160% weapon damage plus 934, up from 80% weapon damage plus 467.
  • Path of Frost now affects party or raid members within 50 yards.
  • Chains of Ice now reduces movement by 60%, down from 95%. The target no longer regains a % of their movement each second.
  • Icy Touch now reduces the target's ranged, melee attack, and casting speed by 20% for 21 sec. No longer generates high treat.


Talents Changes
  • Howling Blast is now a Tier 7 talent, down from Tier 11. Now deals [ 40% of AP + 1201.745 ] Frost damage, up from 518 Frost damage. Now cost 1 Frost, down from 1 Frost 1 Unholy. Cooldown removed.
  • Threat of Thassarian is now a Tier 6 talent, down from Tier 8.
  • Chilblains is now a Tier 5 and 2 Ranks talent, down from Tier 7 and 3 Ranks. Now reduces movement speed by 25/50%, up from 15/30/50%.
  • Hungering Cold is now a Tier 5 talent, down from Tier 7.
  • Improved Frost Presence is now a Tier 5 talent, down from Tier 7. Revamped - Increases your bonus damage while in Frost Presence by an additional 2/5%. In addition, while in Blood Presence or Unholy Presence, you retain 2/4% increased runic power generation from Frost Presence.
  • Improved Icy Talons is now a Tier 4 talent, down from Tier 6. Increases the melee and ranged attack speed of all party and raid members within 100 yards by 10% (down from 20%), and your own attack speed by an additional 5%.
  • Merciless Combat is now a Tier 3 talent, down from Tier 6.
  • Rime is now a Tier 4 talent, down from Tier 6. Your Obliterate has a 15/30/45% chance to cause your next Howling Blast or Icy Touch to consume no runes.
  • Killing Machine is now a Tier 3 and 3 Ranks talents, down from Tier 4 and 5 Ranks. Now affects Obliterate instead of Howling Blast.
  • Chill of the Grave is now a Tier 3 talent, down from Tier 4. Now generates 5/10 additional runic power. (Up from 2.5/5)
  • Endless Winter is now a Tier 2 talent, down from Tier 4. No longer increases strength.
  • Lichborne is now a Tier 2 talent, down from Tier 3.
  • Annihilation is now a Tier 2 talent, down from Tier 3. Increases the damage dealt by your Obliterate ability by 15/30/45%.
  • Icy Reach is now a Tier 1 talent, down from Tier 2.
  • Nerves of Cold Steel is now a Tier 1 talent, down from Tier 2.
  • Runic Power Mastery is now a 3 Ranks talent, up from 2 Ranks. Now increases your maximum Runic Power by 10/20/30, down from 15/30.


New Talents
  • Pillar of Frost - Calls upon the power of Frost to increase the Death Knight's Strength by 20%. Icy crystals hang heavy upon the Death Knight's body, providing immunity against external movement such as knockbacks. Lasts 20 sec. / 1 Frost, Instant, 1 min cooldown
  • Might of the Frozen Wastes - When wielding a two-handed weapon, your autoattacks have a 15/30/45% chance to generate 10 Runic Power.
  • Brittle Bones - Your Strength is increased by 2/4% and your Frost Fever chills the bones of its victims, increasing their physical damage taken by 2/4%.
  • On a Pale Horse - You become as hard to stop as death itself. The duration of movement-slowing effects used against you is reduced by 15/30%, and your mounted speed is increased by 10/20%. This does not stack with other movement speed increasing effects.


Removed Talents


Unholy

Primary Spells
  • Scourge Strike - An unholy strike that deals 100% of weapon damage as Physical damage plus 560.82. In addition, for each of your diseases on your target, you deal an additional 12% of the Physical damage done as Shadow damage. / 1 Unholy, 5 yd range, Instant
  • Master of Ghouls (Passive) - Reduces the cooldown on Raise Dead by 60 sec, and the Ghoul summoned by your Raise Dead spell is considered a pet under your control. Unlike normal Death Knight Ghouls, your pet does not have a limited duration.
  • Reaping (Passive) - Whenever you hit with Blood Strike, Pestilence, or Festering Strike, the Runes spent will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.
  • Unholy Might (Passive) - Dark power courses through your limbs, increasing your Strength by 15%.
  • Blightcaller (Mastery) - Increases the damage done by your diseases by 32%. Each point of Mastery increases disease damage by an additional 4%.


Skills
  • Unholy Presence revamped - You are infused with unholy fury, increasing attack speed and rune regeneration by 10%, and movement speed by 15%, and reducing the global cooldown on your abilities by 0.5 sec. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
  • Anti-Magic Shell Runic Power cost removed.
  • Death and Decay now costs 1 Unholy, down from 1 Blood 1 Unholy 1 Frost. Now deals [ 6.4% of AP + 41.43 ] Shadow damage, up from 62 Shadow damage.
  • Raise Dead no longer requires Corpse Dust if no corpse is available.
  • Death Coil now deals 30% of AP + 885 damage. up from 510.
  • Plague Strike now deals 100% weapon damage plus 378, up from 50% weapon damage plus 189.


Talents Changes
  • Summon Gargoyle is now a Tier 7 talent, down from Tier 11.
  • Rage of Rivendare is now a Tier 4 and 3 Ranks talent, down from Tier 10 and 5 Ranks. Revamped - Increases the damage of your Plague Strike, Scourge Strike, and Festering Strike abilities by 15/30/45%.
  • Ebon Plaguebringer is now a Tier 6 and 2 Ranks talent, down from Tier 9 and 3 Ranks. Your Plague Strike, Icy Touch, Chains of Ice, and Outbreak abilities also infect their target with Ebon Plague, which increases damage taken from your diseases by 15/30% and all magic damage taken by an additional 8%.
  • Anti-Magic Zone is now a Tier 5 talent, down from Tier 7.
  • Improved Unholy Presence is now a Tier 5 talent, down from Tier 7. Now also grant you an additional 2/5% haste while in Unholy Presence. Your runes no longer finish their cooldown 5/10% faster.
  • Desecration is now a Tier 2 talent, down from Tier 6.
  • Magic Suppression is now a Tier 4 talent, down from Tier 6. Increases the spell damage absorption of your Anti-Magic Shell by an additional 8/16/25%, and causes damage absorbed by Anti-Magic Shell to energize the Death Knight with runic power.
  • Epidemic is now a Tier 1 talent, down from Tier 2. Increases the duration of Blood Plague and Frost Fever by 4/8/12 sec. Up from 3/6 sec.
  • Morbidity no longer reduces the cooldown of Death and Decay. Now increases Death and Decay damage by 10/20/30%.
  • Unholy Command is now a Tier 1 talent, down from Tier 2. Now also gives you a 50/100% chance to refresh its cooldown when dealing a killing blow to a target that grants experience or honor.
  • Virulence now increases your chance to hit with spells by 2/4/6%, up from 1/2/3%. No longer reduces the chance that your DoT diseases can be cured.


New Talents
  • Shadow Infusion - When you cast Death Coil, you have a 33/66/100% chance to empower your active Ghoul, increasing its damage dealt by 10% for 30 sec. Stacks up to 5 times.
  • Dark Transformation - Consume 5 charges of Shadow Infusion on your Ghoul to transform it into a powerful undead monstrosity for 30 sec. The Ghoul's abilities are empowered and take on new functions while the transformation is active.
  • Runic Corruption - Reduces the cost of your Death Coil by 3/6, and causes your Runic Empowerment ability to no longer refresh a depleted rune, but instead to increase your rune regeneration rate by 50/100% for 3 sec.
  • Sudden Doom - Your auto attacks have a 5/10/15% chance to make your next Death Coil cost no runic power.
  • Unholy Frenzy - Induces a friendly unit into a killing frenzy for 30 sec. The target is Enraged, which increases their melee and ranged haste by 20%, but causes them to lose health equal to 2% of their maximum health every 3 sec. / 30 yd range, Instant, 3 min cooldown
  • Contagion - Increases the damage of your diseases spread via Pestilence by 50/100%.
  • Resilient Infection - When your diseases are dispelled by an enemy, you have a 50/100% chance to activate a Frost rune if Frost Fever was removed, or an Unholy rune if Blood Plague was removed.
  • Epidemic - Increases the duration of Blood Plague and Frost Fever by 12 sec.


Dark Transformation

If the Death Knight uses Death Coil 5 times and activates Dark Transformation, the ghoul gains a 100% damage buff and a new set of skills for 30 seconds.
  • Gnaw becomes - Strike an enemy with a smashing attack, dealing 125% of normal melee damage and stunning for 4 sec.
  • Huddle becomes - Unleash a fortifying roar, reducing all damage taken by 50% for 10 sec.
  • Claw becomes - Rakes an enemy with deformed claws, dealing 150% of normal damage to the target and up to 2 additional targets.
  • Leap becomes - Charge an enemy, interrupting spellcasting and immobilizing them for 2 sec.


Removed Talents


4 comments:

  1. is there ANY utility to a DK ?? you keep writing NO UTILITY !!

    ReplyDelete
  2. In the case of blood only DK abilities, here is a list.

    Abomination's Might - +10% Attack Power
    Scarlet Fever - -10% physical damage output debuff

    ReplyDelete
  3. What should be the rotation for DK Blood tanks, especially for 5 man dungeons?

    Thanks,

    ReplyDelete
  4. @Riegam

    I haven't tanked a 5 man in a long time. From what I can remember is a good idea to go with an AoE based spec, you will want to get the most utility as well since your going to be the only tank and can't really rely on pug for utility.

    As for the rotation, depending on you gear the use of diseases is negligible, you should glyph and max out DnD and use it as your opening move followed by BB (blood Boil).
    For bosses, again depending on how fast you group is going you might not want to use diseases, to build up threat use HS (Heart Strike) and when it is unavailable use DS (Death Strike). If your far enough ahead in threat use DS more but try not to stack your Blood Shield mastery, you healers will like you for this.

    ReplyDelete