* Runic Focus now also increases spells change to hits by 9%. Spells are all Death Knight abilities that are not direct weapon strikes.
* Blightcaller is now called Dreadblade and Increases Shadow damage done by 20%. Each point of Mastery increases Shadow damage by an additional 2.5%.
* Virulence no longer increases chance to hit with spells. Now increases the damage done by your diseases by 10/20/30%.
* Sudden Doom now only procs from main-hand auto attacks, proc rate no longer specified and now just shows up as "higher than rank 1", "higher than rank 2".
* Necrotic Strike casting time increase effect now lasts 10 sec, down from 15 sec.
From what it seems we will get rather a nice buff:
1) 30% increased disease damage is nice (very nice)
2) Not sure about the new mastery, some napkin math should be done, however from first view, it will be on par (maybe even better then haste)
Well, however they are indeed killing dw unholy in a elegant way
However if they will deploy the patch like this I am indeed very excited
I also think that these changes will compensate for 5% str loss which was announced earlier!
A slightly different approach, but I use a stopcasting GHeal macro. When I've run into IF not firing off correctly I'll do a quick double tap on the key and have IF fire correctly. I've yet to run into an instance where I notice IF not firing off before either my GHeal or PoH when chain stopcasting/casting.
If this stays on the patch notes, it means that we'll be able to interrupt with total reliability (as long as we have 8% hit if I'm not mistaken), which could raise the situational value of hit above 5% until 8% and make Endless Winter desirable for min\maxing on fights with a lot of interrupts.
For 25man maybe it doesn't mean much, as there will probably be more people that can interrupt reliably, but for 10man it could be a somewhat big change.
Wow, this is pretty amazing. I found it annoying that I had to go out of my way to get the talents for that. It's kind of a overdue change, it's pretty stupid that a mainly melee class has had to deal with their interrupts being based on spell hit. One thing that still bothers me is how MF is delayed. You can test this pretty easily by hitting a interrupt before a cast goes off, sometimes I'll mess around and try to predict spells before they're cast and I'll hit them, and in PvP people have mentioned that really slow DKs will get juked and hit them anyways because of the delay when they go to cast again.
One has to consider real world uptime when comparing proc vs on-use trinkets too. The raw DPS figures assume a fight where you have complete uptime on your target for the entire proc, but in actual raiding scenarios this is not likely in current content. Proc trinkets are near-useless if they happen to proc just as say Atramedes flies up in the air or you're forced to move out of the group with the frost debuff on Maloriak, etc. Wrath had a lot of fights with 100% uptimes on bosses but right now in current content there's a lot of fights where we have to target switch, run out, run away, etc.
This causes the real world value of on-use trinkets to rise and proc trinkets to fall quite significantly on many fights, and it's thus going to end up being in people's interest to have a variety of trinkets in their arsenal to switch around from fight to fight.
(And of course we have our heroic fights where our job as frost is to do absolutely nothing but kite adds around for 8 minutes.)
While you make an argument against trinkets because bosses can fly up or have periods where you can't dps em, I can reverse your argument too. Especially with clicky trinkets, if a boss can't be dpsed and your trinket is on CD, it will go off CD, resulting in a much higher effective uptime. On average, trinkets will have the uptime listed, sometimes it screws you over, other times you benefit from the 'breaks' in a fight.
Missing out on 15% haste will be a huge loss in our dps. Currently as affliction I find that keeping that buff up is the biggest advantage to our dps as a whole. Not only will we be missing out in 15% haste (which affects our dots and fillers) but since they have dropped it to a tier 3 talent, we dont get to use the 8% overall dmg buff. Im pretty sure that damage buff would counter the loss in haste, but with out either I'm not sure where we will stand on the dps ratings.
One thing I wanted to add to your post,
An Unleashed Life crit CAN proc AA. (although its a very small heal, about the size of a tick of riptide).
And my experience with TC has been very good. Especially for fights like Magmaw, and Halfus, and pretty much all of Throne of the four winds.
For example, on Magmaw, I easliy regenerate all of my mana (about 110k), during his exposed head phase.
And for Halfus, its especially useful for some of the drakes that decrease the amount you have to raid heal, except for the first (around 40-60 seconds). I sometimes find my mana full at the end of him, rather than 1/2 or empty.
I do think that this talent is a tad broken, and that its probably going to get changed eventually, although I didn't see anything about it in the patch notes for the upcoming patch.
oh, and regarding the post a few about mine about mana tide totem, I do believe its 350% still.
Cleave now scales from 45% of Attack Power, down from 56.2% of Attack Power.
Bloodthirst now scales from 80% of Attack Power, up from 62%.
Raging Blow now deals 145% weapon damage, up from 80%.
Unshackled Fury now Increases the benefit of abilities that cause or require you to be enraged by 44.8% (up from 37.6%). Each point of Mastery increases enrage effects by an additional 5.6%. (Up from 4.7%)
some PTR changes for arms: (really on the AP change) 4.0.6
Heroic Strike now scales from 93% of Attack Power, up from 75% of Attack Power.
Juggernaut now also makes your Charge ability usable in all stances.
War Academy now increases the damage of "Mortal Strike, Raging Blow, Devastate, Victory Rush and Slam" instead of "Heroic Strike, Cleave, Victory Rush and Slam".
I am also having the issue where Rawr greatly emphasizes haste. I manually selected Molten Armor and deselected Automatic Armor. I also set the pyromaniac modifier =1 speced 1/2 to account for the bug. Rawr seems to want to reforge crit -> hit then everything else to haste when my gear allows me to reduce the cast time of my fireball below 2 seconds.
Is gearing this way actually a DPS increase? Is sacking ~4% crit for ~5.6% haste better? Should I trust Rawr when it comes to the emphasis on haste or manually modify my gear when it tells me to reforge crit -> haste?
I enjoy using Rawr to find elegant ways to reforge optimally to hit cap, but this is difficult when it is telling me to emphasize haste when crit is supposedly a better stat. Is there a way to instruct the Optimizer to favor crit over haste?