Omg new abilities:
Path of Frost: Gives Water Walking, works on mount
Rune Strike: lvl 67, 10RP, Instant melee attack, 5secs CD, Instantly Strikes the target for weapon damage. Only Usable after the DK performs a melee or spell critical hit.
Don't see the new Command spell though.
Edit about XP: Needed 2millions before patch I think, now need 1.8million, for 77>78.
Edit2: Ghouls are now permanent. Can only have one at a time.
Editing this for better wording, and less loling(sorry Kaubel ^^)
So frost is in a much better shape, but they changed Howling Blast to 1U1F, same as Oblit. It's quite good for leveling, but you heal way less than blood, or even unholy for that matter, since you can't deathstrike with full diseases on normal mobs pretty much. It does quite a lot of damage though, Frost Strike is really nice now, and with Chill of the Grave RP generation, you can frost strike easily. In fact I often sit at 100RP between mobs, with Butcher. I haven't found a use for Rune Strike however, but I guess that's because of Frost Strike being a much better RP investment. In another spec, you could choose between a deathcoil and this, and while a deathcoil is a better use of GCD for a rotation, Rune Strike is a better use of RP... Hard to figure when that would be useful.
So my thoughts is, it'll be viable for leveling, but blood is probably better(heart strike is broken I heard however), but for endgame, I wonder, all 3 trees are shaping up quite nicely now.
Yeah you can "fuel" gargoyle by generating RP, it lasts up to 1minute. It's shit if you use anything else while it's up because you actually need the full RP to maintain it up a decent amount of time, but it sure does a ton of damage if you keep it up. With the CD down to 3mins, it's an insane point investment, both for tanking(fire and forget RP dump) and for DPSing. Unless they nerfed its damage, which remains to be seen ingame. Also, I wonder if you can actually maintain it without Dirge, I'd need to test.
Also not sure why you wouldn't take scourge strike or gargoyle, they're good abilities. Scourge is getting changed though, at least that's what GC hinted at, so have to see what it will become(didn't make it this build).
My worry is that I want Unholy Blight, and - as you said - you need all that RP to keep the Gargoyle up.
"were death knights lol whats the worst that could happen"
"You get nerfed."
Used a 58 Orc Death Knight with 15 points in Unholy for Necrosis, nothing else. Highest Necrosis proc (excluding crits) over about 100 hits was 75. Used Blood Fury (234 AP) and the damage immediately went up to to 80+.
Put points into Black Ice and the damage went over 80 consistently (84 max excluding crits). Black Ice and Blood Fury bumped it up to nearly 100.
Blood Caked Blade procs for 1 without diseases. Does 100% weapon damage with diseases up. I didn't test the proc chance to see if it was changed.
Theorycrafting procedures per role:
DPS = Theory -> Spreadsheet -> Practice
Healing = Theory -> Practice -> Logs
Tanking = Theory -> Theory -> Theory
Edit about XP: Needed 2millions before patch I think, now need 1.8million, for 77>78.
Edit2: Ghouls are now permanent. Can only have one at a time.
Well from 70->75 it was around 2.330.000 for every level, so if its 1.800.000 they roughly decreased it to 75%.
The Ghouls are a bug (See GC Bluepost) - they arent intended to be permanent, only if you have the Talent "Night of the Dead" you'll be able to keep a Ghoul forever.
Overall it looks like Blood got hit by the nerftrain (atleast obliterate is kinde worthless now, better get deathrunes and HS and healing got reduced greatly).
Frost buffs seem huge, have to try out frostspecs today.
Bone Armor got pretty much nerfed to.
A Question to Bone Armor:
Does it only reduce damage taken from the attack that consumes a bone or is it 40% for all attacks until bone shild runs out (so after min. 14 sec due to the 3.5 sec internal CD)?
Bone Armor:
It was discussed before and as far as I know it reduces all damage taken not just those hits that consume the bone. I never checked the combat log but at least Floating Combat Text seemed to confirm that.
I wonder if that new 'water riding' skill breaks on damage. It isn't stated in tooltip.
For those with Beta access. I have some concerns with Unholy Blight now. It seems the 60 RP cost means it can never be used from a 'zero rune power' start.
6 runes will not generate the needed RP to fire it off in one rotation, and thus, it cannot be used for secondary threat or an AoE pull. Do you find this true, false, true but not a big deal, or other?
I always envisioned that if I did a full Unholy 51pt tank, UB would be used every pull .... certainly on any AoE or boss pull. Now it seems that on any fresh fight (post wipe), it is not going to be an option. Seems kind of poor for so deep in the tree.
EDIT (addition): Also .... could someone please get ol' GC to consider changing our anticipation talent from dodge to parry. Parry seems to be the core style of defense for the DK. 5% more parry is the same avoidance, but we get another weapon smack to the target (boss). Let rogues and shamma dodge via talents. DK seems all about deflecting blows away (parrying).
To continue the PvP discussion after the latest round of changes - is Blood still viable with the nerfed burst and self-healing? Right now it looks to me that going full Frost, with enough in Unholy to get On a Pale Horse (reduced stun and fear duration) is optimal. Frost offers control as well as addresses the death knight's PvP weaknesses, such as being kited and vulnerability to CC. Furthermore it also appears to offer some good burst via stacking damage of Icy Touch and Howling Blast.
To continue the PvP discussion after the latest round of changes - is Blood still viable with the nerfed burst and self-healing? Right now it looks to me that going full Frost, with enough in Unholy to get On a Pale Horse (reduced stun and fear duration) is optimal. Frost offers control as well as addresses the death knight's PvP weaknesses, such as being kited and vulnerability to CC. Furthermore it also appears to offer some good burst via stacking damage of Icy Touch and Howling Blast.
Even with all the nerfs, having someone on your team lockdown an enemy player long enough to DRW > Oblit Oblit HS HS > Empower Rune Weapon > Oblit Oblit HS HS is just plain wrong, especially with Hysteria up. Even without crits, you're looking at over 12-15k dmg in under 8 seconds.
And I certainly don't think Frost will stay as it is right now, too strong. It'll be nerfed back to acceptable levels pretty soon.
Theorycrafting procedures per role:
DPS = Theory -> Spreadsheet -> Practice
Healing = Theory -> Practice -> Logs
Tanking = Theory -> Theory -> Theory
I just read this from MMO-CHAMPION :
Blood Boil no longer consumes diseases; is no longer modified by attack power; and no longer forces the target to attack the Death Knight for 3 seconds
104-126 dmg per target (wowhead link) doesn't seem like such a great damage per Blood Rune for me. For DPS you'd usually use Blood or Heart strike anyway unless there is loads of mobs and then you'll want mage/warlock anyway.
If it's intended for tanking then removing the scaling with AP is again step backwards to the situation where DPS getting better gear weakens the ability.
I just read this from MMO-CHAMPION :
Blood Boil no longer consumes diseases; is no longer modified by attack power; and no longer forces the target to attack the Death Knight for 3 seconds
104-126 dmg per target (wowhead link) doesn't seem like such a great damage per Blood Rune for me. For DPS you'd usually use Blood or Heart strike anyway unless there is loads of mobs and then you'll want mage/warlock anyway.
If it's intended for tanking then removing the scaling with AP is again step backwards to the situation where DPS getting better gear weakens the ability.
I tested it this morning before heading to work, it's currently definitely scaling with attack power. I do have some talent improving it, but those wouldn't account for it doing ~400 damage versus the tooltip's mentioned 105 to 129 damage.
It was mentioned in a blue post on the beta DK forum that they are removing the "modified by attack power" from tooltips because all DK spells scale with AP, in the same way that caster tooltips don't all have "modified by spellpower". Presumably this is the case for Blood Boil and Strangulate.
03/50/18 or 19/50/2 seem like strong frost dps builds for groups and raiding. Morbidity is a bit of a waste of points as you don't use Death Coil, but Bladed Armor isn't all that great either. Frost rotations seem much harder to build than Blood or tanking ones because of trying to fit in Howling Blast whenever possible.
Unholy blight and Death & Decay seem to be pretty strong now. They both tick for over 500 / second.
And on a raiding boss you can most likely keep blight up all the time, so 500 extra dps.
AOEing many mobs is pretty decent as unholy now. Bloodboil also helps for that, since it doesnt consume the diseases and does 500+ damage.
Rune strike seems not working well for me, hardly up even after crits.
Unholy blight also applies blood plague as intended but it refreshes with each tick of blight, so it doesnt do any dmg while blight is active.
Also blood plagues tooltip is saying that it removes a hot effect. Not sure if that actually works, always thought only scourge strike itself does.
edit:
ghoul explode did 6k+ damage for me, think intended is half the amount of the ghoul hp (3000).
Unholy blight and Death & Decay seem to be pretty strong now. They both tick for over 500 / second.
And on a raiding boss you can most likely keep blight up all the time, so 500 extra dps.
AOEing many mobs is pretty decent as unholy now. Bloodboil also helps for that, since it doesnt consume the diseases and does 500+ damage.
Rune strike seems not working well for me, hardly up even after crits.
Unholy blight also applies blood plague as intended but it refreshes with each tick of blight, so it doesnt do any dmg while blight is active.
Also blood plagues tooltip is saying that it removes a hot effect. Not sure if that actually works, always thought only scourge strike itself does.
Does the Blood Plague from Unholy Blight overwrite the one from Plague Strike?
"were death knights lol whats the worst that could happen"
"You get nerfed."
Also blood plagues tooltip is saying that it removes a hot effect. Not sure if that actually works, always thought only scourge strike itself does.
The plague has a chance to dispell a hot at every tick, plague strike (and scourge strike if the ability is not revamped) will definitely remove a hot on landing.
The goal is to avoid the "I can cast hot faster than you can dispell them" syndrom.
And to make druids cry at night.
Originally Posted by mrboh
It was mentioned in a blue post on the beta DK forum that they are removing the "modified by attack power" from tooltips because all DK spells scale with AP, in the same way that caster tooltips don't all have "modified by spellpower". Presumably this is the case for Blood Boil and Strangulate.
So basically Blizzard cleans the tooltip, people see a change and report it, news site take this as a change of mechanic, not of phrasing ?
Rune Strike is a better use of RP... Hard to figure when that would be useful.
Anytime you're in unholy mode, really. The rotations get less chaotic and fun without any rune masteries, but rune strike is enough to keep unholy up with the 15% yellow damage increase in blood, even with a moderately low crit rate.
[quote]I have some concerns with Unholy Blight now. It seems the 60 RP cost means it can never be used from a 'zero rune power' start.{/QUOTE]
Well.. 10 RP per ability gets you 60 RP. If you MUST use a 2rune ability, then you'll have to cast it after 11 seconds, but that's still not that bad.
Unholy blight and Death & Decay seem to be pretty strong now. They both tick for over 500 / second.
And on a raiding boss you can most likely keep blight up all the time, so 500 extra dps.
AOEing many mobs is pretty decent as unholy now. Bloodboil also helps for that, since it doesnt consume the diseases and does 500+ damage.
Rune strike seems not working well for me, hardly up even after crits.
Unholy blight also applies blood plague as intended but it refreshes with each tick of blight, so it doesnt do any dmg while blight is active.
Also blood plagues tooltip is saying that it removes a hot effect. Not sure if that actually works, always thought only scourge strike itself does.
edit:
ghoul explode did 6k+ damage for me, think intended is half the amount of the ghoul hp (3000).
You can still keep blight up? The tooltip says it lasts exactly 20 seconds.. Does it have no cool-down now?
You can still keep blight up? The tooltip says it lasts exactly 20 seconds.. Does it have no cool-down now?
It has no cooldown now. Just the 60 rp requirement. Should be no problem to have 100% uptime on a boss.
Bad is that blood plague can never tick, since it refreshes with every blight tick.