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Cataclysm Death Knight Changes
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Tehax edit: If you are a crybaby idiot you get double or maybe triple points, depending on how tired and cranky I am. Don't be a crybaby idiot. Quote:
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I think the biggest opportunity having blood as a dedicated tanking tree provides is letting DK tanks worry less about their resources, and react better to what's happening in the fight. For example, right now Icebound Fortitude requires runic power to use. Shield Wall doesn't use any resources, Divine Protection effectively doesn't either, but Icebound Fortitude does. A pure tanking tree for DKs would allow them to give DK tanks an Icebound Fortitude that used no runic power while keeping it as-is for use in PvP and for DPS DKs. At the same time, I wonder if a dedicated tanking tree will mean that the notorious survivability of DPS DKs takes a hit. If they can expect all tanking DKs to, for example, take the improved AMS, the standard AMS might be weakened to put DPS DK survivability on par with other DPS classes. I also wonder if they intend the unholy tree to be the semi-official PvP tree. If we're becoming more like warriors, Unholy could be our version of Arms. AFAIK, nobody does serious PvP as Fury, and maybe they're going to concede that supporting 3 PvP trees is too difficult too. |
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I definitely like that we'll finally get a dedicated tanking tree. As Neddie already set, we might get rid of the activation costs of our cooldowns while tanking (a big PITA), and I think balancing for PVP will become much easier. With the actual design of the talent trees, the new Cataclysm system with tree bonusses and mastery would never have worked. What I'm interested into is if they're gonna nerf the self-healing capabilities of the blood tree. As health pools will obviously increase in Cataclysm and tank damage will no more consist of huge spikey hits, self-healing might become much stronger than today, as a lot of our death strikes are producing overheal right now. |
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What's interesting and will remain to be seen is where this leads for UH. UH is an extremely peculiar melee specc, with a long tradition of somewhat eccentric scaling with melee stats, with incredible reliance on Strength and much less enfasis on weapon damage; more importantly, it's the most caster-oriented DK specc and the pet specc. It's definitely the most "far out there" (to use GC's words) specc DKs have and thus it remains to be seen if Blizzard will embrace this aspect (fundamentally casting the 2h DK into the "warlock in plate" role) or they will try and tame the specc somewhat to make sure it can better intercept the tastes of all those who were playing the more melee oriented Blood and Frost speccs. Only thing to do now is wait and see what the class overview has in store for us. Once incidental effect of this change will be a massive semplification of these boards: not only there will be 1 less dps specc and 2 less tank speccs to theorycraft, but this will also probably mark the death of subspecc diversification, once the blood talents become more aggressively tank-oriented. |
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Ive seen snippets from GC around the forum the most notable: Quote:
While I am upset that my DPS spec is being shelved this does give DK Tanking much more credibility. The problem we've had for a while is the jumble of defensive talents and intense resource management we've had to master. Not only that, the stigma of not having a dedicated tree. This will provide DKs with a solid answer that Blood is now the tank tree rather than the long winded trail of answers which went back and forth between Frost and Blood. So this can only be seen as a massive improvement from the Tank perspective, they're getting some clear structure and direction with a dedicated tree. |
I think it might get a little weird with the presences. The names were perhaps not best chosen from the start to overlap with the talent trees, but now using frost presence for the blood specs and blood presence for the frost specs is bound to confuse some people. I'm hoping they rename them.
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I can't completely see any dps dk spec without a pet now since the boost of talent points to level 85 will make the the permanent ghoul pet possibly accessible even as a frost dps dk. I just wonder what's going to happen to dancing rune weapon.
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I agree that the presences with Frost being for tanking and Blood being dps and now the change to Blood as the tanking tree feels a bit funny, but we have been tanking in Frost presence since day one and dpsing (for the most part) in Blood, and basically ignoring Unholy so why change? Might actually create more confusion if Frost and Blood were swapped absent some sort of change.
I am waiting to see if they do in fact make a fundamental change to Unholy presence so that it reacts with one of the trees. It just seems a natural fit to have crit multiplier placed on diseases in unholy presence, similar the tier 9 set bonus for crit on blood plague. IF they do something along that line, then I can see them also addresses Frost and Blood Presence so they match the tree. Quote:
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Really I think the biggest boon to all three specs that we'll recieve is that we wont have to navigate through tanking talents in the Frost tree to be able to DPS, etc. We'll likely see some new interesting talents that specifically relate to the purpose of the tree instead of talents that try to be everything to everyone.
When I was a tank, I regreted the fact that I had to spec for threat and had (relatively) nothing to adjust my mitigation. Now as a DPS, I regret the fact that that I can maybe juggle 4 points on my way to 51 in the tree by that point I've really exhausted all the attractive talents out of that tree. |
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In any case, I think it's a given that they're going to massively rework most of the talent trees, but the DK ones in particular, if they're making Blood into Prot. From the Warrior Cata Preview: Quote:
Also from the Warrior preview, but apparently it will apply to all tanks: Quote:
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Another interesting quote about tanking from the Warrior preview thread:
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On my warrior, I love being able to disarm Skadi when he starts doing his whirlwind, or spell reflecting Shadow Blast in Old Kingdom. On my DK, timing an AMS properly on Sindragosa is also fun. I even like the non-reactive tanking abilities. On my paladin, I like the feeling that I'm responsible for my own blocking, and have to actively hit holy shield, and it makes for a good tradeoff. If new adds are coming in, I might have to make a choice, do I grab them immediately and put off using holy shield for a few seconds, or do I make sure I stay shielded, and risk them getting a swing off at a healer. If Blizzard realizes that tanks enjoy "playing the survival game" instead of fighting for top threat, I think that bodes well for the new Blood tanking tree. |
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No good reason except they were not posted at the time. Thanks for the edit. |
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Outbreak is an odd choice. With a minute cooldown, it doesn't really fit the stated goal of being able to quickly disease adds in many cases and it will still make us substitute IT/PS for it as often as we can (1/3rd of our disease applications, essentially). Is this spell really needed? Applying diseases isn't an issue in PvE, and not an issue in PvP (it's keeping diseases on which is the problem there, presumably, and the removal of cleansing totem combined with the Unholy Blight change should resolve that problem). Not a bad ability, but definitely not an an imaginative one or a needed one.
Necrotic Strike is practically pointless in PvE. There might be some niche fights where it's worth using, but not many, and if it doesn't stack with the Necotic Strike debuff of other DK's in the raid, then it becomes nigh-worthless. Alternatively, if it does stack, then there are PvP implications to consider of a 4 DK + 1 Healer comp or some such thing being beastly. Dark Simulacrum is interesting, and a bit ambiguous as to how it will work. Does it cost runes or runic? Once you copy a spell, how do you unleash it? Does unleashing the spell cost runes or runic? Does unleashing the spell cost a GCD in addition to Dark Simulacrum itself costing a GCD? Can you copy healing spells or buffing spells? If the copied spell has a cast time, do you copy that aspect of it too? Does the copied spell function of your stats or the targets? So on and so forth. Lots and lots of questions! The spell has a ton of potential to be incredibly strong, mind-numbingly weak, or someplace in-between depending on the fight. Likely the latter, which is commendable and ideal. There's also the question of how much damage will Dark Simulacrum do on its own? Will it become part of our regular rotation regardless of whether or not we can copy a spell? All three seem like primarily PvP focused abilities, which isn't necessarily a bad thing, but would be nice to do something differently in PvE. _______________________________________________ The mastery bonuses for Frost and Unholy are somewhat underwhelming. RP generation for Frost? That, combined with the haste change, will likely push people into using Unholy Presence... an Unholy niche, not a Frost one! Frost may get the most damage-per-runic, but Unholy has more GCDs and more incentive to use UP (by taking IUP) if GCD capping becomes an issue. Just seems like it would be better for Unholy. KM being removed as a talent, made into mastery, and adding Obliterate to it would seem much more interesting to me, and much more Frost-esqe. That aside, disease damage for Unholy? How dull! This won't change our playing style in any manner whatsoever. "You do more damage from a passive source". Increased disease damage isn't bad, per se, it's just quite uninteresting. Ap increases disease damage, while also increasing most of our other damage. I'm sure mastery will increase disease damage by more than AP on a point for point basis, but that doesn't make it any more imaginative or good, just more/less desirable to maximize damage. |
Follow-up clarifications:
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