Entries in death knights (3)

Death Knight Changes in Patch 3.2

tyranisIn the upcoming patch, death knights will be the only class to receive a talent point refund because, once again, they are getting an overhaul. Some of these changes are nerfs, some are buffs and others are redesigns of how the spells and abilities function. The death knight community is already analyzing all of the data and surmising why these changes have occurred. Let's explore some of these changes, but keep in mind that all of this is subject to change before this patch goes live.

Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease.
This change is creating quite a stir in the death knight community. That's a huge buff to that ability and some folks are speculating that it's a typo and they meant to say "increased by 50% per disease", which would mean it increases from 12.5% to 18.75% per disease and not 50%. If the change does remain as written, then blood strike could replace heart strike in the blood rotation and some of the scourge strikes in the unholy rotation. The blue post found here seems to indicate that it's not a typo, however, it's already been reduced on their latest internal build, which would make it different than the patch notes.
Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving.
This is a change for pvp and will probably come as a relief to many hardcore pvpers. However, I don't see DKs making much of a stink over it. Chains of ice is still amazing and has the same basic function.
Frost Presence: 10% bonus health reduced to 6% bonus stamina. Icebound Fortitude: Cooldown increased to 2 minutes. Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes. Veteran of the Third War: Stamina bonus reduced to 1/2/3%.
Ouch! The death knight tanks take another heavy blow with the nerf bat. In patch 3.1.3 frost presence armor bonus was reduced by 20%. Now we see a 4% nerf to the stamina bonus and the doubling of the cooldown on the death knight's main survival ability. In addition, the armor and stamina talents in the blood and frost trees are also taking a hit. It seems that they are trying to make death knight tanks more like the other tanks. The original design felt like death knights would have more frequent cooldowns to push to offset the fact that they do not have a shield and cannot block. These changes, however, make them feel more like the other tanks and icebound fortitude is now more in line with other tank talents like last stand. If I'm being objective, I think the icebound fortitude change can solve some issues. Recently, my guild took down General Vezax using a paladin main tank. It was a little obnoxious knowing that we could survive the surges of darkness easier if our main tank was a death knight solely because icebound fortitude had a one-minute cooldown. Much of the screaming from the DK tank community seems to revolve around the fact that paladin tanks are getting a decent amount of buffing, including this hard to believe change:
Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum.
If I'm reading that correctly, that's a passive guardian spirit every two minutes? I'm sure glad my guild often runs with two protection paladins!
Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%.
Frost strike hits hard and it was probably viewed as too much burst in pvp especially considering it couldn't be mitigated. The slight reduction of damage is probably going to be a wash considering that blood strike is getting buffed. The blue post here, seems to indicate that the frost dps is being spread out a bit more and not consolidated on just one ability.
Dancing Rune Weapon: This ability now has a fixed duration of 12 seconds (which can still be modified by its glyph) and a fixed cost of 60 runic power. Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power.
These are the 51 point talents for blood and unholy specs. The jury seems mixed on these changes. While I'm not sure if it's an overall buff or nerf to the damage of these spells, what I do know is these spells will be a lot easier to use now that they have a fixed runic power cost and duration. Currently, the timing of when you use these abilities can drastically affect the amount of extra dps they give you. Pop them at the wrong time and you have just wasted a precious cooldown. So I'm eager to see these changes in action.
Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike.
Dual-wielding used to be one of the top approaches to take for a dps death knight. Recently, however, many of the changes have all but killed it. So in patch 3.2, the dual wielding death knights might make a comeback with this new talent in the frost tree.
Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the death knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent. Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the death knight deals by 1/2/3/4/5% for 12 seconds.
Interesting. So the current desecration is being split into two separate talents. Desecration is now mostly a pvp ability. The good news is, the infamous desecration graphic will now be much less prominent in pve, which will make most raid leaders happy. However, the speculation is desolation may not be worth taking because the 12 second duration may mean that it is not active at all times with the current rotations. We'll have to see if this new talent gets modified at all before it releases.
Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 5/10/15%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates. Lichborne: Duration reduced to 10 seconds, and cooldown reduced to 2 minutes.
There isn't much to comment on here. The talent points saved on blood of the north are probably meant to make room for the new dual-wielding talent in frost. The lichborne change makes it more dynamic since you can use it more often, but need to be more exact on the timing.
Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%. Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.
Last but not least, some big changes to the unholy tree. Scourge Strike is the bread and butter for the unholy DK. The nerf in damage seems partly pvp related. Since scourge strike deals shadow damage, it is not reduced by armor and can be a wrecking ball. Blizzard doesn't seem to like large amounts of burst coming from a single ability. The reduction in damage on scourge strike is offset by the buff to blood strike, which should see more use. This may also be a push for unholy DKs to get more benefit out of armor penetration. Items with armor penetration are rife in Ulduar and currently it's not a stat that does too much for unholy DKs who spend most of their time scourge striking shadow damage. The unholy blight redesign is one of the biggest changes for death knights in this patch. Unholy blight is the signature spell of the unholy tree and the main reason that this spec is normally associated with AOE damage. Well that all changes in 3.2. Unholy blight no longer deals AOE damage at all, in fact, it is not even a spell, it is a passive ability that adds a bleed effect to your death coils. This change really alters the flavor of the unholy death knight and I'm not sure how I feel about it. Don't get me wrong, this change may turn out to be powerful, but I thought it was interesting how each of the three dps specs for death knights felt unique. Blood was the heavy hitting single target crusher, frost seems to be evolving once again as the dual-wielding spec and unholy was the master of AOE damage. Well I guess we'll have to wait and see how unholy feels after the changes go live. In summary, death knights are looking at some tanking nerfs and a reduction to burst and AOE damage in 3.2. On the other hand, some abilities will be easier to use, dual-wielding should be viable again and raid members should no longer die by standing in fires that are obscured by spell effects. What do you think of the death knight changes coming in 3.2? Is there anything you're particularly excited or angry about?

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Death Knights Overrunning Outland!

Can\'t Get Away From ThemAs I said in my last post, I have been putting some time into leveling my level 60ish toons and trying to get them ready for prime time. As I’ve been questing away in Outland there is one thing I can’t seem to get away from, Death Knights! They are everywhere!

I’m not saying this is a bad thing, in fact it has worked to my advantage quite a bit. Leveling my resto-shaman for instance, has been a breeze. I just type “Healer LFG any instance, I will heal all you DKs!!” into general and I have a group together within minutes every time.

The fact of the matter is that DKs can destroy anything in Outland, I’ve experienced it myself by soloing groups quests several levels above me on my own Death Knight. Dare I saw they are a bit overpowered when compared to other classes of that level (I’ll save the max level discussion for later)? While not crazy about playing the class myself, I sure don’t mind riding their coattails through instances and leveling myself that much faster!

It’s not all smiles, however. I’ll admit the DK issue can be a bit problematic, there are of course Horde DKs everywhere, and I don’t stand a chance against them. Also, it does make me miss class diversity a bit, so I hope everything will even out a bit by the time my alts start hitting Northrend.

I know I had heard reports of the DKs running rampant all over Outland when WotLK first dropped, but I would have thought by now things would have calmed down. It appears they haven’t. It begs the questions, is everyone alting on a Death Knight? Or am I just experiencing the second wave of people leveling their DKs after they first geared up their mains?

I can appreciate the new Death Knight craze, but is anyone leveling anything else?

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Patch v3.0.8 - What A (Hilarious) Mess

IRON-E FTW!
Fing classic.

Patch v3.0.8 had many of us at ProjectLore a bit excited. Heck, you could get away with calling us downright ecstatic at all the changes the first Wrath of the Lich King patch would bring. We all all had our owns reasons for the anticipation, new achievements, cheaper enchants, one-shot mining, knowing that Dorkins will never stop complaining, it was all there. Blizzard finally dropped the patch on us this Tuesday, but not all was well in the lands of Azeroth. Actually, the whole ordeal has been quite a clusterfrak.

The first major bug to rear its ugly, beady-eyed head was a Death Knight related bug. The non-gameplay issue basically nullified one of the “features” being added by v3.0.8. For many, the ability to make Death Knights on any realm, so long as you had a level 55 character somewhere, was unavailable. Not a big deal, and it didn't affect a majority of the players directly. However, the hotfix forced a series of rolling restarts, the first of many to come.

The next two issues were huge, game changing problems that brought major features of WoW to its knees. A bit more troublesome than some lag and server restarts for sure. Lake Wintergrasp, a highly touted feature for Wrath's release, had a moth in it so bad that it crashed servers or at least Northrend (depending on  reports). I was indirectly informed that Wintergrasp's issue had something to do with zone population. According to the informer, the zone was not stress tested heavily enough on the PTR.  This allowed the bug to sneak into the live code and wreak havoc.

The next major $#*() is far more upsetting than Lake Wintergrasp being disabled. Blizzard silently modified the way Arena matching and rating was calculated in the patch with disastrous results. The modifications allowed teams to shoot up to 2000+ ranking in no time flat. This was caused by the fact that a losing team did not see a reduction in Arena points. Following the Wintergrasp debacle, Blizzard pulled the plug on Arenas as they attempted to correct the bug.

What's worse (to some) is that the developers decided that everything gained during this time frame was “illegitimate.” Do to their stance, the company reset team and personal ratings to pre-weekly maintenance levels, removed all awarded gems, points and enchantments. I for one agree with them on this entirely, but it still sucks when people waste their time.  Kalgan also has a post up that goes into more detail on the rollback.

Hopefully we can have an uneventful weekend after this morning's emergency maintenance “to resolve current In-Game issues,” but at this point who knows. I guess I may have been lucky as none of these bugs really bothered me. I have avoided Wrath PvP so far, as I am still working on my gear.  On my server the Alliance was stuck with the Wintergrasp buff. So that was cool. In fact, my buddy who plays the game for the Arena actually ran some rare instances!

Oh geez, I almost forgot this non-patch related dozy. Despite my best efforts to warn them about the pitfalls of ads on their official forums, Blizzard got a little greedy and did it anyways. As the screenshot shows, an unapproved group of ads slipped through their filtering process. Someone over at Microsoft (who owns the ad provider) is getting canned. At least the banner managed to stay on topic!

Tell me Bastosa, was this the mess you were “so anxious” about?

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