DEATHKNIGHT HELL
Rune strike gonna be hurting with big numbers
http://blue.mmo-champion.com/18/1053259 ... anges.html
We have been doing some more tests on DK tanking, this time especially on raid bosses. We think the DK design has some limitations, which weren't showing up as much on tanking 5-player dungeons.
Specifically, as many people suspected, the death knight really suffers when attacks fail to land, especially opening attacks. Having a Plague Strike dodged or parried can throw off an entire rotation, eventually leading to bad Obliterates because both diseases weren't up at the same time. Missing attacks is a fact of life for all tanks since it's hard to stack +hit and +expertise along with mitigation stats. However, existing tank classes have mechanics to let them "burn off rage" (or mana) to make up for those bad strings. The DK plays more like a rogue who can't get enough combo points in play. This had a deadly effect on DK threat generation, which just didn't compete with that of other tanks.
We didn't want to just solve this with more free expertise because A) that has major PvP ramifications, and B) the death knights would start to hate expertise on their gear.
Instead we are making some fairly big changes:
1) Blade Barrier now procs when your Blood Runes are inactive. While the initial implementation of this ability was fun, as we added Death Rune mechanics it became harder to use, and the fast recharge on missed attacks made it even harder. Now it should be up almost all the time.
2) We also found a bug where a naked, untalented death knight only had 2.5% dodge instead of 5% like warriors and paladins. With these two avoidance changes, death knight survivability should be very close to the other tanks, recognizing that avoidance is more dangerous than mitigation for a tank. As an aside, death knights, warriors and paladins currently mitigate a similar amount of damage, and druids may very well be mitigating too much.
3) Frost Strike can no longer be blocked, dodged or parried. Frost death knights were losing too much potential damage and threat when Frost Strike failed to connect, putting Frost tanks in the awkward position of wanting to skip Frost Strike and just use Death Coil.
4) We changed Rune Strike completely. It is now mostly a tanking ability meant to dish out high damage (and therefore threat). Rune Strike can only be used after you dodge or parry an attack. It affects the next swing, so it doesn't compete with global cooldowns and can be spammed to some extent. It hits for 200% weapon damage (remember 100% of that is the white swing you lost) plus a percentage of AP. It cannot be dodged, blocked or parried, and costs 10 runic power (for now). Think Heroic Overrevenge.
5) I think we already announced these changes, but just to get them all in one place: Bladed Armor went back to attack power. It was changed only to match the warrior talent, which we changed back. Death and Decay got a decent threat boost to get it closer to the realm of Consecration and the new Thunder Clap.
AWESOME SUFFICIENTLY LARGE TWEAKS
http://blue.mmo-champion.com/18/1053259 ... anges.html
We have been doing some more tests on DK tanking, this time especially on raid bosses. We think the DK design has some limitations, which weren't showing up as much on tanking 5-player dungeons.
Specifically, as many people suspected, the death knight really suffers when attacks fail to land, especially opening attacks. Having a Plague Strike dodged or parried can throw off an entire rotation, eventually leading to bad Obliterates because both diseases weren't up at the same time. Missing attacks is a fact of life for all tanks since it's hard to stack +hit and +expertise along with mitigation stats. However, existing tank classes have mechanics to let them "burn off rage" (or mana) to make up for those bad strings. The DK plays more like a rogue who can't get enough combo points in play. This had a deadly effect on DK threat generation, which just didn't compete with that of other tanks.
We didn't want to just solve this with more free expertise because A) that has major PvP ramifications, and B) the death knights would start to hate expertise on their gear.
Instead we are making some fairly big changes:
1) Blade Barrier now procs when your Blood Runes are inactive. While the initial implementation of this ability was fun, as we added Death Rune mechanics it became harder to use, and the fast recharge on missed attacks made it even harder. Now it should be up almost all the time.
2) We also found a bug where a naked, untalented death knight only had 2.5% dodge instead of 5% like warriors and paladins. With these two avoidance changes, death knight survivability should be very close to the other tanks, recognizing that avoidance is more dangerous than mitigation for a tank. As an aside, death knights, warriors and paladins currently mitigate a similar amount of damage, and druids may very well be mitigating too much.
3) Frost Strike can no longer be blocked, dodged or parried. Frost death knights were losing too much potential damage and threat when Frost Strike failed to connect, putting Frost tanks in the awkward position of wanting to skip Frost Strike and just use Death Coil.
4) We changed Rune Strike completely. It is now mostly a tanking ability meant to dish out high damage (and therefore threat). Rune Strike can only be used after you dodge or parry an attack. It affects the next swing, so it doesn't compete with global cooldowns and can be spammed to some extent. It hits for 200% weapon damage (remember 100% of that is the white swing you lost) plus a percentage of AP. It cannot be dodged, blocked or parried, and costs 10 runic power (for now). Think Heroic Overrevenge.
5) I think we already announced these changes, but just to get them all in one place: Bladed Armor went back to attack power. It was changed only to match the warrior talent, which we changed back. Death and Decay got a decent threat boost to get it closer to the realm of Consecration and the new Thunder Clap.
AWESOME SUFFICIENTLY LARGE TWEAKS
new patch glyph vendor up in dalaran. Prolly getting scourge strike/bone shield/death strike as mayor. New rune strike is in.
http://wotlk.wowhead.com/?items=16.6
http://wotlk.wowhead.com/?items=16.6
new patch not all blue mentioned changes yet in new frost spec prolly as end spec still unholy for levelling prolly for run/mounted speed
http://talent.mmo-champion.com/?deathkn ... 0000000000
Edit: slight 2hweapon talent bug
http://talent.mmo-champion.com/?deathkn ... 0000000000
Edit: slight 2hweapon talent bug
Premade level 80 of all classes now available on eu beta:
http://forums.worldofwarcraft.com/threa ... 3&pageNo=1
That is if you manage to get past the creating premade queue atm
Read that 80 dk's are actually bugged from premade and need to redo their dk starting quests
http://forums.worldofwarcraft.com/threa ... 3&pageNo=1
That is if you manage to get past the creating premade queue atm
Read that 80 dk's are actually bugged from premade and need to redo their dk starting quests
Bug is hotfixed was old bug that reemerged by swapping 1h/2h weapons giving you an 4% increase in dps every time you switch weapons; warrior/paladins had it too. dmg was limitless just how much time you spend swapping weapons saw ss of people doing over 6 mil dmg in 1 swing. Also some people soloed naxx etc . I soloed nexus instance quick at 72 before they brought server down. 20k exp per mob which you oneshot was nice. Am in some random beta guild funny story there was a paladin that spent 10 minutes swapping weapons for uber dmg stacking for soloing naxx and died on the first mob because he used seal of blood that gives dmg to you of like 2% of the weapon dmg you do so he oneshotted the first trash mob with a few million dmg but oneshotted himself too with seal of blood hitting him for 50k
Haven't done any pvp myself but one duel with a rogue only where i had exactly 3 seconds of time i wasnt cc'ed with a stun or sap etc; saw same rogue at level 71 killing a 79 dk too . just stealthed and sapped/stunned over and over so i take that survivability with a grain of salt.
Frost is getting buffed still unholy nerfed all talents/spec still shifting around pretty large each patch also dual templates will be available prolly the patch after expansion release shortly.
Gonna try out the 80 premade when it works again.
Haven't done any pvp myself but one duel with a rogue only where i had exactly 3 seconds of time i wasnt cc'ed with a stun or sap etc; saw same rogue at level 71 killing a 79 dk too . just stealthed and sapped/stunned over and over so i take that survivability with a grain of salt.
Frost is getting buffed still unholy nerfed all talents/spec still shifting around pretty large each patch also dual templates will be available prolly the patch after expansion release shortly.
Gonna try out the 80 premade when it works again.
From blizzard.com
Does this mean that you can make an deathknight from an lvl 70?
Little vaugue info...
Another thing is, when you have created a DK, will the current honor points reset on the old char?
Unlocking and Creating the Death Knight
Simply have a character of at least level 55 on the World of Warcraft account you play, and you will be able to create a new level-55 death knight of any race (if on a PvP realm, the death knight must be the same faction as your existing character). Upon entering the world, your neophyte death knight will undertake a series of quests designed to teach you your new abilities. You will be able to create one death knight per realm, per account.
Does this mean that you can make an deathknight from an lvl 70?
Little vaugue info...
Another thing is, when you have created a DK, will the current honor points reset on the old char?