{"id":418,"date":"2010-04-26T15:58:31","date_gmt":"2010-04-26T21:58:31","guid":{"rendered":"http:\/\/www.thrallatemybaby.com\/?p=38"},"modified":"2010-04-26T15:58:31","modified_gmt":"2010-04-26T21:58:31","slug":"wow-death-knight-cataclysm-changes","status":"publish","type":"post","link":"http:\/\/www.bigdamnheroes.org\/?p=418","title":{"rendered":"WoW: Death Knight Cataclysm Changes"},"content":{"rendered":"<p>Next up.. the Death Knight.<\/p>\n<p>Biggest change coming to the DKs with Cataclysm, is the class design change to go from 3 viable tanking trees.. to 1.\u00c2\u00a0 The Blood tree is being turned into the &#8216;tank&#8217; tree, leaving Frost and Unholy as DPS trees. There goes my dual wielding DK tank =(<\/p>\n<p>Next change is a rework on the way runes recharge.. this looks to be a pretty interesting and decent change.<\/p>\n<p><!--more--><\/p>\n<p>Linky to <a href=\"http:\/\/forums.worldofwarcraft.com\/thread.html?topicId=24262356308&amp;sid=1\" target=\"_blank\">Original Post<\/a>.<\/p>\n<blockquote><p>World of Warcraft: Cataclysm will bring with it  several changes to class talents and abilities. In this preview, you&#8217;ll  get a glimpse at some of the new abilities, spells, and talents in store  for the death knight class, along with an early look at some  improvements we plan to make to the rune resource system.<\/p>\n<p><strong><span style=\"text-decoration: underline;\">New Death Knight Abilities<\/span><\/strong><\/p>\n<p><strong>Outbreak (level 81)<\/strong>: Outbreak infects the target with both  Frost Fever and Blood Plague at no rune cost. This ability allows death  knights to apply diseases quickly when they are switching targets or  when their diseases have been dispelled.<\/p>\n<p><strong>Necrotic Strike (level 83)<\/strong>: Necrotic Strike is a new attack  that deals weapon damage and applies a debuff that absorbs an amount of  healing based on the damage done. For context, imagine that the death  knight can choose between doing 8,000 damage outright with a certain  ability, or dealing 6,000 damage and absorbing 4,000 points in incoming  heals with Necrotic Strike &#8212; the burst is smaller, but a larger overall  amount of healing would be required to bring the target back to full  health.<\/p>\n<p>This ability is meant to bring back some of the old flavor from when  death knights could dispel heal-over-time (HoT) effects. It also gives  the class a bit more PvP utility without simply replicating a Mortal  Strike-style effect.<\/p>\n<p><strong>Dark Simulacrum (level 85)<\/strong>: The death knight strikes a  target, applying a debuff that allows the death knight to copy the  opponent&#8217;s next spell cast and unleash it. Unlike Spell Reflection, Dark  Simulacrum does not cancel the incoming spell. In general, if you can&#8217;t  reflect an ability, you won&#8217;t be able to copy it either.<\/p>\n<p><strong><span style=\"text-decoration: underline;\">Rune System Changes<\/span><\/strong><\/p>\n<p>While we&#8217;re satisfied with the way the rune system works overall,  we&#8217;re making a few major changes to the mechanics that will ultimately  help death knight players feel less constrained. Here&#8217;s the rationale  behind the changes, followed by an explanation of how the new system  will work.<\/p>\n<ul>\n<li>In the current rune system, any time a rune is sitting idle,  death knights are losing out on potential damage output. By comparison,  rogues spend most of their time at low energy levels, and if they&#8217;re  unable to use their skills for a few seconds, that energy builds up and  can be spent later, minimizing the net loss from the interruption.<\/li>\n<li>A death knight&#8217;s runes, on the other hand, cannot be used  until they are fully active. If a death knight ever goes more than a few  seconds without spending an available rune, that resource is  essentially wasted. Because the death knight is pushing buttons  constantly, it can be difficult to add new mechanics to the class  because the player doesn&#8217;t have any free global cooldowns to use them.  We can&#8217;t grant extra resources or reduced cost, because there is no time  to spend them. Missing an attack is devastating, and it&#8217;s impossible to  save resources for when they&#8217;re most useful.<\/li>\n<li>Additionally, each individual death knight ability has  a fairly low impact on its own, making it feel like most of the death  knight&#8217;s attacks are weak. The death knight&#8217;s rotations are also more  easily affected by latency or a player&#8217;s timing being just a little off.  At times, it feels like death knights aren&#8217;t able to take advantage of  their unique resource mechanic, which can diminish the fun.<\/li>\n<li>The new rune system will change how runes regenerate, from  filling simultaneously to filling sequentially. For example, if you use  two Blood runes, then the first rune will fill up before the second one  starts to fill up. Essentially, you have three sets of runes filling  every 10 seconds instead of six individual runes filling every 10  seconds. (Haste will cause runes to fill faster.) Another way to think  of this is having three runes that go up to 200% each (allowing extra  &#8220;storage&#8221;), rather than six runes that go up to 100% each.<\/li>\n<li>As this is a major change to the death knight&#8217;s mechanics,  it will of course require us to retune many of the class&#8217;s current  abilities. For example, each ability needs to hit harder or otherwise be  more meaningful since the death knight is getting fewer resources per  unit of time. Some abilities will need to have their costs reduced as a  result.<\/li>\n<\/ul>\n<p><strong><span style=\"text-decoration: underline;\">Talent Changes<\/span><\/strong><\/p>\n<p>Next we&#8217;ll outline some of the death knight talent-tree changes  we&#8217;re planning in Cataclysm. This list is by no means comprehensive, but  it should give you a sense of how we&#8217;re intending each death knight  spec to perform.<\/p>\n<ul>\n<li>One of the biggest changes we&#8217;re making is converting Blood into  a dedicated tanking tree. While we feel that having three tanking trees  was successful overall, it&#8217;s less necessary in a world with  dual-specialization. In addition, the current breakdown isn&#8217;t as  compatible with the Mastery-based passive talent-tree bonuses we want to  add (see below). We&#8217;d rather spend time tweaking and balancing one good  tanking tree rather than having a tank always wondering if they picked  the &#8220;correct&#8221; tree out of three possibilities.<\/li>\n<li>Blood seemed like the best fit for tanking. Unholy has  always had a strong niche with diseases, magic, and command over pets.  Frost now feels like a solid dual-wield tree with Frost magic damage and  decent crowd control. Blood&#8217;s niche was self-healing &#8212; fitting for a  tank &#8212; as well as strong weapon swings, which could easily be migrated  to Frost and Unholy.<\/li>\n<li>Our plan is to move the most interesting and fun tanking  talents and abilities to Blood. For example, you will likely see  Vampiric Blood and Will of the Necropolis remain, while Bone Shield will  move over from Unholy.<\/li>\n<\/ul>\n<p><strong><span style=\"text-decoration: underline;\">Mastery Passive Talent Tree Bonuses<\/span><\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Blood<\/span><br \/>\nDamage reduction<br \/>\nVengeance<br \/>\n<strong>Healing Absorption<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Frost<\/span><br \/>\nMelee damage<br \/>\nMelee Haste<br \/>\n<strong>Runic Power Generation<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Unholy<\/span><br \/>\nMelee damage<br \/>\nMelee and spell critical damage<br \/>\n<strong>Disease Damage<\/strong><\/p>\n<p><strong>Healing Absorption<\/strong>: When you heal yourself, you&#8217;ll receive an  additional effect that absorbs incoming damage.<\/p>\n<p><strong>Runic Power Generation<\/strong>: This will function as the name  implies, and the new rune system will make generating Runic Power more  appealing.<\/p>\n<p><strong>Disease Damage<\/strong>: Unholy death knights will be able to get more  out of their diseases, which are integral to the tree&#8217;s play style.<\/p>\n<p><strong>Vengeance<\/strong>: This new mechanic is designed to ensure that  tank damage output (and therefore threat) doesn&#8217;t fall behind as  damage-dealing classes improve their gear during the course of the  expansion. All tanking specs will have Vengeance as their second talent  tree passive bonus. Whenever a tank gets hit, Vengeance will grant a  stacking Attack Power buff equal to 5% of the damage done, up to a  maximum of 10% of the character&#8217;s unbuffed health. For boss encounters,  we expect that tanks will always have an Attack Power bonus equal to 10%  of their health. The 5% and 10% bonuses assume 51 talent points have  been put into the Blood tree; these values will be smaller at lower  levels.<\/p>\n<p>You only get the Vengeance bonus if you have spent the most talent  points in the Blood tree, so you won&#8217;t see Frost or Unholy death knights  running around with it. Vengeance will let us continue to design tank  gear more or less the way we do today; there will be some damage-dealing  stats, but mostly survival-oriented stats. Druids typically have more  damage-dealing stats even on their tanking gear, so their Vengeance  benefit may be smaller, but the goal is that all four tanks will do  about the same damage when tanking.<\/p>\n<p>We hope you enjoyed this preview, and we&#8217;re looking forward to  hearing your thoughts and feedback on these additions and changes.  Please keep in mind that this information represents a work in progress  and is subject to change as development on Cataclysm continues.<\/p>\n<p><strong>Cataclysm Stat &amp; System Changes<\/strong>: <a onclick=\"return warn(this)\" href=\"http:\/\/forums.worldofwarcraft.com\/thread.html?topicId=23425636414&amp;sid=1\" target=\"_new\">http:\/\/forums.worldofwarcraft.com\/thread.html?topicId=23425636414&amp;sid=1<\/a><\/p>\n<p><strong>Mastery System Preview<\/strong>: <a onclick=\"return warn(this)\" href=\"http:\/\/forums.worldofwarcraft.com\/thread.html?topicId=23710210871&amp;sid=1\" target=\"_new\">http:\/\/forums.worldofwarcraft.com\/thread.html?topicId=23710210871&amp;sid=1<\/a><\/p><\/blockquote>\n<p>Clarification posts from later in the thread:<\/p>\n<ul>\n<blockquote>\n<li><span style=\"color: #3366ff;\">We want to provide a 2-handed style for Frost since we recognize  that pets are an acquired taste. We think we have the design space to  do that now that we don\u00e2\u20ac\u2122t need to support Frost tanking. We\u00e2\u20ac\u2122re  definitely committed to making Frost work as a dual-wield tree though &#8212;  that isn\u00e2\u20ac\u2122t going away.\n<p><\/span><\/li>\n<li><span style=\"color: #3366ff;\">Outbreak is free with a 1-minute cooldown. It\u00e2\u20ac\u2122s not  supposed to completely replace Plague Strike and Icy Touch.\n<p><\/span><\/li>\n<li><span style=\"color: #3366ff;\">We\u00e2\u20ac\u2122re not sure how we\u00e2\u20ac\u2122re going to handle presences yet. We  recognize the oddness of Blood death knights playing in Frost Presence  and Frost death knights not playing in Frost Presence. We might rename  the presences or take some other action.<\/span><\/li>\n<p><span style=\"color: #3366ff;\">&#8216;ll take a stab at explaining the rune mechanic. Once  you see it in action, it&#8217;s pretty easy to understand.<\/p>\n<p>Just focus on Blood Runes for the moment. The big change is that  rune #2 will never start filling up until rune #1 is full. They always  fill 1 then 2. Today 1 and 2 can both fill at the same time. <\/span> <span style=\"color: #3366ff;\"><\/p>\n<p>In Cataclysm, when you&#8217;re killing things, you use rune 1. Then any  extra &#8220;red&#8221; in rune 2 will fill rune 1 back up again. If both of them  are full, you can use 2 Blood Runes immediately. But after that, rune 1  will fill up first and then rune 2. If it helps, imagine rune 2 is the  extra tank. <\/span> <span style=\"color: #3366ff;\"><\/p>\n<p>This sounds like it will slow down DK attacks, and it will to a  point. That&#8217;s part of what we&#8217;re trying to accomplish. We can then fill  those extra GCDs with things like free abilities or runic power  abilities or we have room to add talents that make runes fill faster.  Remember, slow attacks can hit harder though. Instead of DKs hitting  fast like a rogue, they&#8217;ll hit slower and harder, like a warrior, which  fits a lot of player&#8217;s image of a DK anyway. Dual wield will hit faster  of course. <\/span> <span style=\"color: #3366ff;\"><\/p>\n<p>I&#8217;ll try another comparison. Imagine that all rogue abilities cost  100 energy. They have to wait until they get 100 energy, and then  immediately use an attack so that they aren&#8217;t wasting future energy.  That&#8217;s how DKs play now, except they have 6 runes to watch. Now imagine  the same rogue except all his abilities cost 50 energy. If he hits an  attack when he has 60 energy, then 50 is consumed but he has 10 energy  still left and a head start on the next attack. That&#8217;s the way we want  DKs to play. <\/span> <span style=\"color: #3366ff;\"><\/p>\n<p>If that still doesn&#8217;t make sense, then focus on what the experience  will be, which is that you&#8217;ll have more breathing room in your rotation  and won&#8217;t have to hit a button every single GCD. If you don&#8217;t use a  strike the second it&#8217;s available, that&#8217;s more okay because the extra  tank will store extra rune resources rather than just wasting it. You&#8217;ll  still be hitting a lot of buttons though. We&#8217;re keeping double rune  strikes and Death Runes and disease multipliers and all of that. We&#8217;ll  have to make some changes in some abilities to accommodate the resource  change, but it won&#8217;t be unrecognizable to you. <\/span> <span style=\"color: #3366ff;\"><\/p>\n<p>We&#8217;re not sure DKs even need Rune Strike any longer. If it survives,  we&#8217;ll turn it into an instant swing. But if we turn it into an instant  swing, then it really isn&#8217;t that different from existing strikes so it&#8217;s  possible we can just make a tanking rotation without it.<\/span><\/p><\/blockquote>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Next up.. the Death Knight. Biggest change coming to the DKs with Cataclysm, is the class design change to go from 3 viable tanking trees.. to 1.\u00c2\u00a0 The Blood tree <a href=\"http:\/\/www.bigdamnheroes.org\/?p=418\" class=\"more-link\">[&hellip;]<\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"Layout":"","jetpack_post_was_ever_published":false,"jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false}}},"categories":[4],"tags":[],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p2BPLE-6K","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/posts\/418"}],"collection":[{"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=418"}],"version-history":[{"count":0,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/posts\/418\/revisions"}],"wp:attachment":[{"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=418"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=418"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=418"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}