Tuesday, February 8, 2011

Patch 4.0.6 DK Patch Notes

Here are the Death Knight patch notes for 4.0.6. I'll add my own commentary in italics, but the meat of this post is poached from the full notes that I nabbed from the Zam feed, same as in the Warlock post. There are a lot more notes here but I probably won't comment as much since I don't really min/max on my DK.

Death Knights

  • Death Coil damage has been reduced by roughly 10%.
  • Icebound Fortitude now breaks stuns when used, in addition to providing immunity to them. - Totally huge for PvP. Rogues beware!
  • Necrotic Strike's absorption effect is now reduced by the target's resilience. In addition, its debuff duration has been reduced to 10 seconds, down from 15.
  • The spell hit bonus previously given by Virulence (Unholy) has been rolled into the Runic Focus passive effect that all death knights possess.
  • Talent Specializations
    • Blood
      • Bone Shield now has 4 charges, up from 3.
      • Crimson Scourge has been redesigned slightly. Instead of a 50/100% chance to make the next Blood Boil free when Plague Strike is used on a target with Blood Plague, the talent now gives a 5/10% chance to provide a free Blood Boil when the death knight lands any melee attack on a Blood Plagued target.
      • Heart Strike now deals 175% weapon damage plus 15% per disease, up from 120% plus 10% per disease.
      • Improved Death Strike now increases the damage of Death Strike by 30/60/90%, up from 15/30/45%.
      • If Death Strike is used while a Blood Shield is already active, the new absorb will stack with the old one instead of replacing it.
      • Scarlet Fever now applies via Blood Plague, rather than Blood Boil.
      • Will of the Necropolis no longer refunds a Blood Rune when it resets Rune Tap's cooldown. Instead it makes the next Rune Tap free while Will of the Necropolis is active.
    • Frost
      • Chilblains now also causes Chains of Ice to root the target for 1.5/3 seconds. - Another awesome change for PvP. I'll be posting my spec soon, and it revolves around slowing/rooting type of gameplay, so this is awesome for me.
      • Howling Blast now deals 40% less damage to all targets other than the primary target of the spell. - A bit of a nerf, but honestly I was a bit sick of pulling aggro with this by sneezing on the key.
      • Hungering Cold now has a PvP duration of 8 seconds.
      • Might of the Frozen Wastes now also increases all melee damage by 4/8/12% while wielding a two-handed weapon. - I DW, so w/e. :-)
    • Unholy
      • Blightcaller (Mastery) has been redesigned and renamed Dreadblade. It increases all Shadow damage by 2.5% per point of mastery.
      • Dark Transformation now increases pet damage by 80%, down from 100%.
      • Death's Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed.
      • Desecration is now also triggered by Necrotic Strike.
      • The ratio of runic power return from Magic Suppression has been reduced by roughly one third.
      • Rage of Rivendare now increases strike damage by 12/24/36%, down from 15/30/45%.
      • Runic Corruption procs while the aura is already active now add 3 seconds to the existing aura duration, instead of simply refreshing/overwriting the existing aura.
      • Shadow Infusion now increases pet damage by 8% per stack, down from 10%.
      • Sudden Doom is now triggered only from main-hand auto attacks, and is normalized according to weapon speed rather than having a fixed percentage chance.
      • Unholy Might (passive) has been reduced to a 5% Strength increase, down from 10%.
      • Virulence has been redesigned. It now grants 10/20/30% additional disease damage. - I can see a lot of DK's speccing into this now. I'm going to have to see what I'm doing with my points, this might trigger a respec.
  • Glyphs
    • Glyph of Dark Succor (new glyph) raises the minimum healing done by Death Strike from 7% to 15% of maximum health, but only while in Unholy or Frost Presence.
    • Glyph of Death's Embrace no longer refunds Runic Power when self-healing via Lichborne.
  • Runeforging
    • Swordbreaking and Swordshattering now reduce disarm duration by 60%, up from 50%. - I still won't be using these for DPS/bursty PvP.
  • Death Knight Bug Fixes
    • Blood of the North is no longer incorrectly increasing Blood Strike damage by 10%.
    • The tooltip for Blood Presence was giving an incorrect value and has been corrected.
    • The amount of bonus damage Blood Strike was receiving per disease was inconsistent with its tooltip and has been amended.
    • Crimson Scourge will no longer proc if Blood Plague is not present on the target.
    • Death Grip has a minimum range requirement of 8 yards against players, but this was not stated in the tooltip. The tooltip has been updated.
    • Desecration should stay in place while on the Alliance Gunship in Deepholm.
    • When a character is raised as a ghoul with Raise Ally, there is no longer a considerable pause after losing control of the ghoul before being returned to the corpse or graveyard.
    • The Scourge Strike tooltip is now correctly augmented by Rage of Rivendare.
    • The shadow portion of Scourge Strike was receiving more than 10% increased damage from Frost Presence and has been corrected.
    • The shadow portion of Scourge Strike no longer incorrectly still receives a 13% spell damage increase from Earth and Moon.
    • Glyph Fixes
      • The Chains of Ice tooltip is now correctly augmented by Glyph of Chains of Ice.
      • Glyph of Raise Ally now correctly affects the risen ally's health.
      • The Vampiric Blood tooltip became awkwardly worded after applying Glyph of Vampiric Blood. We made the words less awkward.
The Take Home
Overall, I think Blizzard is still struggling a bit with the design identity of DKs. With Cata, we've just recently been shoehorned into trees, and now we should expect to see a lot of tweaking as a result. Still, I think there was a lot of good news in this patch. Blood tanks should be a bit more hardy, Frost a bit harder to kill in PvP, and Unholy a bit stronger (along with trying to make mastery relevant for this tree). I will probably be tweaking my PvP spec again before sharing it, but like I noted in the commentary, these changes play right into my hands. The fun part for me has always been being able to slow, control large groups with HB and Chillblains, while being the bane of magic casters. These changes only reinforce that while faring me a bit better against melee stunning types (Rogues).

Good stuff, and look for me to squeeze in a PvP spec while I'm updating all my 'lock guides. I don't think I'm going to get back into tanking again (recall my exit with the demise of the DW tanking), so don't expect anything there. Frost is just what I love about my DK. 'Nuff said.

No comments:

Post a Comment