[Death Knight] Cataclysm Preview

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[Death Knight] Cataclysm Preview

Postby Pizbit » Thu Apr 08, 2010 6:56 pm

World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. In this preview, you'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.

New Death Knight Abilities

Outbreak (level 81): 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.

Necrotic Strike (level 83): 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 -- the burst is smaller, but a larger overall amount of healing would be required to bring the target back to full health.

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.

Dark Simulacrum (level 85): The death knight strikes a target, applying a debuff that allows the death knight to copy the opponent's next spell cast and unleash it. Unlike Spell Reflection, Dark Simulacrum does not cancel the incoming spell. In general, if you can't reflect an ability, you won't be able to copy it either.

Rune System Changes

While we're satisfied with the way the rune system works overall, we're making a few major changes to the mechanics that will ultimately help death knight players feel less constrained. Here's the rationale behind the changes, followed by an explanation of how the new system will work.

* 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'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.
* A death knight'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't have any free global cooldowns to use them. We can't grant extra resources or reduced cost, because there is no time to spend them. Missing an attack is devastating, and it's impossible to save resources for when they're most useful.
* Additionally, each individual death knight ability has a fairly low impact on its own, making it feel like most of the death knight's attacks are weak. The death knight's rotations are also more easily affected by latency or a player's timing being just a little off. At times, it feels like death knights aren't able to take advantage of their unique resource mechanic, which can diminish the fun.
* 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 "storage"), rather than six runes that go up to 100% each.
* As this is a major change to the death knight's mechanics, it will of course require us to retune many of the class'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.



Talent Changes

Next we'll outline some of the death knight talent-tree changes we're planning in Cataclysm. This list is by no means comprehensive, but it should give you a sense of how we're intending each death knight spec to perform.

* One of the biggest changes we're making is converting Blood into a dedicated tanking tree. While we feel that having three tanking trees was successful overall, it's less necessary in a world with dual-specialization. In addition, the current breakdown isn't as compatible with the Mastery-based passive talent-tree bonuses we want to add (see below). We'd rather spend time tweaking and balancing one good tanking tree rather than having a tank always wondering if they picked the "correct" tree out of three possibilities.
* 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's niche was self-healing -- fitting for a tank -- as well as strong weapon swings, which could easily be migrated to Frost and Unholy.
* 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.


Mastery Passive Talent Tree Bonuses

Blood

* Damage reduction
* Vengeance
* Healing Absorption


Healing Absorption: When you heal yourself, you'll receive an additional effect that absorbs incoming damage.

Vengeance: This new mechanic is designed to ensure that tank damage output (and therefore threat) doesn'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'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.

You only get the Vengeance bonus if you have spent the most talent points in the Blood tree, so you won'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.

Frost

* Melee damage
* Melee Haste
* Runic Power Generation


Runic Power Generation: This will function as the name implies, and the new rune system will make generating Runic Power more appealing.

Unholy

* Melee damage
* Melee and spell critical damage
* Disease Damage


Disease Damage: Unholy death knights will be able to get more out of their diseases, which are integral to the tree's play style.

We hope you enjoyed this preview, and we'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.
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Re: [Death Knight] Cataclysm Preview

Postby Pizbit » Thu Apr 08, 2010 7:53 pm

Clarifications:

1st:

[...]
Here are a few points of clarification:

* 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’t need to support Frost tanking. We’re definitely committed to making Frost work as a dual-wield tree though -- that isn’t going away.
* Outbreak is free with a 1-minute cooldown. It’s not supposed to completely replace Plague Strike and Icy Touch.
* We’re not sure how we’re 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 Presences. We might rename the presences or take some other action.


2nd:

I'll take a stab at explaining the rune mechanic. Once you see it in action, it's pretty easy to understand.

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.

In Cataclysm, when you're killing things, you use rune 1. Then any extra "red" 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.

This sounds like it will slow down DK attacks, and it will to a point. That's part of what we'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'll hit slower and harder, like a warrior, which fits a lot of player's image of a DK anyway. Dual wield will hit faster of course.

I'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't wasting future energy. That'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's the way we want DKs to play.

If that still doesn't make sense, then focus on what the experience will be, which is that you'll have more breathing room in your rotation and won't have to hit a button every single GCD. If you don't use a strike the second it's available, that's more okay because the extra tank will store extra rune resources rather than just wasting it. You'll still be hitting a lot of buttons though. We're keeping double rune strikes and Death Runes and disease multipliers and all of that. We'll have to make some changes in some abilities to accommodate the resource change, but it won't be unrecognizable to you.

We're not sure DKs even need Rune Strike any longer. If it survives, we'll turn it into an instant swing. But if we turn it into an instant swing, then it really isn't that different from existing strikes so it's possible we can just make a tanking rotation without it.
Last edited by Pizbit on Fri Apr 09, 2010 1:59 am, edited 1 time in total.
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Re: [Death Knight] Cataclysm Preview

Postby Grehn|Skipjack » Thu Apr 08, 2010 7:54 pm

I never did much like the way the Runes worked. Maybe if they get 2h Frost working I'll try the class again.
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Re: [Death Knight] Cataclysm Preview

Postby Gracerath » Fri Apr 09, 2010 12:28 am

I only want 2h frost if it played like it did back in Naxx and early Ulduar. I really hope they come up with something where you'll want to use Unholy Presence for a dps spec. I really miss 1 second gcd's.

Nothing really exciting me but the Dark Simulacrum ability sounds very interesting. I just hope there is plenty of opportunity to use it and not have it be so situational that the button is rarely pressed in pve. It will probably have great use in pvp, however.
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Re: [Death Knight] Cataclysm Preview

Postby KysenMurrin » Fri Apr 09, 2010 12:51 am

Well, this is interesting. It means you'll have a very strong opening (using all six runes), but after that you'll be regenerating runes half as often (using them all on cooldown would play like you never have more than one rune of each type, it sounds like, while delaying would result in the next rune coming off cooldown sooner). I think this and other changes could work out pretty well.
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Re: [Death Knight] Cataclysm Preview

Postby bldavis » Fri Apr 09, 2010 1:18 am

it will be interesting to see just how the rune cd's willcome into play and affect rotations, but other then that i agree with Kysen, most of the changes are going to be good.

and if they bring back 2hand Frost, ill be frost and blood then! (dont really like ghouls, not the same connection as a hunter pet or lock demon)
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Re: [Death Knight] Cataclysm Preview

Postby Pizbit » Fri Apr 09, 2010 1:50 am

Having a ghoul always did feel like a tacky afterthought.

Updated my second post with additional Blue clarification on how the new rune mechanic will work.
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Re: [Death Knight] Cataclysm Preview

Postby Shoju » Fri Apr 09, 2010 6:20 am

Hello class of burst. Let me burn all my 7 runes that I can (because they will pop one for a death rune as well) and then wait. The rune change doesn't seem very good IMO, but then, I like having a nice compact rotation. the only time I have runes open and not using them right now is when I'm reapplying diseases (thank you new icy touch) or when I'm reactivating blood runes into death runes. Other than that, I don't have too many runes just sitting there unused.
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Re: [Death Knight] Cataclysm Preview

Postby Gracerath » Fri Apr 09, 2010 6:24 am

Having a ghoul always did feel like a tacky afterthought.


No doubt. Its a DoT with a fancy graphic, as some like to say. 99% of the time, you just have your ghoul attack what you're attacking and thats all. Sure you can strategically use leap + gnaw for a ranged stun but other than that, its fairly fire and forget. I don't mind having and managing pets so much as long as its fun and useful. Currently pet talents are either a flat damage increase or survival (and no one takes ghoul frenzy). I think it might be nice to have some pet talents similar to hunters. If you crit, your pet gains/does X, X ability comes off cooldown, etc. If your pet crits, something happens, blahblahblah. If unholy is going to be the pet tree, then dear lord make the pets more fun. The only fun I get from them now is seeing what silly names I get for them and taunting my enhancement shaman friend that my ghoul has better survivability than he does.
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Re: [Death Knight] Cataclysm Preview

Postby hoho » Fri Apr 09, 2010 6:36 am

Gracerath wrote:Its a DoT with a fancy graphic, as some like to say.
Unfortunately true. I used to have immensely fun times in TBC when I used my felguard to offtank in heroics. It really felt that having your tank casters or stun melee mobs going after healers made a difference. Nowadays if I'd have my pet agro someone it would drop dead in seconds without making much of a difference :(
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Re: [Death Knight] Cataclysm Preview

Postby Grehn|Skipjack » Fri Apr 09, 2010 6:39 am

hoho wrote:
Gracerath wrote:Its a DoT with a fancy graphic, as some like to say.
Unfortunately true. I used to have immensely fun times in TBC when I used my felguard to offtank in heroics. It really felt that having your tank casters or stun melee mobs going after healers made a difference. Nowadays if I'd have my pet agro someone it would drop dead in seconds without making much of a difference :(

Or your tank would go "wtf noob turn growl off"
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Re: [Death Knight] Cataclysm Preview

Postby hoho » Fri Apr 09, 2010 7:02 am

Grehn|Skipjack wrote:Or your tank would go "wtf noob turn growl off"

Well, that depends on tank. I personally don't care much if someone has their pet accidentally tank mobs. If it dies it's their fault :P

I most brightly remember doing shattered halls with a relatively inexperienced prot warrior. He definitely didn't mind me taking care of casters and picking up stray melees :)
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Re: [Death Knight] Cataclysm Preview

Postby KysenMurrin » Fri Apr 09, 2010 8:16 am

Didn't they include a Voidwalker tanking buff in the Warlock preview? Some high threat ability and a single-target taunt, iirc. Sounds like they still want pet tanking to work on some level. But I doubt they will extend that to Death Knights, they're already a high survivability plate class. More ghoul mechanics wouldn't surprise me, though.
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Re: [Death Knight] Cataclysm Preview

Postby Grehn|Skipjack » Fri Apr 09, 2010 8:20 am

KysenMurrin wrote:Didn't they include a Voidwalker tanking buff in the Warlock preview? Some high threat ability and a single-target taunt, iirc. Sounds like they still want pet tanking to work on some level. But I doubt they will extend that to Death Knights, they're already a high survivability plate class. More ghoul mechanics wouldn't surprise me, though.

I believe they're making the VW's current single target threat generator an AoE threat generator, and it's current AoE taunt spell a single target taunt. I'll have to reread to make sure.
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Re: [Death Knight] Cataclysm Preview

Postby KysenMurrin » Fri Apr 09, 2010 8:22 am

Ah, okay. I'm not familiar with Warlock pets, so I didn't know.
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