Design updated 5-19-13 (Page 4 / Post 64 & 70)
I have taken some of the constructive criticism of my first design and implemented a few changes. Thank you to everyone who participated in the last thread. And as always, I would love any feedback you have on this particular design. The talent grid accompanying this design can be found at the link below:
http://mop-talent-grid-maker.appspot...&gridId=586002
It is my opinion that we need to redefine the purpose and function of Death Runes. The idea is for each spec to have access to 2 permanent Death Runes to compliment 4 spec-specific runes. Blood spec would have access to DD-BB-BB. Frost would be DD-FF-FF. And Unholy would be DD-UU-UU. But.....Death Runes would only be usable with specific abilities that cost Death Runes.
This accomplishes quite a few things. Our rune system would be much more visually organized. There would be more abilities that cost Death Runes. But, our ability usage would actually flow much better. The clunky rune problems of Unholy would be remedied (Rune isolation and ridiculous AOE ramp up time). And the general whack-a-mole feel of Frost would be improved. Furthermore, this change to Death Runes allows us to have a real choice in our rune regeneration talent tier. Although Runic Conversion might be a very enticing choice for PvP or tanking, Runic Empowerment and Runic Corruption would be equally competitive, allowing two distinctly different game styles. And that's because all runes would now play an important part. Below is an example of how our current abilities would fit with the new system.
BLOOD
-----------OR-----------
1 Blood Rune - Blood Strike - (Applies Blood Plague)
2 Blood Rune - Heart Strike - (Single Target Strike)
1 Blood Rune - Blood Boil - (AOE + Spreads Blood Plague)
1 Blood Rune - Rune Tap
1 Blood Rune - Dancing Rune Weapon
30 Runic Power - Death Coil
25 Runic Power - Massacre - (Cleave Ability) (Functions like current Heart Strike)
1 Death Rune - Death Strike - (Blood Shield Mechanic with Self Heal)
1 Death Rune - Death Siphon
1 Death Rune - Necrotic Strike
1 Death Rune - Army of the Dead - (Channel time reduced significantly)
1 Death Rune - Rune Strike - (Starter strike)
FROST
-----------OR-----------
1 Frost Rune - Icy Touch - (Applies Frost Fever) (Procs Rime) (First priority and main ability for Frost runes)
1 Frost Rune - Howling Blast - (Applies Frost Fever)
2 Frost Rune - Frost Strike - (Consumes Rime)
1 Frost Rune - Pillar of Frost
30 Runic Power - Death Coil
20 Runic Power - Obliterate - (Consumes Killing Machine)
1 Death Rune - Vanquish - (Execute Ability) (Shadowfrost Damage) (Double damage to targets below 25% Health) (Consumes Killing Machine)
1 Death Rune - Deathchill - (AOE ability) (Damage to all who stands in the affected area) (Frosty Desecration)
1 Death Rune - Death Siphon
1 Death Rune - Necrotic Strike
1 Death Rune - Army of the Dead - (Channel time reduced significantly)
1 Death Rune - Rune Strike - (Starter strike)
UNHOLY
-----------OR-----------
1 Unholy Rune - Plague Strike - (Applies Frost Fever and Blood Plague)
1 Unholy Rune - Scourge Strike
1 Unholy Rune - Soul Reaper - (Delayed damage would activate after 3 seconds instead of 5)
2 Unholy Rune - Shadow Slash - (3 Target Cleave Ability) (Weapon strike, but full Shadow Damage)
1 Unholy Rune - Dark Transformation - (30 second cooldown, 15 second duration) (SI damage built into DT)
30 Runic Power - Death Coil
10 Runic Power - Pestilence - (Spreads diseases and activates Wandering Plague)
1 Death Rune - Festering Strike
1 Death Rune - Death and Decay
1 Death Rune - Death Siphon
1 Death Rune - Necrotic Strike
1 Death Rune - Army of the Dead - (Channel time reduced significantly)
1 Death Rune - Rune Strike - (Starter strike)
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NOTES:
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~ We need more Death in Death Knight!
~ Death Runes would only be usable with abilities that cost a Death Rune.
~ Blood would only have access to Blood Plague and Frost would only have access to Frost Fever. Unholy, being the master of diseases, would have access to both.
~ Blood Strike would now apply Blood Plague.
~ A majority of Unholy's AOE would be from their diseases + Wandering Plague. Potent enough.
~ Only Frost would have access to Icy Touch; Therefore, the Glyph of Icy Touch would be removed from the game for balance reasons.
~ The talent Chilblains would be removed from the game. A new glyph would be implemented (Glyph of Disease?); This new glyph would cause any target affected by any of our diseases to be slowed by 50%.
~ Chains of Ice would be moved into the talent grid, altered slightly and renamed Chains of Death. Each spec would apply their spec-specific disease(s) with this ability.
~ Lichborne would no longer work as a self-healing mechanic.
~ Purgatory and Gorefiends's Grasp would be baseline for Blood spec.
~ New raid cooldown in the form of AMZ, but on the same tier as Bone Shield. Very useful choices.
~ The duration of our diseases might need to be backed down to 20 seconds in this specific model.
~ Horn of Winter would no longer grant Runic Power. We are Death Knights. Not Bards. Fire and forget for 5 minutes.
~ A few new abilities. Shiny.
~ Frost ability damage heiarchy on a single target: Vanquish(ExecuteRange) > Obliterate > Frost Strike > Icy Touch > Howling Blast > Vanquish