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  1. #1

    Design your own DK skills

    If DK's are to recieve anynew skills in WoD, then what would you want to see?
    Frost and blood (blood seems soo reduced in WoD) especially both have very few skills, and could definitly need some more.
    I would like some of these skills:

    Frost:

    Glacier Burst (making up for the loss of Death Coil, which was a quite big nerf in pvp)
    30 runic power
    30 yards
    Blasting the target with ice, dealing x frost damage.

    Deathchill (return of an old skill, but redesigned)
    30 sec CD
    Empowers your next frost-skill with icy magic, making it free of cost and causing additional effects:
    - Chains of Ice reduces the targets movement speed by 80% and roots the target for an additional 2 sec if you have the Chillblains talent
    - Howling Blast deals primary-target damage too all enemies around as well
    - Icy Touch dispells an additional 3 effects (if glyphed)
    - Frost Strike causes a debuff that gives the next skill used by the target an additional 5 sec CD

    Shattering Thrust
    20 runic power
    10 sec CD
    A vicious strike that does 250% weapon damage (based on current values) as Frost to the enemy and shatters one damage-absorbing effect on the target (power word: shield, pala mastery, AMS, ice barrier etc.). This skill cannot be parried, dodged or blocked (similar to WotLK Frost Strike).


    Unholy
    Unholy doesn't need much. But would love to see Locust Swarm given to unholy. Unholy Blight should also be removed and replaced by something else, simply because it's not as good as Plague Leech and Plaguebearer.

    Locust Swarm
    45 sec CD
    1 unholy
    Creates a swarm of angry locusts that bite and tear at nearby enemy units, dealing plague-damage to all enemies within 10 yards for 10 sec.


    Blood
    Blood loses soo many defining skills in WoD. Something must be given them in return:

    Impale (from WC3 Crypt Lord)
    30 sec CD
    30 runic power
    Slams the ground with massive force, shooting spiked tendrils out in a straight line, dealing x damage and hurling enemy ground units into the air in their wake.

    Cardiovascular Boost
    30 sec CD
    1 blood
    Boosts your cardiovascular circulation, casuing nutrients, oxygen and carbon-dioxide to reach their destination much faster, restoring 5% health per sec and increases energy-regeneration by 500% for 15 sec.

    Heart Strike returned
    Is now a strong single-target (and two targets) skill just like it used to be. Only hits a secondary target if it is infected by diseases.

  2. #2
    Quote Originally Posted by Wrien View Post
    Cardiovascular Boost
    30 sec CD
    1 blood
    Boosts your cardiovascular circulation, casuing nutrients, oxygen and carbon-dioxide to reach their destination much faster, restoring 5% health per sec and increases energy-regeneration by 500% for 15 sec.
    That is OP. Let it heal like 1% every second or make it shorter (or both). Cut away the regeneration part.
    Nomi Solo - 70 DK soloing

  3. #3
    Deleted
    Quote Originally Posted by Wrien View Post
    Frost and blood (blood seems soo reduced in WoD) especially both have very few skills, and could definitly need some more
    Where do you get the idea that blood doesn't have enough abilities?
    I agree on Frost, but this thread won't help that one bit, since this is exactly the kind of threads every dev would ignore.

    Glacier Burst (making up for the loss of Death Coil, which was a quite big nerf in pvp)
    Everyone got nerfed in pvp. Doesn't mean Frost dks need something to make up for that.

    Deathchill (return of an old skill, but redesigned)
    While I won't neccessarily agree with the exact way you proposed it should function, this is an ability I'd like to have back.

    Shattering Thrust
    Completely OP in PvP, don't see the point of it for PvE

    Locust Swarm
    Doesn't sound like a fun ability to me, also don't see the point of it.

    Blood
    Blood loses soo many defining skills in WoD. Something must be given them in return:
    You completely ignore the fact that rotational abilities aren't only what defines a tank. Blood DKs still got more flavor than most other classes
    .
    Impale (from WC3 Crypt Lord)
    RP cost seems weird, otherwise sounds like a fun ability

    Cardiovascular Boost
    Why not give them Fury of Frostmourn? That is so incredibly, ridiculously OP I don't know how you could even come up with something like that. Plus the whole idea of it sounds like something that doesn't belong to dks at all.

    Heart Strike returned
    Why? What does it add to our gameplay? What flavor does it bring? There is nothing to like about HS apart from it always being part of the dk.

  4. #4
    Cardiovascular Boost was a joke :P



    Why? What does it add to our gameplay? What flavor does it bring? There is nothing to like about HS apart from it always being part of the dk.
    Because blood has soo few unique skills now. UH and Frost have Pestilence and Death Strike, unholy has Death Coil. What unique damage skill does blood have now?

    Everyone got nerfed in pvp. Doesn't mean Frost dks need something to make up for that.
    Frost is underperforming in pvp and needs a boost.

  5. #5
    But you realize frost is ONLY under performing because blood presence in pvp right ?

    That is literally the only reason

    - - - Updated - - -

    Here is my stupid ideas, mainly for frost.

    General
    Chains of Ice is only available to blood and unholy death knights, no longer has a cost, but has a 5 second cooldown
    Icy touch is only avaialble to frost death knights, no longer has a cost, and has a 25 second cooldown
    Glyph of icy touch is renamed (x) and now applys to chains of ice and obliterate (obliterate now dispels 2 magical effects)
    Plague strike is removed
    Outbreak is removed
    Strangulate no longer cost a blood rune
    Blood plague is only available to unholy and blood death knights.
    Frost fever is only availble to frost death knights.
    (Thought about it) Necrotic strike now cost unholy runes once again
    Duration of both frost fever and blood plague are reduced to 20 seconds
    Death strike now has a 25 second cooldown for frost and unholy, and no longer has a rune cost.


    Frost
    Frost strike-Instantly strike the enemy, causing x% weapon damage as Frost damage. This attack will always deal a critical strike and critcal strike rating increases its damage.

    Killing Machine-Your sucessful frost strikes have a chance to grant a free Obliterate or howling blast.Stacks 2 times

    Rime -Your Obliterate and howling blast have a 20% chance to reset the cooldown of icy touch

    Icy Touch-30 yd range-25 second cooldown-Chills the target for x Frost damage. This attack will always deal a critical strike and critcal strike rating icnreases its damage. Also infects them with Empowered Frost Fever, a disease that deals high periodic frost damage every 1 for 6 sec, and increases damage done to that target by 20%. think devouring plague of sorts

    Chill-passive Damage from your frost strike, deathchill, obliterate, icy touch, and howling blast slow the targets movement speed by 50% for 2.5 seconds. If the effect is caused by icy touch, the chill effect will last 10 seconds

    Deathchill-1 unholy rune-40 yard range of the death knight- Instantly causes x damage to all targets afflicted with frost fever or necrotic plague replaces death and decay

    Unholy

    Epidemic- Deals x Shadow damage to all enemies within 10 yards, and spreads an existing Blood Plague or necrotic plague to all targets hit. In addition all secondary targets receive y% more damage taken from blood plague or necrotic plague by z% for v seconds. Cost 1 blood 1 frost rune. Replaces pestilence

    Scourge strike- An unholy strike that deals 65% of weapon damage as Physical damage, and 35% of weapon damage as Shadow damage. Also applies blood plague or necrotic plague

    Sudden doom- Your blood plague ticks and necrotic plague ticks have a chance to cause your next Death Coil to consume no Runic Power. This chance is reduced against multiple targets

    Blood

    Heart strike- Vicious strike that deals x% weapon damage and increases the damage done by your next death strike by y%. Stacks 2 times. Applies blood plague

    Crimson scourge- Increases the damage dealt by your Pestilence by 50%, and the damage of your diseases by 30%. Your blood plague or necrotic plague ticks have a chance that your next Pestilence. This chance is reduced against multiple targets

    Blood rites - Whenever you hit with Pestilence, blood nova or heart strike, Your Blood runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.

    Blood nova-20 yard range- Instantly causes massive x shadow damage to all targets within 15 yards of the target and inflicts them with blood plague or necrotic plague. 1 blood rune. 12 second cooldown Replaces death and decay

    Chillblains talent now has a different effect for each spec.

    Frost- Increases the duration of chill to 8 seconds, and causes icy touch to root the target for 4 seconds.

    Unholy- Scourge, Festering and Necrotic Strikes defile the ground within 7 yards of your target. Enemies in the area are slowed by 50% while standing on the unholy ground. . Lasts 10 sec.

    Blood- Your heart strikes and pestilence hits now slow the enemies movement speed by 30% , stacking 2 times. Last 6 seconds

    New 100 talent, Damned Domination

    Unholy- Crazed transformation- Your ghoul is now always transformed ( with the bonus abilities) , but can still benefit from dark transformation (Unholy frenzy animation) and shadow infusion. Shadow infusion grants your ghoul 25% bonus damage per stack. Dark transformation consume 5 charges of Shadow Infusion to increase your ghouls damage by 250% damage for 30 seconds. (Placeholder numbers)

    Frost-(mione) Summons A skeletal mage who spams blightbolt on a targets for frost damage that scales with mastery. When the AI sees 2 or more targets together, will press frost nova instead, dealing frost damage to all nearby targets. 2 charges. 30 second recharge. Each Sketalal mage last 15 seconds.

    Blood- Your auto attacks have a change to spawn a blood worm, who will attack your target and heal the death knight for x% of the damage done. Each blood worm last 10 seconds. Maximum 3 blood worms. All blood worms despawn when out of combat for more than 3 seconds.
    Last edited by Challenge; 2014-05-29 at 06:17 PM.

  6. #6
    Deleted
    Quote Originally Posted by Challenge View Post
    Here is my stupid ideas, mainly for frost.
    The frost ideas are really well thought through, I like them.

    Well, guess I'll give it a try too.

    Frost:
    KM: Your successful FS grant you a stack of KM. At 10 Stacks, OB and HB will deal 100% additional damage for 5s.
    Rime: Your successful OB have a 20% chance of resetting the cd on Glacier Strike.
    Deathchill: 30s cd, no cost: for 3s, FS will grant 2 stacks of KM.
    Raise Dead: Summon a skeletal mage to shoot frostbolts at your target, dealing X damage (affected by mastery)
    Glacier Strike: 20s cd, 2frost: Imbue your runeweapon with the cold of death and strike at the target, dealing X frost damage and increase your frost damage dealt by 30% for 10s. Stacks 2 times.

    Blood:
    HS: 1Blood, 10s cd: Deals X damage and causes your diseases to erupt, dealing 30% of their total damage. Also weakens the enemys strikes, reducing his physical damage dealt to you by 10% for 5s.
    Bloodworms: 2min cd, no cost: Spawn 4 bloodworms that will gorge on the blood of your enemy. After 10s they will burst, healing all allies by X.
    Mark of Blood: 2min cd, 1blood: Marks an enemy with the mark of blood, causing his attacks to heal his target for X for 10s.

  7. #7
    Good ideas.. But this is a "Design your own DKskills" thread, not a "redisign DK" thread :P
    Try to stay closer to topic

  8. #8
    Quote Originally Posted by Wrien View Post
    Good ideas.. But this is a "Design your own DKskills" thread, not a "redisign DK" thread :P
    Try to stay closer to topic
    I did create some. Not like it matters that much either way.

    New tier 55: Aoe Tier

    Unholy Blight- Surrounds the Death Knight with a vile swarm of unholy insects for 10 sec, stinging all enemies within 10 yards every 1 sec dealing X massive shadowfrost damage and inflicting blood plague, necrotic plague, or frost fever. 1.5 second Cooldown.(Think bladestorm ish)

    Heart of darkness- Empowers one of your existing moves

    (My idea of icy touch and heart strike from above)

    Frost-Your icy touch will now hit 3 nearby targets instead of one ( and apply the empower frost fever on each)
    Unholy- Your death coil now hits an additioanl nearby enemy (does not trigger talents twice)
    Blood- Your heart strike will now hit 2 additional nearby enemy. (instantly grants a stack per target hit, cap still 2)

    Breath of Sindragosa- 30 runic power-Deal x Shadowfrost damage to enemies in a cone in front of you within 12 yards. Can trigger(from my ideas) killng machine, shadow infusion, and crimson blood. (Slightly different)

  9. #9
    Dreadlord Enfilade's Avatar
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    Frost Storm- A vicious area-of-effect attack that deals X% weapon damage as Frost damage to all targets within Y yards. Costs 25 Runic Power.

    AoE Runic Power dump for Frost.

    Edit: I don't like Sindragosa's Breath.

  10. #10
    That sounds a lot like a frost Divine storm sir.
    Last edited by Challenge; 2014-05-29 at 11:04 PM.

  11. #11
    Dreadlord Enfilade's Avatar
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    Quote Originally Posted by Challenge View Post
    That sounds a lot like a frost Divine storm sir.
    That's the point. No need for anything involved. Just another ability to press during AoE phases since it feels bad to use Frost Strike during AoE, specifically during Garrosh.

  12. #12
    6 Second Rule

    Spell Name: Walking Death
    Instant Spell
    1 Death Rune
    Range 30 yards
    If victim dies with Walking Dead Buff after 6 seconds a Zombie Corpse will arise to fight for you.

  13. #13
    Quote Originally Posted by Enfilade View Post
    That's the point. No need for anything involved. Just another ability to press during AoE phases since it feels bad to use Frost Strike during AoE, specifically during Garrosh.
    That's boring. Very boring.

  14. #14
    Banned Rorke's Avatar
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    But you realize frost is ONLY under performing because blood presence in pvp right ?

    That is literally the only reason
    No it under performs in pvp because its fucking locked to using only two death runes which means it's less effective with Necrotic Strike. Everything about this class being viable in pvp is how well Necrotic Strike is. Unholy has better Death Rune management, therefore it can use Necrotic Strike better. Unholy also has a baseline Stun, something that Frost will never get because it's completely locked into pve oblivion.

    They took out every single defensive ability from Frost (and Unholy) and either threw it in that shithole of a system they call a "talent tree" or "glyphs" or just outright removed them or gave them to a different class (Blinding Light). Both fucking specs have the same survivability, same utility, just different ways to deal damage. I don't want to hear how "Frost DK's are squishy" WHEN UNHOLY HAS LITERALLY THE SAME FUCKING SURVIVABILITY TOOLS BECAUSE OF THIS SHITTY TALENT SYSTEM.

    I don't know why you people are wasting your time making utility/defensive abilities for individual specs when the current talent system goes completely against it. This is like with Fury/Arms Warriors. There's no difference between the DPS specs other than the pve rotation and all of the utility is just thrown into the talent trees. Spec individuality died with the release of MoP.

  15. #15
    No. Simply no. (Regarding frost pvp, spec identity is very watered down)

    There is a reason frost is viable in rbgs ( even though unholy is better most maps due to unholy might buff) and not in arena. And it's not howling blast's damage.

  16. #16
    Banned Rorke's Avatar
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    I don't give a shit about RBG's, arena's is the real way to tell how viable a spec is. Fact is, Frost sucks in PvP because it doesn't have the rune control to use Necrotic Strike and is throttled to fucking Obliterate which costs too many runes. Just imagine if Festering Strike dealt a retarded amount of damage but didn't create death runes after its use... well that's basically what Obliterate does.

    When you play Frost in PvP, using Icy Touch, Plague Strike, Ice of Chains, Howling Blast is a huge burden towards damage because you're essentially wasting Obliterates. The only reason people play Frost in RBG's is because its a gimmick spec for damage. If Might of the Frozen Wastes didn't exist, the spec wouldn't be viable. Take a look at Dual Wield Frost real quick and check how viable that is. Frost DK's are basically Arms Warriors with higher sustained damage, but no utility, no defense and no team mate support. Might of the frozen Wastes and Seasoned Soldier are basically identical.

    Frost has a very strict resource system because the spec is completely tied to PvE. Everything is completely structured with Frost, there's no real way to improvise with it. When they design Frost, they don't fucking even think about pvp for this spec. If they did, Frost would have Unbreakable Armor, a baseline stun, magical protection and Hungering Cold.

    Woops, I forgot that anything that's not damage related isn't allowed to be passive for specs individually.

  17. #17
    Frost can literally ignore necrotic strike. It doesn't have the strength modifers unholy has to make it work, regardless of death rune management. Unholy sacrifices minimal damage to pump necrotic strike (scourge strike is a tickle currently) vs obliterate as frost, which will almost always crits for very large damage 110k full prideful.

    And in today's meta, frost will suffer in arena to multiple problems. Some are.

    Blood presence hurts frost damage ALOT more than unholy, which is Essential to pvp survivabily in mop
    Unholy relies on pets, and diseases vs frost relys on strikes. With the amount of CC uptime is just not that high for a dk.
    Conversion hurts frost more, due to more reliance on runic power for damage

    Not really worth arguing about it though.

    - - - Updated - - -

    Frost needs about a big an overhaul as balance did at this point IMO.

  18. #18
    Banned Rorke's Avatar
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    Frost can literally ignore necrotic strike. It doesn't have the strength modifers unholy has to make it work, regardless of death rune management. Unholy sacrifices minimal damage to pump necrotic strike (scourge strike is a tickle currently) vs obliterate as frost, which will almost always crits for very large damage 110k full prideful.
    No it can't. The only way for Frost to kill any healer is to weave in Obliterates with Necrotic Strike. Unfortunately, its next impossible to do because using anything else fucks up the entire resource system. Frost is literally forced into Plague Leech because of this.

    Blood presence hurts frost damage ALOT more than unholy, which is Essential to pvp survivabily in mop
    Unholy relies on pets, and diseases vs frost's strike. With the amount of CC uptime is just not that high for a dk.
    Conversion hurts frost more, due to more reliance on runic power for damage
    Yes and I love how sitting in a tank presence is just a common way to play this shitty designed class. That's another issue for another day though.

    Unholy doesn't rely on the pet outside of the stun and immobilize effect. The passive damage is next to none. I agree that Frost Strike holds Frost back because it has to be in melee range, but it can always spend runic power on death coil if you're capped.

    Conversion hurts Frost more, yes. But that has nothing to do with Blood Presence. You're starting to list more reasons why the spec sucks when originally you stated the only reason it sucks is because of "DK's being forced to sit in Blood Presence"

    I'll add more reason it sucks too;

    *Blood of the North forces the spec into two Death Runes only. The spec has no other ways outside of Blood Tap to generate additional death runes outside of the two permanent ones. This means the spec cannot use Icy Touch, Plague Strike, Howling Blast, Blood Boil, Pestilence freely as they ruin its resource mechanic to use Obliterate.

    *The spec is completely tied to Obliterate and Killing Machine. It has no flow. Arms Warriors are designed very similar to Frost DK's except Arms has no strict resource system. Every single gcd of uptime the Warrior has on a target is a flow of consistent retarded damage. On the other hand, Frost DK's have spikey inconsistent retarded damage thanks to its strict rune set up, Obliterate and Killing Machine.

    As I've stated 100 times already the spec is just locked to a raid environment. That is it's real natural habitat.

    Not really worth arguing about it though.
    It is when you make a silly claim.

  19. #19
    Deleted
    Let's put the swearing and arguing aside and continue that in the WoD DK changes thread (not the swearing though, that doesn't help anybody and just makes you look like somebody who doesn't have a clue what he's talking about and no interest in a real discussion) and get back to topic.

    Frost:
    Frozen runeblade: 45s cd, 1 frost: Imbue your runeweapon with frost for 10s, causing your auto attacks to drain the heat out of your targets body, dealing X shadow damage, reducing their attack and movement speed by 5% and increasing yours by 5% (stacks), lasting 10s.

    Blood:
    Blood Mirror: 1min cd, no cost: Marks an enemy with for 10s. If you cast Blood Mirror on second target within 10s, these targets will be linked, splitting all damage taken evenly between them for 20s. You generate 100% additional threat against targets affected by Blood Mirror.

  20. #20
    Agreed

    Talent

    Blood- overflow- your icebound fortitude reduces damage taken an additional 40%. Passively receive 20 more healing from others.

    Unholy- Impure skin- Reduces the cool down icebound fortitude by 1.5 minutes. Passively take 20%less direct spell damage and 10% direct physical damage

    Frost- hollow core- Reduces the cool down of icebound fortitude by 1.5 minutes. Passively reduces the duration of periodic harmful effects 30% and reduces period damage taken 40%

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