1. #1

    Death Knight suggestions

    Some random suggestions I just came up with after dueling several furious geared players. Hero class bashers, please don't bother, none of these will be implemented anyways so you are wasting your time coming in here to cry about Death Knights. If, however, one, some, or all of these suggestions are retarded for some specific reason that can be articulated with words, that is fine please post. This is really intended to be about what aspects of the class I dislike most and how I would, and anyone else that posts in here, would change them.

    Talents


    Chilblains 2/2
    When your Frost Fever is dispelled there is a 100% chance that it will deal damage equal to 6/12 seconds of Frost Fever to the dispeller and slow their movement speed by 25%/50% for 8 seconds.

    (Yes, this damage would be dealt to Cleansing Totem and destroy it, yes, the snare would be a physical effect. The change to this talent in 3.2 was really stupid and pointless, the intent of its original design was to provide an undispellable snare in some form to every spec for PvP. Every class that can dispel diseases can also dispel Chains of Ice, so there is no point in taking this talent ever at any time for any aspect of the game. This change would simply make an important debuff a little bit more difficult for shamans, probably the best counter-DK healer as of this patch, to get rid of. Losing Frost fever cuts Frost spec's damage bu something close to 30%, and this simply makes it so that the spec that is most reliant on diseases has an easier time keeping it applied versus the class that has the best way to remove it. This does, however introduce some interesting counter strats, for example, abolish disease could be pre-preemptively applied before a predicted Hungering Cold in order to break the effect early and then dispel it off all the Priests partners. Something to think about.)

    Acclimation 3/3
    When you are struck by a spell, there is a 15%/30%/45% chance that you will take 3% less damage from that school of magic for 15 sec. Stacks 5 times. After gaining 5 stacks of this effect, the next spell of that school will cause you to become perfectly acclimated, completely negating the next hostile spell cast at you from that school of magic within the next 6 seconds. After gaining Perfectly Acclimated, you cannot gain Acclimation for 30 sec.
    (I hate talents and abilities that do not scale and hence get worse as you level or gear up. This is an example of a talent that is not only generally avoided right now, but will become garbage in a new expansion when the static amount of resistance offered by it becomes an obsolete value. What this change does is essentially turn the talent into an interesting mechanic that spellcasters will have to look out for in PvP, and gives one of the lesser used tanking specs a nice little mechanic. With a nifty little graphic for full acclimation, it could prove to be a nice buff, yet counterable, in PvP. Against a mindless frostbolt spamming mage, it would work wonders, yet against a competent player that recognized the effect, it could be quickly removed with an ice lance ect. and a real spell cast immediately after.)

    Vendetta->Malignancy 3/3
    Enemies infected by your Blood Plague recieve 10%/20%/30% less healing from heal-over-time effects while the disease is active.
    (Seems like every class is getting a Mortal Strike these days, and I want one too. Don't we all. What better place than in the old spot of the completely garbage talent Vendetta. Affliction Warlocks, a class with nearly infinite resources and great selfheals (though arguably not as good as Blood, but Blood also suffers from severe lack of sustainability while kited) have a unique HoT only MS effect that would make a great addition to the Blood tree, one of the more lackluster trees for PvP. The effect would be relatively low in the tree, but not top tier, so several build choices could be made for PvP depending on the comp you run. Endless Winter Unholy for threes? Or should I run an AoE pressure spec and grab Malignancy instead. That kind of thing. Adds variety and gives a very slight buff to one of the weaker PvP trees. And to be quite honest, I wouldn't be too upset if those damn Resto Druid's actually had to juke my Mind Freeze once in a while to get a casted heal off. Rolling HoTs all day is /facepalm.)

    Improved Blood Presence 2/2
    You receive 5%/10% more healing from all sources at all times. In addition, while in Blood Presence the global cooldown of your Heart Strike ability is reduced by 0.25/0.5 sec.

    (This talent has bugged me for quite some time. The 4% of damage done as healing is so insignificant that it is hardly even noticeable when running in Unholy or Frost Presence, and the 10% bonus healing taken only applies to Blood Presence. The very same Presence that you will never use in PvP because Unholy is better for Blood plain and simple (Blood spec doesn't get the almost mandatory 15% runspeed in all Presences that Unholy gets, and while it does have relatively hard hitting attacks these attacks do not hit as hard as Frost or Unholy's primary F-U strikes so fitting more of them into a small window is also a reason to use Unholy Presence) and you wont make use of the 10% healing while tanking either because you will be in Frost Presence. So what is the point of it? To recover 10% faster from being terrible and standing still on the Hodir fight? Well, this idea pretty much lets you cram more Heart Strikes into a smaller window in PvP when running in Blood Presence (if you don't need the runspeed, for example, you are fighting vs an all plate wearing comp) and lets you make use of the 10% healing while tanking.

    Blood Gorged 5/5
    Your damage is increased by 2%/4%/6%/8%/10% when the target has less health than you (as a percentage of total health). In addition, your attacks ignore up to 10% of your opponent's armor at all times.

    (This change would simply make Blood Gorged available more often in PvP. Plain and simple. However, combined with the other changes I mentioned for Blood, this might push it over the edge, Blood has reasonable burst as of right now (though I am not saying I feel happy about where DK damage is at in PvP) compared to Unholy and only DW Frost might pull ahead, but the static 75% feels kind of clunky and unusable on a talent that is really mandatory for PvP whether it was designed to be of no use in PvP or not.)



    Changes

    Glyph of Strangulate
    Your Strangulate spell now deals Shadow damage equal to one half of your attack power at the end of its duration. This damage cannot be a critical hit.
    (This damage would also not scale with any multipliers in any tree. It is basically an extra 2k+ damage at the end of strang to help get kills, because, well, healers are invincible vs any non-MS class now.)

    Dancing Rune Weapon
    -This pet will now continue to attack the target that it was initially summoned on unless the target gains complete immunity or dies, at which point the pet will attack the target of your next offensive ability. This pet will no longer attack targets based on it's own aggro table. In addition, this pet will now spawn behind the target when it is summoned.
    Having your partner CC a healer with even one tiny Hot on them, and then popping DRW on his partner, only to have your DRW spend half of its duration running at the healer and the other half of its duration breaking the CC effect is one of the reasons why Blood isnt such a good PvP spec. This needs a fix. Spawning in front of your target is annoying too, because you get all your DRW attacks parried in raids.)

    Mark of Blood
    -This effect is now physical and can no longer be dispelled.

    (Pretty self explanatory. This is a critical ability for Blood, as the spec lacks Hungering Cold, short cooldown deathgrips, pet stun, or Anti-Magic Zone to help teammates out. Having your healer get shit on by a rogue, tossing out your three minute cooldown in a split second window in between some chain CC that got thrown at you, only to have it CLoak of Shadowsed off is pretty damn annoying. The effect doesn't last very long and wont keep a target alive through two DPS attacking them, but it buys time and I think that for such a long cooldown, it is important that the ability not be countered so easily.)

    Scourge Strike
    -The damage reduction implemented in 3.2 has been reverted. Whoops, looks like we forgot about that whole "every tree has a signature F-U attack" statement we made, no more Unholy DKs using Obliterate.


    Gargoyle
    -This pet is no longer a construct and can be targetted by friendly spells and abilities.


    Glyph of Corpse Explosion
    -This glyph will now also increase the radius of the Ghoul's "Explode" ability.

    (I read the change to this glyph and thought hell yea, then I went out and tested it, standing on top of my ghoul and getting people to come just within Blood Boil range. Glyph made no difference to my pets Explode, and is still just as useless as it was before the patch. I would DEFINITELY drip a minor glyph for this if it made Gnaw+Explode easier because damn its pretty hard to pull that off as it is right now, you have to make sure you pet is not on the global cooldown too so really, the target will come out of gnaw right as the ability goes off and it only has a 5 yd range so it misses all the time when you think you did it perfectly.)

  2. #2

    Re: Death Knight suggestions

    Quote Originally Posted by elseagoat
    Scourge Strike
    -The damage reduction implemented in 3.2 has been reverted. Whoops, looks like we forgot about that whole "every tree has a signature F-U attack" statement we made, no more Unholy DKs using Obliterate.

    Shhhhhhh they're gonna nerf Obliterate if you keep this up

  3. #3

    Re: Death Knight suggestions

    /cast [target=player] Dancing Rune Weapon

    Causes the weapon to spawn on top of you and negates the attacking from the front issues in pve at least.

  4. #4

    Re: Death Knight suggestions

    I feed off your tears.

    Yum yum.
    (This signature was removed for violation of the Avatar & Signature Guidelines)

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