Updated 5/23
This will be my third and final redesign idea for Death Knights. This specific design revolves around three large changes to the current live design:
1. All runes would start to regenerate immediately after they have been used. No more half-pair regeneration.
2. Runic Corruption would be the baseline rune mechanic. Runic Empowerment and the current Blood Tap as we know them would no longer be available. The proc chance of RC might need to be lowered to the 25-30% range. This might make it feel more like a bonus rather than a necessity.
3. A new ability tentatively called Death Tap would be implemented for all specs. This ability would activate and transform both spec-specific runes into Death runes. It would have either a 30 second or 1 minute cooldown. This would work very similar to our original 'Blood Tap' ability back in WotLK.
Below is an example of how our current abilities would fit with the new system. And here is the link to the accompanying Talent Grid:
http://mop-talent-grid-maker.appspot...&gridId=600001
BLOOD
1 Blood Rune - Blood Strike - (Applies Blood Plague)
1 Blood Rune - Heart Strike - (Single Target Strike)
1 Blood Rune - Blood Boil - (AOE + Spreads Blood Plague)
1 Blood Rune - Rune Tap
1 F / 1 U - Death Strike - (Blood Shield Mechanic with Self Heal)
2 Death Rune - Death Siphon - (Small heal baseline) (Increased healing through Talent Grid)
2 Death Rune - Necrotic Strike - (Damage and healing absorption adjusted)
30 Runic Power - Death Coil
25 Runic Power - Rune Strike
25 Runic Power - Massacre - (Cleave Ability) (Functions like current Heart Strike)
FREE of Cost - Dancing Rune Weapon
FREE of Cost - Death and Decay
FREE of Cost - Army of the Dead - (Channel time reduced significantly)
FREE of Cost - Strangulate
FROST
1 Frost Rune - Icy Touch - (Applies Frost Fever) (Consumes Rime)
1 Frost Rune - Howling Blast - (Applies Frost Fever) (Consumes Rime)
2 Frost Rune - Death Chill - (AOE ability, details below) (Frost Damage) (Consumes Rime) (Consumes Killing Machine)
2 Blood Rune - Obliterate - (Procs Rime)
2 Unholy Rune - Vanquish - (Single Target Strike) (Shadowfrost Damage) (Double damage to targets below 35% Health)
2 Death Rune - Death Siphon - (Small heal baseline) (Increased healing through Talent Grid)
2 Death Rune - Necrotic Strike - (Damage and healing absorption adjusted)
30 Runic Power - Death Coil
20 Runic Power - Frost Strike - (Consumes Killing Machine)
FREE of Cost - Pillar of Frost
FREE of Cost - Death and Decay
FREE of Cost - Army of the Dead - (Channel time reduced significantly)
FREE of Cost - Strangulate
UNHOLY
1 Unholy Rune - Plague Strike - (Applies Frost Fever and Blood Plague)
1 Unholy Rune - Soul Reaper - (Delayed damage would activate after 3 seconds instead of 5)
2 Unholy Rune - Scourge Strike
1 Unholy Rune - Dark Transformation - (30 second cooldown, 15 second duration) (SI damage built into DT)
1 B / 1 F - Festering Strike
1 B / 1 F - Shadow Slash - (3 Target Cleave Ability) (Weapon strike, but full Shadowfrost Damage)
2 Death Rune - Death Siphon - (Small heal baseline) (Increased healing through Talent Grid)
2 Death Rune - Necrotic Strike - (Damage and healing absorption adjusted)
30 Runic Power - Death Coil
20 Runic Power - Pestilence - (Spreads diseases and activates Wandering Plague)
FREE of Cost - Death and Decay
FREE of Cost - Army of the Dead - (Channel time reduced significantly)
FREE of Cost - Strangulate
IMPORTANT NOTES:
~ Frost would no longer have permanent Death runes. They would have Blood runes baseline just like the other two specs. Obliterate and Vanquish would both create Death runes.
~ The idea with Frost is for Obliterate to be used on Death runes while the target is above 35% health. When you enter your execute range, Vanquish becomes the priority. And if it's a multiple target situation, then Death Chill takes priority. Obliterate and Vanquish would both hit hard and for a similar amount. The big difference is the fact that Vanquish would be Shadowfrost damage and Obliterate procs Rime. The priority for Rime would be Death Chill, unless you need to spread Frost Fever right away, and then you would use Howling Blast, unless using an AOE ability is a liability. In that case you have Icy Touch. Killing Machine would be best used on Death Chill. Frost Strike would be the more readily available secondary priority.
~ Death Chill: I'm not for sure how this ability should work. It needs to be different than Howling Blast, but yet bring the cool factor. Maybe the Death Knight would extend his/her rune sword out to pierce the chest of their target causing an explosive wave of Frost damage to all targets within a certain radius. It could then be based on weapon damage, which would mean it would scale well. That would keep the status quo with Killing Machine usage stable throughout a whole expansion since Death Chill would compete with Frost Strike. Another idea is to rename the ability Frost Storm or Ice Storm and have it play out like a frosty version of the Paladin's Divine Storm ability. Either way works for me.
~ The idea with Unholy is for Scourge Strike to be used on Death runes unless it's a multiple target situation; Then Shadow Slash would take priority. Both Festering Strike and Shadow Slash would create Death runes.
~ 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 for Blood spec.
~ Icy Touch, Plague Strike and Blood Strike would not apply any disease(s) right out of the box. That function would be available early in the leveling process and would be specific to each spec.
~ A majority of Unholy's AOE would be from their diseases + Wandering Plague. Potent enough. In fact, this might need to be watered down from the full effect that once was the original Wandering Plague. Maybe 50% of a diseases damage to all targets within 8 yards instead of 100%.
~ 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.
~ 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.
~ My Tier 1 talents are a work in progress. Not sure if the secondary functions of those talents will allow the tier to be balanced and offer true choice.