The following is a Patch note compilation that would make me cream myself. Obviously many of these ideas are imbalanced, overpowered, ect, but who cares. None of these are real, they are just for fun. Feel free to give input or your own suggestions.
http://war-tools.com/t65965.html
I have moved talents as I deemed appropriate to allow for the creation of PvP and PvE builds at 80 and 85 with appropriate tradeoffs. So you can get a reasonable build with everything you might want, but not without sacrificing damage talents for example if you wanted a PvP build.
Blood
• Death Rune Mastery: This talent no longer affects Obliterate.
• Vendetta: Removed.
• *New Talent* Blood Burst: Deals 443 Bleed damage instantly at max rank. Critical strikes with this ability refresh 1 Blood Rune.
• Mark of Blood: This ability has been moved to tier 7 and redesigned. When cast on a friendly player, they will be healed for 4% of their maximum health when they deal damage to an enemy, lasting for 20 hits or 20 seconds. Cannot be cast on self and can no longer be dispelled.
• Improved Blood Presence: Redesigned. Now provides 5/10% additional healing received in any presence, and causes Blood Strikes and Heart Strikes in Blood Presence to ignore 5/10% of enemy armor.
• Bloodworms: Removed.
• Improved Death Strike: Redesigned. Renamed to Morbid Feast, no longer increases damage done by Death Strike. Increases healing received by Death Strike by 25/50% and causes Death Strikes to summon 1/2 Blood Worms, a maximum of 4 Bloodworms can be active at one time.
• Vampiric Blood: Now costs 15 runic power instead of 1 Blood Rune.
• Heart Strike: This ability will now deal 50% of the damage dealt to the primary target to the secondary target. The damage dealt to the primary target will no longer be considered area-of-effect damage; this ability will function similar to Sweeping Strikes or Blade Flurry.
• Blood Gorged: This talent will now provide the percentage damage bonus based on the target’s percentage of maximum health relative to the Death Knight’s, similar to Prey on the Weak.
• Dancing Rune Weapon: This pet now lasts for 15 seconds and may be controlled using the standard pet interface. The pet will still mimic Death Knight attacks for 50% reduced damage. This will allow the player full control of the pet without the pet obeying its own agro tables.
Frost
• Chilblains: Redesigned. Now increases Frost Fever damage by 10/20% and deals Frost damage to any player that dispels Frost Fever, also afflicting them with an undispellable 50% snare for 8 sec. This effect can only occur once per 8 sec.
• Hungering Cold: Renamed to Icy Tomb and redesigned. This ability now encases all enemies in a targeted 8 yd radius in ice, preventing any action for 10 sec and applying Frost Fever. Any damage other than diseases will break the effect.
• Threat of Thassarian: No longer effects Plague Strike and Death Strike.
• Unbreakable Armor: Now also renders the Death Knight immune to critical strikes and costs 15 runic power instead of 1 Frost Rune.
• Acclimation: Redesigned. Now provides a 1-2% reduction in spell damage taken from a particular school after being hit with a spell. Stacks 5 times. After 5 stacks, the next spell hit from that school against you will have a 50-100% chance to remove all stacks of acclimation and cause you to become immune to the next spell from that school for 6 sec.
Unholy
• Blood Plague: This disease will now also heal the Death Knight for 100% of the damage dealt, but this heal may only occur once per 2 sec to prevent large amounts of healing through Pestilence.
• Virulence: Redesigned. Now provides 1/2/3% spell hit and causes targets to be afflicted with Fevered Recovery when Frost Fever, Crypt Fever, Blood Plague, or Ebon Plague are dispelled. Stacks 3 times, lasts 10 sec. Fevered Recovery counts as a disease, but cannot be dispelled, and one stack is removed each time Frost Fever, Crypt Fever, Blood Plague, or Ebon Plague are applied.
• Corpse Explosion: When cast on player summoned ghouls, the ghoul will no longer cast Explode. Now applies a 3 second debuff when cast on player summoned ghouls. The ghoul will explode when this debuff ends, dealing 25% of its maximum health as Shadow damage to all enemies within 10 yds.
• Unholy Blight: Redesigned. Now increases damage dealt by diseases by 10% and causes victims of your Scourge Strike ability to be surrounded by a swarm of unholy insects, dealing 15% of the damage dealt by your Scourge Strike over 10 sec. This damage accumulates like Deep Wounds or Ignite.
• Ghoul Frenzy: Redesigned. This talent is now a passive effect that heals your summoned ghoul for 120% of the damage dealt by Claw and provides 15% haste at all times.
• Bone Shield: This ability now costs 15 runic power instead of 1 Unholy Rune.
• Scourge Strike: Redesigned. Now deals 45% of weapon damage plus 357 as Shadow damage, increased by 11% per each disease on the target. Also reduces periodic healing done to the target by 15% for 12 sec.
Glyphs
• Glyph of Death Strike: Renamed to Glyph of Worms. Now increases the damage dealt by your Bloodworms by 50%.
*Notes*
-The Virulence and Chilblains changes are aimed at fixing DK reliance on diseases in a PvP environment without nerfing Shamans or Priests, functioning in conjunction with the dispel rework suggested in this thread: http://www.mmo-champion.com/general-...-in-cataclysm/
-The lowering of Death Strike damage is done so that Heart Strike can gain something through a more useful Imp Blood Presence and hopefully be a bigger contributor to DPS, along with higher Blood Gorged uptime and ease of use in PvP, and 3 more seconds on Dancing Rune Weapon. Oblit removed from Death Rune Mastery to keep PvE DKs from replacing Death Strike with Oblit in a rotation due to the damage nerf.
-Death Coil replaced in Blood builds with a 10 yd range runic dump that causes instant bleed damage (unmitigated physical damage) with the same base damage and scaling as Death Coil, but would be increased by Bloody Vengeance and Hysteria. Secondary effect to mix up the rotation and make it more dynamic.
-Blood Plague was given a self heal effect with cooldown (so that you cant pestilence Blood Plague and get huge self heals) because it feels weird not having a secondary effect when Frost Fever does.
-Unholy has received tweaks to make Corpse Explosion a better burst cooldown (ghoul respawn CD) in PvP, and to redirect slightly more damage to Scourge Strike. Titanic SS numbers should be avoided thanks to the absence of 5% damage on Desecration and the Resilience changes, damage buff only through reversion to original shadow damage weapon percentages.
-Unholy Blight used to shift more damage to SS without increasing burst, but also added a second effect to validate picking it up without SS (hybrid builds or low level builds).
-Ghoul Frenzy provides a passive bonus now so that it needs not be worked into a wonky rotation.
-All defensive talented cooldowns reworked to use Runic Power instead of runes so that they fit easier into a rotation or are more easily used in PvP, but cannot be used as pre-emptively.
-Yes, Chilblains would destroy cleansing totem, but the cooldown should make that OK considering the totem can just be re-dropped, and because Frost has a higher demand to maintain Frost Fever than other specs do with other diseases.
-Blood self heals may be over the top with the suggested Blood Plague change, I am not sure if I overdid it here.
-Mark of Blood now has defensive benefit in arena for a DPS partner that needs to get topped off and offensive benefit to bring Blood into the realm of arena viability, offensive use would not selfheal the DK to prevent massive survivability and the ability would not be able to be cast defensively on the DK either. Strictly friend or enemy casts only.
Rogue wish-list up next, probably followed by Shaman or Priest. Thoughts? Flames?