We have deaths advance and wraith walk, plus slows and plus grips. There is no problem here.
Guys can we not derail the thread with personal insults.
Yes and they're all slightly different. DK has a unique stun/knockback resistance along with a passive slow resistance. Warriors have minimal defensive that depend on the spec being played (prot having most while fury having only rallying cry). Rogues have specified defensive against magical/physical threats. DH has a generic defensive along with a group defensive CD. The point being that every class should feel different in how they handle certain problems.
As for the self healing, every class does have some form of self healing but DKs are gifted one that is cheap, strong, and not as detrimental to dps as self casting Flash of Light or Shadow mend. The downside of Death Strike is it has to hit a target but is stronger based on how much damage you've taken.
Death grip is unique to DKs. If DKs could dash and sprint like druids and monks and be able to death grip, that's just giving too much for one class. If you don't like the idea of griping enemies to you, then maybe don't play a DK? As a Blood DK, I'll keep the insanely useful grip any day over what most other tanks have to keep pulls in control. Not every class needs to run at the same speed.
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As much as I love the survival hunter theme, just about every melee is a better survival hunter.
The wise wolf who's pride is her wisdom isn't so sharp as drunk.
Tbh, Frost in raids and BGs is where you really feel the pain of the low mobility. Any stage where the FDK is in open ranges with target switches just feels hellishly god awful, in BFA anyway.
The other 2 specs can kinda get away with the slowness.
DKs always had some kind of op speed buff, why suddenly they are slow in wow?
Shadowlands is real world
The Maw is China
The Jailer is China government
Sylvanas is Blizz
I mean sure, if we ignore death's advance.
Originally Posted by Blizzard Entertainment
Engineering + Nitro Boost!
Defacto profession for my DK.
Other than that, with Death's Advantage it isn't that bad really. Besides, every group will have a Resto Druid and they now have Stampeding Roar ¯\_(ツ)_/¯
I don't think dk's are really that slow these days with both death's advance and wraith walk.
The 3 dh spec is increíble.
Well... We are kinda undead, It's not like it fits the class design if we get to many sprints. We should have less then lets say a rogue.
Different classes should be different... if you wanna leap all over the place go DH.
change can't wait.
The DK's slow speed was one of the reasons why I chose to make mine a Worgen. Blood Tanking was nearly unstoppable in PVP back in the day, and having a run made you even more useful as a flag runner or to chase down enemy flag runners.
Each class has their own strengths and weaknesses. Death Knights and paladins both have poor mobility and long CDs on fairly weak movement spells. Both of them have abilities that act as closers. Death Knights cannot be slowed as much as other classes, have a powerful ranged single target stun, along with Death Grip and slows/roots. Paladins have hand of freedom, a powerful burst movement ability, one of the few other long ranged single target stuns, etc.
Neither of them can move like the 4 leather classes with their various dashes, jumps, sprints, and more. But they act more like juggernauts with the ability to pin players and enemies down once they catch them.
It boils down to different strokes for different folks. I've played a druid, shaman, paladin, and death knight. I enjoy them all for different reasons and they each have their strengths and weaknesses. Especially in PvP, once I've caught you on my paladin or DK it's basically all over unless you're a solid hard counter class. Druids and shamans have to do a lot more movement and self-preservation to survive compared to those two.
Last edited by God Save The King; 2020-12-04 at 06:41 AM.
“You can never get a cup of tea large enough or a book long enough to suit me.”
– C.S. Lewis
I picked my DK in wotlk, when it was a fast character.
Difference between DKs through expansions is... they are basically different classes with each expansion. It's what I dislike in blizzards class design. "You like your class? Well not for long - next week we are changing it into something completely new."
With all due respect to the OP, whats the point of your post?
I mean, i feel sorry that Rogues cant tank, or that they now have SnD baseline, or that Outlaw is stuck with "Outlaw" name.. and well, for a lot of other things on other classes, yet i dont go to their forums and start "Im sorry for you how can you play this.." posts.
Im maybe missing something too, but it looks to me like OP is trolling since there is countless better ways to ask for help/explanation without belittling something in more than half of initial post. Rude, but whatever, i guess we all function differently and this is internet after all.
To answer the question.
DK specific Weapon enchant: "Rune of Unending Thirst" - 5% default -15% movement speed after kill.
Weapon enchant: "Windwalk" - chance for 10% movement speed after melee hit.
Weapon: "Runeblade of Baron Rivendare" - 10% movement speed on a weapon switch macro.
Gems: "Straddling Sage Agate" and "Straddling Viridium" - 8% movement speed combined.
Gems2: "Straddling Jewel Doublet" - adds 13 Speed for every other gem, around 1,3% per gem.
Cloak: "Fate-Sewn Shawls" from Auction House - adds 28 speed, around 3% movement speed.
Cloak enchant: "Fortified Speed Enchant" - adds 30 speed, around 3% movement speed.
Food: "Fried Bonefish" speed after kill.
Mail boots: "Boots of the Gilded Path" - 30% movement speed for 6 sec after looting gold on top for mail users.
Its not bad as it used to be, as you can see from above theres A TON of options to make DKs go ZOOOOM, you just need to know how.
Actually, most of those above are working on all classes with mail boots as extra benefit for Shamans/Hunters.
Last edited by Gurg; 2020-12-04 at 06:44 AM.