This is an updated list for my analysis of the DK Talent Trees design.
In this thread, I'll briefly cover Death Knight talent tree "short comings" or "disappointments".
*Note: I'm only listing things which I feel need addressing.
Blood
Talent Specializations
- Blood Rites: Whenever you hit with Death Strike or Obliterate, the Frost and Unholy Runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.
Due more to a design flaw than a talent flaw, this is an ability that remains insignificant for 99% of all encounters. There is very little reason for a Death Knight to use those Death Runes to spam Heart Strike or Blood Boil as opposed to using Death Strike; even in AoE situations, Death Strike/Rune Strike/Heart Strike + Tab is more effective than spamming Blood Boil. Blizzard has made it clear that they have no qualms with the current Blood rotation (diseaseless with large Death Strike priority) and therefore need to make this specialization more applicable in many more combat scenarios or replace it with something else. This is one of those abilities which cause no harm to the player but also lack a definite, and useful, application.
Talents
- Butchery: Whenever you kill an enemy that grants experience or honor, you generate up to 20 runic power. In addition, you generate 2 runic power per 5 sec while in combat.
This is a leveling talent through and through, but it is not a useful leveling talent. The RP5 is unseen in battles while leveling and even more negligible in prolonged raid encounters wherein 2RP5 is meaningless next to 10RP every time you spend a rune. The 20 runic power generated isn't enough RP to grant you a free anything. If mobs are so far apart that you feel like you could really use a 20RP buffer to offset decay, then mobs are too far apart for it to make a difference. The truth of the matter is that Death Knights are not Warriors and Runic Power is not Rage. We have an alternate resource and always put the RP dump in the end of our rotations. This is a blatantly useless talent and what's worse is that it's in the first tier of the tree making offspecc'ing Blood a really foul option.
-Blood Caked Blade:Your auto attacks have a 30% chance to cause a Blood-Caked Strike, which hits for 25% weapon damage plus 12.5% for each of your diseases on the target.
The only thing that screams "Blood" about this talent is the name; it is, otherwise, completely misplaced. Remembering that Blizzard has no plans to change disease uptime for Blood, this talent deals half it's potential damage 30 seconds of every minute. It's gimped from the get go. What's more is that this is a talent with an effect that is greatly increased by haste, but it's too deep in the Blood Tree for any haste stacking Death Knight build to pick it up. This needs to be changed in effect (as in a completely different effect), moved or removed.
- Crimson Scourge: Increases the damage dealt by your Blood Boil by 40%, and when you land a melee attack on a target that is infected with your Blood Plague, there is a 10% chance that your next Blood Boil will consume no runes.
Again, we have an effect that is completely gimped by the way Blood manages diseases on a target. Admittedly, this is an effect targeted at AoE situations, but if a DK were to use diseases for AoE, they would likely only pick one to save a GCD and because Blood Boil bonus damage caps at one disease. It is yet another unused effect.
- Dancing Rune Weapon: Summons a second rune weapon that fights on its own for 12 sec, doing the same attacks as the Death Knight but for 50% reduced damage. The rune weapon also assists in defense of its master, granting an additional 20% parry chance while active.
The problem with this talent is the RP cost. It's not that just that it's too high; it's that it's completely meaningless aside from the horrible ramp up time required. The additional threat granted by DRW + Glyph causes the Death Knight to generate only a tiny bit more threat over using the RP on Rune Strike. This would lead me to assume that Blizzard was keeping an eye on opportunity cost when they designed this ability; but it's still as pointless as spending 60 RP to instantly generate 60 RP. The result is that this ability really only grants your 20% Parry. Blizzard could easily remove the extra threat and the RP cost and make this a much more easily managed survival CD.
Frost
Talent Specializations
- No issues here.
Talents
- Nerves of Cold Steel: Increases your chance to hit with one-handed melee weapons by 3% and increases the damage done by your off-hand weapon by 25%.
Blizzard has made it clear that the only spec which is intended to Dual Wield is Frost. So I ask: Why is this in the first and most accessible tier of Frost talents? Why is it not swapped with one of the three talents in the second tier (Lichborne, On a Pale Horse, Endless Winter) which are useful for every Death Knight spec? This is also responsible for many Death Knights trying to Dual Wield tank. It's a misplaced talent and it causes unnecessary confusion for some players.
- Hungering Cold: Purges the earth around the Death Knight of all heat. Enemies within 10 yards are trapped in ice, preventing them from performing any action for 10 sec and infecting them with Frost Fever. Enemies are considered Frozen, but any damage other than diseases will break the ice.
This has no reason to be linked with Howling Blast. This is a PvP talent and soloing talent. The CC application of Hungering Cold is too extremely limited to consider it reliable CC. It's so limited that I cannot think of a looser way to use the term "CC". This link with HB is nothing short of an open palm slap in the face from Blizzard devs hellbent of forcing "underused in WotLK" talents down player throats.
Unholy
Talent Specializations
- No issues here
Talents
*Note: The first two tiers of the Unholy talent tree is comprised of PvP only talents and talents which should be made baseline (with the exception of Morbidity) and so, I will be addressing the problem in a slightly different format.
- Unholy Command: Reduces the cooldown of your Death Grip ability by 10 sec, and gives you a 100% chance to refresh its cooldown when dealing a killing blow to a target that grants experience or honor.
- Desecration: Your Plague Strikes and Scourge 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 20 sec.
- Resilient Infection: When your diseases are dispelled by an enemy, you have a 100% chance to activate a Frost rune if Frost Fever was removed, or an Unholy rune if Blood Plague was removed.
Now, there is zero problem with putting PvP only talents as optional point dumps. There is, however, a huge problem with stacking them high in the first two tiers of a talent tree to the effect that every Unholy spec must choose one of these abilities to place a point in so that the player can progress down the tree. This is horrible, horrible tree design.
Epidemic - Increases the duration of Blood Plague and Frost Fever by 12 sec.
Talk about your outdated talents. There is very little incentive for any of the specs to want this talent. Unholy can easily close the 30 second gap between disease duration and Outbreak CD with Festering Strike and Frost only has two rotational abilities which benefit from Blood Plague (Blood Strike and Obliterate); if the DK has Glyph of Howling Blast, they needn't worry about keeping Frost Fever up. Frost is the only spec that really benefits from this talent. Blood, as you well know, is diseaseless in rotation. Both Epidemic and Virulence are abilities which should be talent specializations.
Another glaring fault of the Unholy tree is the amount of useful talents packed into the last four tiers. A talent like Improved Anti Magic Shell (which is useful for all three specs) can be higher up in the tree and still be linked to Anti-Magic Zone. The entire Unholy tree lacks consistent coherency.
These are the faults of the Death Knight talent trees as I see them. Feel free to disagree.