Death Knight Tanking Blue Post.

December 3, 2008

Just a cut/paste from tanking forums.

Interesting thoughts though, i to have notice large spike damage when on cool downs, however I have also noticed that we take minimal damage when bone shield and icebound fort are on.

I propose the following adjust meant to Bone shield, a reactive stike, similar to Damage Shield.

I call it “Calcification”, when some strikes you and removes a bone shield charge they are infected with a disease that calcifies thier bones, doing damage equal to 3% of AP per 3sec for 12secs. I would have 3 ranks, maxing out at 10% AP every 3secs for 12 secs.


Blue Post:

We’ve had a lot of questions about death knights recently. This is a new class, and while we’re thrilled overall with how it’s been received, we always expected to have to make more changes to death knights than the classes that have had their talents under the microscope for many years. 

We’re not prepared to announce specific changes to DKs yet, but here are some general areas we are tinkering with. Most of these changes apply predominantly to tanking death knights, so I avoided cross-posting this thread, but there are probably items of interest to dps specs as well. 

1) Death knights seem to tank well when they have cooldowns available and take too much damage otherwise. The change here seems obvious – boost Frost presence’s mitigation while reducing the mitigation of some other abilities, especially Icebound Fortitude and Bone Shield. 

2) One idea we have for Icebound Fortitude is to scale the mitigation based on defense skill. This lets the ability be less of a paladin bubble in PvP for dps knights, while still letting it act more like Shield Wall for tanks. It also has the side effect of making defense slightly more attractive to death knights. (Let me add before it’s asked that yes we understand Ferals have this problem too and we are working on it.) 

3) Unholy is a very popular tanking spec, largely on the strength of Bone Shield. Expect to see some buffs to tanking talents in the Blood tree especially. 

4) Rune Strike was intended to be a reactive tanking tool, not a rogue killer. We will probably chill its weapon damage and increase its threat. 

5) We don’t like the behavior where DKs feel like they are supposed to drop Death and Decay to generate runic power before a pull. It just looks goofy. We will probably lower the runic power costs of Unholy Blight and Horn of Winter, which seem to be the primary reasons to generate RP. Horn of Winter will probably be something like no cost, 30 sec cooldown, generates 10 rp. 

EDIT: I am refering to using DnD outside of combat just for the runic power (kind of like Bloodrage for warriors). It’s totally legit and intended to use it to start a fight to gain threat and hurt the bad guys. 

6) There are some odd situations caused by Shadow of Death that we would like to fix. The talent isn’t designed to let you escape durability damage or rez by zoning into an instance. 

7) There are some annoying parts of the non-pet ghoul. We want to lower the aggro range (for less accidental pulls) and spawn the ghoul in quicker when dismounting. The ghoul, at least Unholy’s version, could also use some AE avoidance like other pets. 

8) We are probably going to add a new spell to let you raise fallen allies so that you don’t have to make the decision between bringing back another player (which was just supposed to be a fun bonus) and bringing back your ghoul, which can be pretty crticial for some specs. 

This isn’t everything we’re talking about of course, just a little preview.Post edited by Ghostcrawler ]