A few things have happened for Death Knights. As described above in Ability Pruning, several cooldowns were made spec-specific. Rotations remain unchanged for the most part. One thing we did polish up is the effect of Diseases on the damage of other abilities. Diseases now do enough damage on their own to warrant using them, so having them act as multipliers on the damage of other abilities was extraneous, and just cluttered up the tooltips of those abilities. We removed those multipliers, and just baked in their benefit to the corresponding base spell. This slightly reduces ramp-up time.
Blood Boil damage has been increased by 50%, but no longer deals additional damage to targets affected by Blood Plague or Frost Fever.
Heart Strike damage has been increased by 30%, but no longer deals additional damage for each disease present on the target.
Obliterate now deals 25% more damage on both main- and off-hand weapons, but no longer deals additional damage for each disease present on the target.
Scourge Strike no longer deals additional damage for each disease present on the target. The ability now deals 50% of the Physical damage dealt as additional Shadow damage; this effect can critically hit and no longer ignores modifiers.
In order to better balance the scaling rates and value of secondary stats for Unholy Death Knights, we reduced the power of their passive Unholy Might ability.
Unholy Might (Unholy) bonus changed from +35% to +10%.
Active Mitigation was a very successful design that was inspired by Death Knights' tanking style. However, it went beyond that, and Death Knights themselves were somewhat left behind in that regard. We made several changes to bring up the interactivity of Blood combat. This includes making Death Strike cause healing based on attack power, but be affected by the new Resolve passive (see Tank Vengeance and Resolve, above), which gives it the traditional increase from recent damage. Plus, Rune Tap is being significantly improved, to become a strong Active Mitigation button. To tie those together, Blood's Mastery is being changed to affect both the size of the Blood Shield absorb, and the new Rune Shield absorb. Additionally, we removed Dodge and Parry from gear, and expect Blood Death Knights to value Haste and Crit as important secondary stats. In order to achieve that, we made Riposte give defensive value to auto attack and Rune Strike crits. Finally, we tweaked the targeting AI of Dancing Rune Weapon, and fixed it up to use most Talents that you know.
Heart Strike now only cleaves 1 additional target (down from 2).
Death Strike now causes healing that scales in effectiveness with attack power, instead of based on damage taken in the last 5 sec. This healing is affected by Resolve.
Blood Rites now causes Death Strike to also cause an absorb for 50% of the amount healed.
Rune Tap now grants an absorption shield that scales in effectiveness with Attack Power, instead of a heal based on a % of maximum health. It also now has 2 charges, with a 30-second recharge time.
Will of the Necropolis now grants an immediate charge, and makes your next Rune Tap free. However, its damage reduction buff now only lasts 4 sec (down from 8sec).
Mastery: Bloody Shields now increases the effectiveness of Blood Shield and Rune Shield by 16% (percentage increased by mastery), instead of adding the Blood Shield effect.
Riposte has been redesigned.
Riposte: After getting a Critical Strike with an Auto Attack or Rune Strike, you gain +100% Parry chance until you Parry an attack. This can stack up to 2 times.
Dancing Rune Weapon's summoned Rune Weapon now remains fixated on the Death Knight's target at the time of summoning, and copies the effects of Talents that are tied to the Death Knight, such as Blood Boil, Frost Fever, or Asphyxiate. Should the original target be dead or otherwise unavailable, the Rune Weapon will switch to assist with the Death Knight's current target.
Since the Ghoul pet is now Unholy only, that presents a problem for Death Pact. We revised Death Pact to not require an undead minion, but work a little differently. We left it at 50% heal, which is effectively a 33% buff to it from before (see Healing and Player Health above), and added a heal absorb for half the amount healed, instead. It should now be a relatively more effective heal for staying alive immediately, but with the downside of needing to heal through the heal absorb before you can be healed any further.
Death Pact no longer requires an undead minion, and instead places a heal absorb on you for 50% of the amount healed.
There were also a few other miscellaneous changes. The Runic Power generation of Anti-Magic Shell was standardized, to make it more understandable, and balanced.
Anti-Magic Shell now restores 2 Runic Power per 1% of max health absorbed.
переведу тока по бдк.
ус хилит от венги. АЛИЛУЯ. а не от урона в посл 5 сек.
захват рун(тот который хилил на 10% от хп) теперь имеет 2 заряда с кд каждого заряда в 30 сек, и... барабанная дробь... дает абсорб а не хил! фак уе.
ответный удар - после крит попадания наших руника и автоатак мы получаем бафф на 100% парирование след атаки. висит до парирования. стакается до 2 бафов.
смертельный союз больше не требует гулю. более того. 50% от полученного исцеления вешается абсорбом!
ну и к бочке меда добавить каплю дегтя - зеленка теперь не будет давать овертриллион рп от абсорба магии. теперь стандарт - 2 рп за 1% хп. т.е если мы поглощаем плюху которая сносит нам 30% хп, мы получаем 60 рп.
такие дела
upd ща почитаю по другим классам, сделаю вывод в жопе мы или нет
святые помидорки
Enhanced Will of the Necropolis: Allows Will of the Necropolis to be triggered again 30 sec sooner.
Enhanced Rune Tap: Reduces the cooldown on Rune Tap by 10 sec.
Enhanced Death Grip: Reduces the cooldown on Death Grip by 5 sec.
Enhanced Bone Shield: Bone Shield has 2 additional charges.
Improved Heart Strike: Increases Heart Strike damage by 30%.
Improved Diseases: Increases damage done by your diseases by 20%.
Improved Death Strike: Increases Death Strike damage by 20%.
Improved Soul Reaper: Increases Soul Reaper damage by 20%.
Enhanced Rune Strike: Rune Strike also creates a Rune Shield, absorbing the next XXXX Physical damage within 10 sec
Enhanced Rune Strike: Rune Strike also creates a Rune Shield, absorbing the next XXXX Physical damage within 10 sec
руник как и ус будет давать абсорб, и так же скалироваться от мастери
талантыNecrotic Plague: A powerful disease that deals XXXX Shadowfrost damage per stack every 2 sec for 30 sec. Each time it deals damage, it gains 1 stack, and infects another nearby enemy within 8 yards if possible. You gain 5 Runic Power whenever a target infected with Necrotic Plague attempts to attack you. Replaces Blood Plague and Frost Fever, and is applied by any ability which applied either.
Defile: Defiles the ground targeted by the Death Knight, causing XXXX Shadow damage every 1 sec for 30 sec. Each time Defile deals damage, it increases in area and damage by 5%. This growth can occur a maximum of 3 times per second. Enemies standing in your Defile deal 10% less damage to you. Replaces Death and Decay.
Breath of Sindragosa: "Continuously deals XXXX Shadowfrost damage every 1 sec to enemies in a cone in front of you within 12 yards, and affects them with Mark of Sindragosa for 6 sec. You will continue breathing until canceled or Runic Power is exhausted. Mark of Sindragosa causes you to be healed for 5% of spell damage dealt by afflicted enemies."
новое, чего не знал - новая лужа висит аж 30(!) секунд, т.е, постоянно. если канеш кд будет такое же как у старой.
ну и в связи с нерфом рп от зеленки, а так же космическими изменениями руника, думаю талант на новую болезнь будет самый профитный бдк для выживаемости, потому что дает классный прирост получения рп. особенно на паках
Blood Death Knights receive a new passive ability at level 80 called Power of the Grave.
Power of the Grave grants a bonus to Mastery to all Party and Raid members.
мы теперь помимо АП еще и мастери бафать будем, ололо
Mastery: Blood Shield now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.
мастери апает ап. но это у всех танков так
войско мертвых теперь есть как я понял тока у бдк, и дает фиксированные 75% уменьшение урона на время призыва. охтыжбожечки
коротко по другим классам.
мишка теперь нидамагает. забрали у него крит. будет теперь в свое новое мастери закатываться.
стена текста о монках не дала ничего внятного. нету ни сильных нерфов, ни клевых апов.
паладосам нерфанули бафф на хил, который они юзали в 5.4, из второго тира. Eternal Flame. причем нерфанули со всей душой, просто в дно дна на дне.
протварам почти ничего серьезно не поменяли
Вывод. В ходе проведенного мною исследования было установленно, что... ой, я же не на учебе сейчас. Ну короче несмотря на мое предвзятое мнение, бдк среди всех танков подвергся наибольшим изменениям, причем в абсолютном большинстве своем они абсолютно клевые. ПРОСТО МЕГАТОННА АБСОРБААААААА. Вопреки моим ожиданиям какого-то сильного изменения УС(я сейчас не говорю о том что он теперь работает как надо, и скейлится от венги) ему всего то увеличили урон на 20%, но изменения руника просто превзошли все мои ожидания. в целом как я и говорил еще много месяцев назад что дк, как единственного танка который нуникакнизависитотвенгинупрямваще изменят сильнее всего.
теперь о самом главном. ДРУГИЕ. ТАНКИ. БОЛЬШЕ. НИДАМАЖАТ. а бдк дамажит. вот это поворот.
что теперь дает нам ап? мастери. кто упарывался в мастери среди всех танков? бдк. т.е. теперь мы реально, как все настоящие танки, повышаем дпс засчет повышения выживаемости! это то, чего я так долго ждал.
в общем ждем осени, надеемся и верим. только бы эти изменения не постигла судьба бонуссета т16 для блада
а кровочервей никак не изменили
