So tonight the patch notes for 3.13 dropped onto the interwebs from wherever Blizzard keeps them. Here are the two important Death Knight-related changes:
Frost Presence: Armor bonus is now 60% down from 80%.
Death Knight PvP Gauntlets: The chance to refresh a Frost Rune when casting Chains of Ice has been removed. When equipped, these gloves now generate 5 additional runic power whenever Chains of Ice is used.
The armour nerf (owie)
I’m not sure where this came from, to be honest. I also don’t know if this is aimed at PvP or PvE. The main complaint about DK tanking seemed to always be about the ability to negate burst magic damage through IBF, Bone Shield and AMS. This nerf won’t do anything to change these strengths. If the nerf is PvP-related, I can see the reasoning behind it. Being able to gain a ridiculous amount of armor with no real loss of damage dealing is very strong against Rogues, Warriors, and other melee classes. I know that’s my strategy in arenas, anyways. So much of tank-damage is magical these days that I’m not sure this will have a game-breaking effect on PvE DK tanks, but I’ll have to see if I notice a difference when the patch hits.
Onoes my PvP gloves!
I saw this coming a mile away. Granted, I didn’t expect a glove bonus that I would be incredibly meh about, but such is life as a DK. Ghostcrawler has been responding to QQ posts on the forums saying things like “What if it [the problem] is the glove bonus” (Source)? Granted, the current incarnation of the glove bonus was probably too strong, and likely a result of Blizzard not really knowing what is OP and what isn’t for DKs. For another example of this, see the original t7.5 bonus (+10 RP on Obliterate, Death Strike and Scourge Strike) which turned out to be incredibly awesome. Then look at the t8.5 4-piece, which is pretty much trash and barely even worth considering, especially as Frost.
Although I am not enamored of the new glove bonus, I am wary of it becoming powerful. The nerf means we can’t cast CoI quite as much, but we’ll also be generating more runic power, an ability which can often get out of control. See again the t7.5 bonus. I don’t think this nerf will damage a DK’s ability to kite all that much, but it might force more strategic use of Death Runes. Rather than always using them on a Scourge Strike or whatever attack your spec uses, it might be better to save the runes for casting Chains.
A happy note
Since this post has otherwise been about nerfs, here is a change that may make you happy if you are a raider.
The flight time of Rocket Strikes has been increased, and Rocket Strikes will try to prefer players at range.
The Leviathan Mk II component of the V-07-TR-0N will become stunned during Phase 4 when the VX-001 component begins to cast the P3Wx2 Laser Barrage ability.
Proximity mines now deal less damage and have a lower duration. A small arming time has also been added so proximity mines will not immediately detonate on creation.
All extremely convenient (and not uber-nerfs) to the Mimiron encounter. I hated running back to the boss only to randomly get mines tossed into my path killing me before I could move. Stupid mechano-gnome and his Voltron powersuit thing.