Why the Scourge Strike Redesign is Amazing

26 10 2009

Around when the DK Q&A came out, I was pretty unhappy with Armor Penetration as a whole. Back then, I was Frost specced (in those days Obliterate was not the primary source of damage) and thought that I would never want to see ArPen on my gear. Ever. When 3.2 hit and I started Dual Wielding, things changed. Obliterate was a lot better than it was and as a result so was ArPen. Since then I’ve switched to Blood and ArPen is the best stat besides Strength, but that’s beside the point.

The worst thing that happened to DKs since Wrath was when Unholy Death Knights started using Obliterate. Deep Unholy, that is (not counting the 32/39 builds of old that used Howling Blast). Why, you ask? Well, on the surface Obliterate and SS aren’t very different. They’re both use an Unholy and a Frost Rune and hit for some % of weapon damage plus some other damage.

It’s the texture that matters

To me, though, SS and Obliterate feel different. I don’t know if it’s just me, but I feel like casting Death Strike, Obliterate, and Scourge Strike each have unique associations. In this comparison, Obliterate is on the generic side since its only unique aspect is that it removes diseases (which can be talented away). Its respective glyph is also a flat damage increase rather than one that’s dependent on other factors.

Moving on, though, I think it’s important that each talent tree uses different strikes or else they’ll all start feeling the same. So when I read that Scourge Strike was being redesigned in 3.3 into an attack that initially does physical damage and then shadow damage based on the physical part, well, I was happy. I used to be despondent about how ArPen sucked for 2/3 specs, but Blizzard has managed to quietly make it useful while maintaining each tree’s uniqueness. Well played, Blizzard, well played.





Glyph of Disease: Revolutions

31 08 2009

This post may or may not be the complete opposite of my earlier post that generated some rather passionate comments.

Oops.

Oops.

Since then, things have changed a bit, especially for Frost. The main reason is the discovery that, much like how Lifebloom worked in previous eras, you can pop trinkets and time with procs to get the most AP, apply new diseases, and refresh the boosted disease ad nauseam (unless the fight is such that you can’t help your diseases falling off).

For Frost DW (if you don’ t have to provide the haste buff), you also aren’t losing much by ditching the IT glyph, which was the major disadvantage of using Glyph of Disease in previous patches. Frost DW runs in Blood Presence, and with the IT glyph frequently has an abundance of unusable procs and RP. So by using GoD, you lose the functionality of overflowing RP (for IBF and AMS) and gain significantly better disease damage and more space in your rotation.

Using the glyph comes with a caveat, however. Many fights simply don’t allow it to be used effectively, both in Ulduar and Trial of the Crusader. Basically, the glyph won’t help you if you have to keep applying diseases the standard way with Icy Touch and Plague Strike. Some examples of bad fights for the GoD are Northrend Beasts, Twin Valkyries, Faction Champions, Yogg.. the list goes on.

If you have the liberty of having two DPS specs, having one DW Frost with GoD can be very beneficial especially for sit-and-DPS fights like Vezax. Right now my secondary DPS spec is DW Frost with Endless Winter for free interrupts that I use for Faction Champions and other interrupt fights. If you’re not an off-spec tank, don’t be afraid to use one general one and another very specialized one for certain situations. My primary spec is Blood, which is good at basically everything but interrupting, since losing 20 RP at crucial moments in your rotation is frustrating (due to the Death Strike glyph and the large amount of RP that DRW uses up).

P.S. There’s a new, updated thread for Unholy over at EJ which I encourage you to check out if you’re interested in that sort of thing.





ITx6 Meets DW

17 08 2009

I want to preface this post by saying that I haven’t been able to try ITx6 in a raid as of 3.2 (yet) and so don’t have any solid numbers. That said, Erekose (the author of the ITx6 explanation video I’ve posted about before) has suggested it is once again viable. Here’s his post on EJ for your viewing pleasure. So if I have no numbers, what’s this post about? Well, DPS specs are about 90% numbers and 10% other random crap that goes on in the background.

For reference, here are the two specs I’m going to be talking about (and their corresponding rotations):

ITx6: Spec (take points out of Dark Conviction and into Virulence if you need extra hit that you don’t have on your gear)

Rotation and an explanation of how the spec works can be found here.

DW Frost (Obliterate-centric): Spec (Choose between BCB/Subversion)

Explanation of the spec and how it works here.

Let’s start with the ITx6 spec and its pros and cons.

Pros

  • Not GCD-locked
  • Flexible rotation (with so many Death Runes, it’s easy to fit in things like Pestilence and Unbreakable Armor as necessary)
  • 15% movement speed from UP (frees up your boot enchant plus the move speed is helpful in general)
  • More procs from the 15% melee haste in UP
  • Single-disease rotation is simpler to manage and allows you to start DPSing new targets quicker
  • Able to make good use of any and all procs
  • Can take advantage of AMS soaking rather than simply getting capped)
  • Parries/dodges/misses don’t screw up the rotation

Cons

  • Lower disease damage (single-disease, no BP modifier)
  • Can’t take advantage of Glyph of Disease (one-disease rotation makes it moot)
  • Lower AoE damage
  • Requires spell hit to function properly (way more ITs in the rotation compared to the Obliterate-centric rotation)
  • Without a source of magical damage to AMS soak from can have downtime in the rotation
  • Obliterate glyph is much less effective than the other Frost rotation since ITx6 uses so few)
  • Disease clipping (casting IT before FF falls off)
  • Doesn’t benefit well from ArPen (~45+% damage is from Frost Strike)
  • Only really wants Str/AP/hit on gear, all other stats are largely wasted

And now the Obliterate-centric rotation:

Pros

  • Higher disease damage (no clipping)
  • Higher Obliterate damage (takes full advantage of the glyph)
  • Higher AoE damage
  • Can use Glyph of Disease if not providing the 20% haste buff
  • No downtime in the rotation
  • Scales well with ArPen (prevalent on a lot of gear)

Cons

  • Extremely GCD-locked
  • Can’t effectively make use of all Rime/KM procs without delaying the rotation and therefore rune refreshes
  • Difficult to fit UA into the rotation (even with macros, requires extremely difficult and precise timing, making it unavailable at certain points in the rotation, such as when Frost Runes are available)
  • Extra RP is essentially wasted (from AMS soaking or other sources, such as a Druid’s Revitalize talent)
  • No movement speed buff (stuck with the Tuskarr’s boot enchant)
  • Capped expertise required since parries/anything that pushes the rotation back will have a negative effect on DPS

All this said, I’m going to test out ITx6 and post a parse of that compared to a parse of previous boss fights done with the DW Frost spec. If you’ve tried ITx6 post-3.2 or have pros/cons to add please e-mail me or post in the comments. All the utility in the world means nothing if one spec dominates in DPS.

Edit: Although I don’t have any parses because the person who usually records them wasn’t on for most of the raid, I found that I was doing competetive DPS – slight variations up or down most likely due to rustiness with the spec.

Time to respec.

Time to respec.





Blood-Caked Blade vs. Subversion

9 08 2009

Lately I’ve been finding myself having aggro issues with my DW spec, which has points in BCB rather than Subversion. People on EJ have been math-battling it out (no clear winner yet, it seems) but I’m finding myself leaning towards a Subversion build. While I don’t usually pull aggro, I find myself uncomfortably high on threat, to the point where I occassionally stop DPSing or Shadowmeld to avoid death by one-shot.

Since Subversion obviously provides its own boost to damage (unfortunately harder to quantify than BCB, which shows up in parses and so is more easily valued) as well as some nice utility, I think it might just be superior. However, not all tanks being equal, this talent swap should be considered on a strict case by case basis. If your tank is always far above you in threat, BCB is probably a better bet for you. If not (and some fights are extremely threat sensitive, such as Vezax, who is untauntable), seriously think about using Subversion instead of BCB.

On a side note, I’m going away from Monday to Wednesday night and won’t have access to my laptop, so this is the last you’ll hear from me (except perhaps a few tweets from my phone) until I get back. If you have a question or simply want to tell me something, I’ll most likely still have access to e-mail. Have a good first half of the week, interwebs.

wave





Dual Wielding, Post-3.2

6 08 2009

I’ve had a chance to test out DW Frost in some raids, so I thought I’d share some observations.

Problem #1: Blood Presence leads to an extremely tight rotation with barely any room to Frost Strike enough to avoid capping RP

Solution #1. Switch out the IT glyph for something else

If I’m not using the extra RP, the glyph doesn’t do anything worthwhile. Your best option for a replacement is Glyph of Blood Strike, but you need to have either a Frostfire Mage or a Druid with Infected Wounds (unlike Torment the Weak, the Mage talent, the BS glyph requires a movement slowing effect in order to activate). Failing this, you can go with Glyph of the Ghoul or Glyph of Plague Strike, as I mentioned in my previous DW post.

Solution #2. Try an Unholy Presence rotation

Like the previous UP rotation (ITx6) this works best in heavy movement fights (more speed) and fights with something to AMS extra RP out of. One example is Ignis’ Flame Jets – a predictable source of absorbable damage. I tested it out on a dummy and it’s actually quite easy to do, especially if you’re familiar with the ITx6 rotation (which was much more complex).

There are a few spare GCDs here and there (the rotation ran very tight in BP but is far looser than ITx6 in UP) that you should always attempt to fill with either Raise Ghoul or Horn of Winter. Note that while the IT glyph is largely wasted on a BP rotation, it’s pretty much mandatory for UP. One fringe benefit to UP is that you are able to make more efficient use of Rime and Killing Machine procs since you always have spare GCDs to put them in as well as to weave Frost Strikes on KM procs (though HB should always be prioritized if you have Rime + KM).

Solution #3: Be more flexible

These days, lots of encounters have you running around like a chicken with a giant yeti chasing after it. Since this rotation frequently gets lots of RP (especially in situations where Resto Druids have Revitalize or where you are able to get RP from AMS) and sometimes reaches dangerously close to the cap, you should use time outside of melee range to your advantage. If you’re running around, make sure you’re firing off Rime-procced HBs (and even non-Rime HBs if you know you won’t be in range for a while) as well as Death Coils. This strategy requires forethought, however.

For example, don’t use up all your RP on DCs if you’re going to be in melee range soon. On the other hand, if you know you’re going to be able to AMS your RP to cap, then you should definitely toss out some DCs to avoid getting back into melee range with 130 RP you can’t use.

Solution #3: Not every Rime proc means more DPS, even though it does damage

If you’re running in BP, you should really only be using Rime procs if they coincide with KM procs. The reasoning is because we are so GCD limited we already have trouble using up RP on Frost Strike, so adding in additional GCDs will cause more problems than the ~5k damage a Rime proc provides. Keep in mind that while you are saving Rime for KM procs, you should not be saving KM procs for Rime. If you’ve got time to dump RP into FS, do it – don’t wait. This spec requires using every GCD available immediately.

Problem #2: Unbreakable Armor is very difficult to successfully fit into a rotation

Solution #1: Don’t spec into it

The downside to this option is that you lose the only cooldown you have, so all you get is sustained damage and no controllable burst. This is bad for fights that require such controlled burst (XT, Yogg) but not a huge hit for fights that don’t (Ignis). You also get a free point, likely put into either Subversion if you need threat reduction or filling out BCB.

Solution #2: Macros

I’ve started using 2 macros to try and fit UA into my rotation, and even still I’m getting messed up stuff with having one Blood and one Death Rune up, which is bad. The first macro goes like this:

/cast blood tap

/cast unbreakable armor

Ideally you do this when your Frost Runes aren’t up so you avoid using a Frost Rune to cast UA. You should also do this when your other Blood Rune is down. Now, to avoid getting messed up when you lose the Blood Tap buff, you need a second macro.

/cancelaura Blood Tap

Since what BT effectively does is give you a buff that turns one of your Blood Runes into Death Runes for the duration (and when it falls off, the affected rune always goes back to being a Blood Rune, whether you just Blood Striked or Obliterated with it), leaving the buff active inevitably screws up your rotation down the road. You’ll find yourself with one Blood and one Death Rune, somehow or another. This situation should be avoided at all cost.

I feel like I should have 3 problems to talk about but unfortunately I can’t come up with anything else right now. If you have any questions about the spec or the rotation, don’t hesitate to ask in the comments or by e-mail.





Dual Wielding Come 3.2

2 08 2009

Dual wielding is fun. It comes with a few inherent benefits: less competition for weapons, especially 1-handed swords (which you’ll only fight rogues for) and overall better physical DPS scaling. The downside, apparently, has been a revamp of the way the Frost tree works. From the fall of 32/39 spec to what’s live at the moment, for any spec going deep into Frost (i.e. not the 10/61 Unholy spec or the 17/54 Unholy DW spec), Frost Strike has been the highest source of damage in any given encounter. This is especially true with regards to the ITx6 Machinegun rotation, which sacrifices use of Obliterates in favour of Icy Touches (for more RP and therefore more Frost Strikes).

But in 3.2, according to the testing going on in the EJ DW thread, Obliterate has become the strongest ability in Frost’s arsenal. This is a little bit disappointing, for a couple of reasons. First, it makes Frost play more like Unholy in that you’re focusing your rotation on maximizing a U/F rune ability rather than on an RP ability. This has led to a new priority system that looks something like this (with a spec that looks like this), from highest to lowest priority:

  1. FF
  2. BP
  3. HB (if Rime + KM)
  4. OB
  5. BS
  6. FS

There’s also some talk of the Glyph of Disease making a comeback for DW (since it allows for an extra Obliterate/GCD for Howling Blast), but I’m not sure how well this will hold up in practice, given the target-swapping nature of many boss encounters these days. Disregarding that, though, the Disease glyph does not re-apply Improved Icy Touch, so if you’re the one bringing the 20% haste buff, you’ll need to be using IT anyways, making it a the glyph a waste. So what glyph choices are there for this spec, then?

The two obvious choices are Obliterate and Frost Strike, two of the spec’s main strikes. Things aren’t as clear cut for the third slot. The options are:

  1. Glyph of Icy Touch (more RP for Frost Strikes, with the downside that there are very little extra GCDs in this rotation, meaning you might not be able to use all the extra RP anyways)
  2. Glyph of Plague Strike (minor damage boost)
  3. Glyph of the Ghoul (requires speccing into Night of the Dead to be worth it, probably inferior to PS)
  4. Glyph of Howling Blast (since this rotation uses both diseases, the utility of being apply to skip Pestilence in AoE rotations is lost)

My initial instinct (if the Glyph of Disease becomes impractical/you have to buff the raid with IIT) is to go with Icy Touch, since having extra RP around can be helpful for interrupting, popping AMS/IBF and using Death Coils when you’re forced out of range of the boss. None of the other glyphs provide significant DPS boosts, so in this situation I’ll lean towards utility (just as currently I run with the Howling Blast glyph over the Obliterate one in my ITx6 spec).

I’ll come back to this topic as I learn more/when 3.2 hits. On a side note, there’s also the worry that DW will overtake the current top DPS spec (2h Blood) and end up being nerfed so that it doesn’t pull a 32/39 and blow every other spec/rotation out of the water.

Update Aug. 4/09: As far as Runeforges go, you should be using FC/FC unless you’re up against a fight that’s single-target enough to allow you to hit the boss without intervals longer than 20 seconds (the length of a Razorice stack), in which case you should use Razorice. You’ll also want two slow weapons for Frost DWing.

Goodbye, loyal sword?

Goodbye, loyal sword?





That’s Bloody Hard!

12 07 2009

Recently I’ve been doing two major things in WoW: 10-man hard modes and trying out Blood DPS in raids. While the DPS itself is not significantly higher or lower than Frost for most fights, some of Blood’s unique mechanics help out a lot for hard modes, especially ones like Mimiron, Thorim, and Freya, where you will likely take significant amounts of incidental damage throughout the fight. (Frost is better for Hodir due to the many crits produced by Rime, Killing Machine, and Subversion.)

So first I want to outline what Blood has that the other specs don’t have (or have less of):

1. Self-healing. All classes have Death Strike but since it’s in Blood’s main rotation, you not only gain more health from it but also lose less DPS from choosing to cast it over something else (like Obliterate or Scourge Strike).

2. Diseaseless damage. Before you get all up in arms about me and say that diseaseless Blood is dead, the only disease-dependant attack in Blood’s rotation is Heart Strike. What this means for hard modes is that, when you need to quickly mow down a low HP target, like Freya’s roots, Thorim’s Evokers, frozen people in Hodir and various adds in Mimiron, you don’t always need to set up diseases to do decent damage. Frost without Frost Fever up does very little damage (losing 15% from Tundra Stalker and another 20% from Glacier Rot) and Unholy loses 10% from Rage of Rivendare as well as the additional scaling from diseases on Scourge Strike.

If you set Blood up correctly or get lucky, i.e. if you have lots of RP or simply enough RP to maximize Death Strike damage with the glyph, you can hit things like Freya’s roots without wasting a valuable GCD on PS/IT to set up your damage. This might seem minor, but it really helps out a lot when time is limited (Mages die very quickly to roots!).

3. Burst damage. Combining DRW + Hysteria gives you a very potent burst rotation, and you also get DRW every 1.5 minutes. Unholy only really has Gargoyle (on a 3min CD) and Frost only has UA, which unfortunately combines a defensive and offensive cooldown, meaning you may use it for one purpose and later need it for the other. (Blood gets a choice between Vampiric Blood, Mark of Blood and Rune Tap as well, which helps out with its survival.) Burst is very helpful for hard modes are either DPS races (Hodir) or have short phases that require burst damage (XT) (Freya’s various adds).

4. Heart strike hearts you. The mechanics of Heart Strike are very nice (well, not for Hodir or Thorim much), mainly for Freya and Mimiron. On Freya, the 3-elemental phase (in 10-man anyways) often leaves you well away from the Snaplasher but close to the other two elementals. What this means is that you will be HSing both at once, and no other spec can really hit two targets for 5-6k consistently (Howling Blast has a cooldown, UB does damage over a longer period of time, Death and Decay takes time and lots of runes). On Mimiron, you get to smack two sections for lots of damage.

Hard mode is hard

MyKnw

I’ve done this fight as Frost. It wasn’t incredibly easier with Blood than Frost, but I definitely noticed the perks I’ve outlined here. One other minor benefit that Blood gets is 6% more stamina from Veteran of the Third War, which isn’t a big deal but it’s definitely a perk to have 30k+ HP in DPS gear. The best thing Blood has going for it in hard modes is that you can keep yourself alive very well.

For additional survival, you could spec into Night of the Dead for the ability to Death Pact more often, since you only lose 2 points in BCB to take it. This is useful for Freya, where damage is spiky but not continous, so you’re likely to have time to get the two GCDs necessary to summon and pact the ghoul. Unfortunately it’s less useful for more bursty fights like Mimiron, where damage happens at every turn.

So if you’re working on hard modes, and aren’t already Blood, give it a try.





Bloody Blood Blooding

7 07 2009

For the first time in a while, I tried out a Blood spec. My gear isn’t optimal for it – I only have about 188 ArPen and with Grim Toll I’m over the hit cap by a bit – but my DPS was pretty solid, definitely competitive with my usual Frost spec. For one, it was a lot more dynamic than I thought Blood was.

Another thing I noticed was how much I really wanted the changes they’re making to both Death Rune mechanics and DRW. Unlike the ITx6, I can’t spam rune abilities to make sure my rune pairs don’t get messed up. So when I end up with 4 Death Runes refreshing quickly, I’m going to get my Unholy runes refreshing in a pair and my Frost runes doing the same. Solving this problem will make the Blood rotation much, much simpler. The strange mechanics of DRW and Gargoyle in Unholy are also a stumbling block for both specs, and I’m glad Blizzard is simplifying them.

I actually wanted ArPen

One of the best things about being Blood, even just for a night, was actually appreciating the ArPen on my gear. So I really hope Blizzard can fix ArPen for Unholy and Blood.

BUT WHY, BLIZZARD, WHY

The worst part about doing well as Blood was the lack of nerfs incoming for the spec. If I can do on-par DPS compared to my Frost spec, why is Frost Strike getting a 10% nerf in damage, which will mean at least a 5% decrease in my overall damage as Frost (because FS is usually ~50% of damage on a given fight). Why is Scourge Strike getting a big nerf, when Blood does equal damage as it in PvE?

With these changes, and the buffs to disease damage, as well as the simplification of some mechanics, it seems like Blood might be head and shoulders above the other specs once 3.2 hits. I hope my guild gets an Enhancement Shaman soon so that I can test it out more in 25-mans.

N.B. If you want to know anything about Blood DPS, read this thread.





What Should He Have Asked/Answered?

26 06 2009

Some people asked what questions I think should have been asked and answered. So here goes (in no particular order).

1) What’s the deal with Armor Penetration? I know it was addressed (kind of) in the Q&A, but I would really like to know if there are plans to make this stat valuable to Frost and Unholy DKs and how it might be accomplished, not just a vague implication that it will be. This stat was prevalent on Ulduar gear and, unfortunately, badge gear, and yet was useless to me and the Unholy DK in my guild. I’m not sure if it appears at a similar rate for gear from the next raid, but it’s already on both the new plate DPS Blacksmithing recipes, as reported by MMO-Champion. Will we have to continue avoiding many upgrades due to Armor Penetration, and what possible fix(es) is planned for the stat? Perhaps a talent that converts ArPen rating into something else, like frost/shadow damage done?

2) The Glyph of Disease, though I don’t use it, is rather buggy. Will this glyph be fixed in an effort to make it a more viable choice for those who want to use it?

3) Why is Blood being let off the hook nerf-wise while Frost and Unholy (which do similar to less DPS in PvE) both got significant nerfs to their main strike? Was this a PvP-related change? Will we see Blood nerfed in PvE but given buffs to its PvP viability?

4) Will we get one-handed weapons itemized for DK DW in the next patch? In Naxx, we got rings with strength. In Ulduar we got capes and necks with strength. There are even guns with strength now, for warriors. I can’t imagine Blizzard wants us rolling on tank weapons to DPS with, so it’s problematic that Frost is being made the DW tree while all one-handed weapons have agility on them.

5) With the buffs to shield block mechanics, will we see any similar changes to Unbreakable Armor, which as a tank cooldown functions very similarly to shield block (and so ends up being vastly underpowered compared to Bone Shield and Vamp. Blood)?

6) Will Blood Plague see a buff? It used to remove HoTs, but now has no added effect, where Frost Fever reduces attack speeds, so now the two diseases feel unbalanced.

7) Courtesy of commenter Jezzlez: Will we see a tweak to each tree’s main Tanking Cooldowns to make them dependable tools again, but without needing to be stripped down because of their PvP dominance…? (again)

If I think of any more, I’ll edit them in. Similarly, if any interesting ones come up in the comments I’ll put them up here as well.





Death Knight: [Obscure and Irrelevant]Q & A[That We Already Knew]

25 06 2009

Welcome, welcome! As you may have been aware of, Blizzard has been releasing class Q&As, and most recently the Death Knight version appeared. If you haven’t seen the thread yet, take a look, then come back and read why I think it was a big waste of time/anticlimax. I’m going to go question by question, starting with #1. (I’ll re-post the question and summarize the answer.)

Note: Square brackets are my snarky comments.

Q: Where do death knights fit into the larger scope of things currently and where do you see them going from this point forward?

A: Death Knights have a unique resource mechanic [I hadn't noticed this. Thanks for informing me, Ghostcrawler!] Nerfing AoE damage [Unholy Blight] and defensive cooldowns [he failed to mention nerfing our armor and HP this time I guess?]

Okay, so question #1 is broad and essentially reiterates what we’ve already gleaned from the patch notes, which is a reoccurring theme in this Q&A. Let’s move on and hope there are more meaty questions farther in.

Q: What is it that makes them unique compared to all other classes?

A: Unique resource mechanic. [Where have we heard that before?] Death Knights don’t have a dedicated tree for tanking, PvP, etc. [Only DW, amirite?]

GC’s answer to this question basically told us what we already knew about the class from release. Things are not looking good.

Q: How do we feel about the current viability of dual-wielding? Are there plans to improve it or have it fit a specific role for the class?

A: Repeat of things already in the 3.2 patch notes. Blah blah Frost is the new DW. We don’t really care about 2h Frost anymore (nerfing it is not a “goal” but neither is keeping it alive a priority). Blood and Unholy DW specs apparently stopped working all of a sudden [there have been reports of its success in Ulduar from the EJ forum] because Frost got a DW talent.

So GC doesn’t care about 2h Frost. What was that about no significant changes in patch notes anymore? Not having to completely rethink the way I play every patch? Hm.

Q: Do we have plans for any changes or improvements to Dancing Rune Weapon?

A: Read the patch notes, guys. [Maybe they should have released this before the patch notes, and then I would have cared.]

Nothing to say about this. It’s a question we already knew the answer to.


Q: What are our current thoughts on the status of death knight tanks and do we have plans for further changes?

A: DK tanks are overpowered [I thought warriors were tanking everything, GC?] and are really the only good choice for tanking hard modes. Nerfs incoming that we also already knew about.

See commentary above. 3.2 patch notes > Q&A (far less expectation of actual helpful information).

Q: Are we satisfied with stats such as Armor Penetration, Haste, and Hit having very different values depending on which talent spec a death knight is using?

A: No different tier sets for different specs. Making ArPen work for more than just Blood.

In what possible way could this be accomplished? Armor mitigates physical damage, and ArPen removes some of this mitigation, thereby increasing physical damage dealt. This is great for Blood, which does lots of physical damage, but for Frost and Unholy, where 50-60% of total damage is allocated to either Frost or Shadow damage, this stat is basically a joke. Unless they plan to somehow make it affect magic damage for Frost Strike and Scourge Strike (which are melee abilities) or make them physical damage abilities (boring), I’m at a loss. This needs to be addressed because of how prevalent ArPen as a stat is and how undesirable it makes many pieces of gear (read: all Ulduar plate DPS bracers except the one from Mimiron-25 hard mode).

Q: Would it be possible to save runeforge enchants to primary and secondary talent specializations or add rune forges to more convenience places than Acherus?

A: Runeforges are already good, no changes incoming.

Who cares? Most people have two weapons, and even if you don’t you’ll only need to change specs to go into an instance (most of the time) at which point other members of your group can just summon you back from Acherus. This leads to another problem with the Q&A: issues that are so unimportant I’ve never heard anyone QQ about them seriously.

Q: Are there plans to change or improve the Frigid Deadplate talent?

A: No plans.

WTF? Who was complaining about Frigid Dreadplate? No Frost tank ever avoids this talent or complains that it’s worse than Anticipation (dodge > miss), which was apparently a concern for GC.


Q: Is there any plan to improve Will of the Necropolis?

A: No plans.

See above.

Q: Is this a bug or something in particular we are investigating? (Referring to how sometimes the combat log records Mind Freeze as having interrupted a spell and yet the spell goes off regardless.)

A: Server-client disagreement, server wins.

I think we knew this about WoW already. Sometimes you lag behind the server.

Q: Do we have plans to change any of the death knight’s self-healing abilities?

A: No plans.

Apparently people think we can survive too long without a healer. Lots of classes can survive without a healer, we just do it differently. Rogues Vanish, Mages Blink, Paladins Bubble, Warlocks have an escape mechanism… etc. Since DKs don’t really have an effective way of running away, we get the ability to heal ourselves. Seems fair, right?

Q: Would you consider adding a Mortal Strike-like ability to death knights in the future?

A: Probably not, no.

I wasn’t ever expecting a Mortal Strike effect, and I doubt any other DK was either.

Q: Will Chains of Ice ever be subject to diminishing returns?

A: No[t yet].

It’s a snare that we can cast twice every 10 seconds, or four times every 10 with Death Runes. If we do that, our damage is completely gimped since we’d only be left with the runes to cast Plague Strike.


Q: Will ghouls ever get their voices back?

A: Long-term plan to bring them back.

I don’t care. I’ve got other issues! The overriding problems with this Q&A:

  1. Questions often already answered by 3.2 patch notes
  2. Questions and answers were uninteresting/uninformative
  3. Questions didn’t address any of the important issues in any detail (ArPen, itemization, tanking, 2h Frost…)

I’m left wondering what the point of the Q&A series really is. My initial reaction upon reading the DK version was that it could act as sort of a primer to new DKs, but that went out the window with the whole “ghoul voice” thing among other questions clearly not directed at new Death Knights. Calling it a class Q&A raises the expectation that it will answer important and useful questions about the class, rather than simply provide a bunch of repetitive crap and some stuff no dedicated DK really cares about. Better luck next time.