Quote:
* Icy Touch: This ability now causes a very high amount of threat while the death knight is in Frost Presence.
* Rune of Razorice: Now stacks 5 stacks of 2% Frost Vulnerability instead of 10 stacks of 1% Frost Vulnerability. Proc chance changed to 100%.
* Rune of Razorice: Now stacks 5 stacks of 2% Frost Vulnerability instead of 10 stacks of 1% Frost Vulnerability. Proc chance changed to 100%.
On the first, reports are that the threat is roughly 7x the damage done. A lot of discussion I'm reading is suggesting that it's probably too good, since a lot of bad tanks will be chaingunning it in order to make up for their lackluster threat ability. Still, I'm excited. We'll finally have a great snap aggro tool, and one that can be used at a distance.
As for the second, it's a pretty straightforward buff to DW frost and, while cool, not all that interesting.
Quote:
o Blood
+ Abomination's Might: This effect is now passive instead of being a proc on certain strikes. Rank 1 is 5% attack power and Rank 2 is 10% attack power. The self strength buff remains unchanged.
+ Will of the Necropolis: There is no longer a cooldown on the frequency at which this talent can be activated. In addition, this ability can now also be triggered by damage which deals less than 5% of your health.
+ Abomination's Might: This effect is now passive instead of being a proc on certain strikes. Rank 1 is 5% attack power and Rank 2 is 10% attack power. The self strength buff remains unchanged.
+ Will of the Necropolis: There is no longer a cooldown on the frequency at which this talent can be activated. In addition, this ability can now also be triggered by damage which deals less than 5% of your health.
The first is again just a straightforward buff. Awesome, but not interesting.
The second is much more interesting. This is a huge buff to blood tanks, and if I'm understanding what I"m reading it'll actually be better than Ardent Defender(when the heal's not up) because of the difference in the way they calculate damage reduction(AD reduces all damage after the 35% health threshold by 20%from the strike whereas WotN reduces the entire strike by 15%).
Quote:
o Frost
+ Endless Winter: No longer causes Frost Fever to be applied by Chains of Ice, but instead grants 2/4% strength. The previous functionality of this talent can now be attained via the Glyph of Chains of Ice.
+ Improved Icy Talons: This effect is now passive instead of being a proc. The self haste buff remains unchanged.
+ Nerves of Cold Steel: Now increases off-hand damage by 8/16/25%, up from 5/10/15%.
+ Unbreakable Armor: The amount of strength granted is now 20%, up from 10%.
+ Endless Winter: No longer causes Frost Fever to be applied by Chains of Ice, but instead grants 2/4% strength. The previous functionality of this talent can now be attained via the Glyph of Chains of Ice.
+ Improved Icy Talons: This effect is now passive instead of being a proc. The self haste buff remains unchanged.
+ Nerves of Cold Steel: Now increases off-hand damage by 8/16/25%, up from 5/10/15%.
+ Unbreakable Armor: The amount of strength granted is now 20%, up from 10%.
The first is an overall buff to frost builds. Kinda awesome.
The second basically makes a DK into a walking WF totem, removing the ability of the effect to fall. Pretty spiffy.
The third, a rather huge DW buff.
The fourth, an extremely nice buff to Frost DPS in general. Not sure how this CD will match up with the cooldowns from other specs, but it's rather sweet.
Quote:
o Unholy
+ Scourge Strike: Now deals 70% weapon damage, plus 12% of physical damage done as shadow damage for each of the death knight's diseases on the target. The net result should be larger strikes with no diseases present, while maximum damage with all diseases applied to the target should stay the same.
+ Scourge Strike: Now deals 70% weapon damage, plus 12% of physical damage done as shadow damage for each of the death knight's diseases on the target. The net result should be larger strikes with no diseases present, while maximum damage with all diseases applied to the target should stay the same.
A nice PvP buff, but unnecessary considering other changes incoming(ones not in the patch notes I read). Also has the added effect of making ArP even more interesting for Unholy. Can't wait to see how this one plays out.
And that other change not included on the patch notes?
Quote:
Unholy Blight now prevents any diseases on the victim from being dispelled.
PvP Frost DKs are tearing their hair out in jealousy.