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Damien

Frost Death Knight 7.1

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The simplified rotation should not suggest leaving out soul reaper.  It deals shadowfrost damage in 6.0, so it's very strong, esp. for mastery-stacking dual wield.  Leaving out obliterate is a good suggestion, as I've read a couple theorycrafters saying it looks like maybe a +/- 1% difference to use oblit or not (esp. under heroism when you're GCD locked, allows you to avoid resource capping, since letting unholy runes rot is no longer worth it.)

 

 By contrast, leaving out soul reaper hurts your DPS a lot.  The T16M (mythic) simcraft profile shows the DPET of soul reaper at over 3.5x that of howling blast.  http://www.simulationcraft.org/reports/Raid_T16M.html#player1

 

Suggesting that as a simplification is just not helpful, because if there's one thing you're going to be sloppy with, soul reaper should not be it.  "Below 35%, using soul reaper on cooldown is the most important part of your rotation, for all specs."  -- Mendenbarr.  quoted from his quick guide to lvl90 DK dps.  In the comments, a last-minute buff to oblit led to the statement that mastercomplex is probably very slightly better.  But obviously mastersimple doesn't mean leaving out soul reaper anymore.

 

 Soul reaper is really easy to use, esp. as dual wield, since it just replaces a howling blast.  It hits for substantially more than a HB, so there's no point trying to gloss that over.  Making it easier to use soul reaper right on CD is part of why blood tap is a good choice.

 

 Also, some people are suggesting running more haste than before, even as dual wield. e.g. changing to Garrosh pants instead of Malkorok pants, if you have them.  http://tanncraft.wordpress.com/2014/10/11/6-0-2-death-knight-dps-results/  suggests a haste soft-cap of 430 rating for DW frost.

 

 With RP from AMS nerfed a lot, it's not like you'll be GCD-locked very much of the time.

 

 Mendenbarr's results put haste > 1/2 str, so all red sockets should be filled with 10haste/10mastery gems.  (Keen vermillion onyx cut, formerly exp/mastery).  I'm not suggesting giving up any mastery for haste, just str, since you would have been using str/mastery gems otherwise.  (Not worth skipping any socket bonuses now, not even 4 haste bonuses in rings, I think.)

 

 If you do get to the point where you're wasting resources on real fights, then you need to wear less haste by either swapping pieces, or gemming back to str/mastery.  If you're not getting the rune-regen benefits of your haste, you're just getting the KM procs and white damage, and that's nice but not as valuable.

Edited by Karsteck

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I'm running about 400 haste just from having haste on a few pieces and putting 10haste/10mastery gems in all my red sockets. It seems like a good amount of haste to play master simple about the same way it used to be, except I definitely noticed that during bloodlust/hero I had to use a lot more obliterates because I was regenerating runes faster than I could burn them during lust.

 

Sometimes even without hero/lust I had to obliterate once or twice just because the Unholy runes were getting ahead of me.

 

One thing I did notice is that Rime seems to proc a lot more often off obliterates. I don't know if it's always been 45% chance, but it definitely seems worth it to obliterate more often if nearly half the time you get a free howling blast from it anyways.

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One thing I did notice is that Rime seems to proc a lot more often off obliterates. I don't know if it's always been 45% chance, but it definitely seems worth it to obliterate more often if nearly half the time you get a free howling blast from it anyways.

 

 Rime's been 45% for all of MoP, at least.  It's a big part of what makes oblit worth using.

 

 I didn't try on anything but a target dummy yet, but even 440 haste (from switching gems and 2 pieces of gear) still left me with a lot of dead time (mastercomplex).  Mastersimple fills more GCDs to use the same runes, since HB + PS is 2 GCDs.  But as I understand it, mastercomplex is slightly more dps.

 

 I'll have to get a feel for when it's worth letting the rotation slide and ending up with an unholy rune that I can't spend except by dumping it with plague strike, vs. when I can oblit without risking worse mistakes with my rotation.  (like oblit with 2 death runes would be really bad, consuming KM would be somewhat bad.  Can often just wait for KM to proc again without capping runes or RP, though.)

Edited by Karsteck

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I did some math with my logs and posted a thread about mastersimple. Obliterate is abolutely the best use of an unholy rune, unless diseases are about to fall off, or you're plague leeching, and outbreak's cd has more than 6 seconds left.

 

KM proc on an obliterate is a loss, but there were a few occasions where I didn't have the RP to frost strike when a KM proc was up anyways. This is probably partially an issue of needing to save RP for killing machine unless I'm capped, but at the same time I wonder how much of a loss it really is if Obliterating would mean higher stacks from our 2pc bonus. getting 10 stacks has always been a bit of rng, but it's actually fairly difficult if not impossible to keep 10 stacks rolling now with mastersimple.

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I have amended the simplified dual-wield rotation to reflect the true loss of DPS, which is much greater now. That said, while I agree that incorporating Soul Reaper in there is not hard, to do so would defeat the purpose of the simplified rotation. It's still only meant as a gateway to a better Frost rotation.

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I did some math with my logs and posted a thread about mastersimple. Obliterate is abolutely the best use of an unholy rune, unless diseases are about to fall off, or you're plague leeching, and outbreak's cd has more than 6 seconds left.

 

 

 

hang on, we're using outbreak now?  I guess if oblit + whatever rime is worth on average is more than HB + PS, and we have the GCDs, then that makes sense.

 

KM proc on an obliterate is a loss, but there were a few occasions where I didn't have the RP to frost strike when a KM proc was up anyways. This is probably partially an issue of needing to save RP for killing machine unless I'm capped, but at the same time I wonder how much of a loss it really is if Obliterating would mean higher stacks from our 2pc bonus. getting 10 stacks has always been a bit of rng, but it's actually fairly difficult if not impossible to keep 10 stacks rolling now with mastersimple.

 

 2pc stacks from KM procs, not consuming it.  That's why there's a haste soft-cap for fitting in an extra autoattack into the window to refresh stacks.  KM proccing while already up (refreshing the KM buff to full duration) will add a stack of the 2pc buff.  Consuming KM with an oblit should be worth it if you're too low on RP to FS anyway.

 

 

 

I have amended the simplified dual-wield rotation to reflect the true loss of DPS, which is much greater now. That said, while I agree that incorporating Soul Reaper in there is not hard, to do so would defeat the purpose of the simplified rotation. It's still only meant as a gateway to a better Frost rotation.

 

 Simplified rotations like leaving out rupture as combat rogue should only be suggested when they're only a couple percent DPS loss at worst.  Nobody would suggest leaving Execute out of a warrior DPS guide.  If you're reading a guide at all, you want to know what you should be pressing.  Leaving out oblit is something worth suggesting as a simplification, but leaving out soul reaper doesn't reduce complexity much.  It's not a good choice for being one of the first things to let slide on a complex fight when you need to pay attention to more stuff.

 

 Soul reaper went from hitting for slightly more or even slightly less than HB depending on mastery, to hitting for a LOT more.  The guide's recommendation must change.

 

 If you're going to be making rotation mistakes, it should be something like not having runes ready for soul reaper when it comes off CD, not leaving it out on purpose.  I'd guess that not optimizing your rotation around consuming killing machine with FS right away would be less bad than skipping soul reaper.  Since you'd still consume killing machine.  Some with oblit, some with FS.

 

 So I'd suggest to people that need more attention on some fight, less on their rotation, that getting more casual about saving runic power when you don't have KM procced would be something you could afford to let slide.  You can keep pressing buttons and HB / FS will keep happening (and soul reaper), even if you end up letting some unholy rune regen time go to waste, or dump some RP without KM procced.  Being sloppy like that probably hurts you DPS less, and saves you more attention, than just forgetting about soul reaper.

 

 One thing I sometimes do when things get complicated is start tapping my blood tap button without really paying attention to whether it's optimal to blood tap then.  Lets me keep pressing buttons while I pay attention to the fight.  I don't macro blood tap, because I don't want to pop up a F rune when I already have 2 B (death) runes that I need to spend one of so they can be regening.  Or so I can get runes depleted so I can use plague leech closer to on CD, esp. if adds are going to spawn soon, and I want to get more gas in the resource tank before that, rather than plague leech while I'm missing out on multi-target howling blasting.

Edited by Karsteck
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Guest connorr

dual wield rotation doesn't make sense. 

 

 

  1. (step 5)Use your Death and Frost runes on wow_icon_spell_frost_arcticwinds.jpg Howling Blast.
  2. (step 6) Use your Unholy Runes on wow_icon_spell_deathknight_classicon.jpg Obliterate.

 

if you're using all your death and frost runes on howling blast how will you ever have nothing else to do but still be able to obliterate? 

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dual wield rotation doesn't make sense. 

 

 

  1. (step 5)Use your Death and Frost runes on wow_icon_spell_frost_arcticwinds.jpg Howling Blast.
  2. (step 6) Use your Unholy Runes on wow_icon_spell_deathknight_classicon.jpg Obliterate.

 

if you're using all your death and frost runes on howling blast how will you ever have nothing else to do but still be able to obliterate? 

 

 They're in that order because it's more important to make sure your F and D runes are recharging than your U runes, but you do want all 3 rune pairs recharging to generate maximum runic power per minute.  On the pull, you'd probably oblit, HB, HB, as the quickest way to get your runes recharging.  Or you'd open with HB/PS, HB, HB, without outbreak.  Saving outbreak for sometime when you're going to have wait time in your rotation.

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dual wield rotation doesn't make sense. 

 

 

  1. (step 5)Use your Death and Frost runes on wow_icon_spell_frost_arcticwinds.jpg Howling Blast.
  2. (step 6) Use your Unholy Runes on wow_icon_spell_deathknight_classicon.jpg Obliterate.

 

if you're using all your death and frost runes on howling blast how will you ever have nothing else to do but still be able to obliterate? 

As Karsteck correctly pointed out, the idea is that you want to have all your runes recharging, but it is more important to have Frost and Death runes recharging than Unholy runes. The idea is to never Obliterate without an Unholy rune. When you have an Unholy rune, you use it with another Frost or Death rune to Obliterate.

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Guest MMX

Thanks for the guide, it's very helpful. I had a question, though. The guide suggests that, at the very highest levels of play, Blood Tap is the best choice for 2H Frost. However, the rotation provided for 2H Frost assumes the user has chosen Runic Empowerment. Any chance we could get an explanation of why Blood Tap is optimal for 2H Frost, and/or a 2H rotation that reflects having Blood Tap?

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Guest Morbai

Ok I had a question too, for the Glyph Runic Power, wouldn't you be able to use the Glyph Pillar of Frost to slow yourself to proc Runic Power for the boost to runic power? Or am i reading that wrong, because if these two work together i think they will be much better than the other options for a dps increase.

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Interesting.  I just came back to WoW, haven't played since Wrath, and I came up with this exact rotation on my 2h frost DK.

From my experience, if you aren't geared, Dual Wield feels really underwhelming.  I had roughly 2 blue 1h weapons of equal item level to my 2h, and the DPS just doesn't compare.

I don't understand prioritizing crit over mastery in 2h builds.  I feel like I get a lot of KM procs and that mastery feels better. 

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Thanks for the guide, it's very helpful. I had a question, though. The guide suggests that, at the very highest levels of play, Blood Tap is the best choice for 2H Frost. However, the rotation provided for 2H Frost assumes the user has chosen Runic Empowerment. Any chance we could get an explanation of why Blood Tap is optimal for 2H Frost, and/or a 2H rotation that reflects having Blood Tap?

 

For DW frost, Bloodtap is the better choice because it's easier and more consistent for gaming your unholy runes and turning them into death runes which can be used for howling blast.

 

for 2H all runes can be used for obliterate so it is most important to use the talent with the highest rune regen rate, which is Runic Empowerment. But even with higher haste where bloodtap may sim higher, the rotation won't actually change, and you can just macro blood tap onto frost strike without any loss of dps, whereas macro'ing blood tap for DW is a dps loss every time you use it on something other than an unholy rune.

 

The most important thing is too make sure if you are using RE that you have a fully depleted rune ready for a proc any time you frost strike, and for Blood tap that you have a fully depleted rune and use blood tap before reaching 12 charges. basically not wasting procs is the most important thing

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Ok I had a question too, for the Glyph Runic Power, wouldn't you be able to use the Glyph Pillar of Frost to slow yourself to proc Runic Power for the boost to runic power? Or am i reading that wrong, because if these two work together i think they will be much better than the other options for a dps increase.

 

I'm going to test this tonight. I've found one or two other people asking this question, but nobody has answered it yet, that I can find. If it does work, you could also use Death's advance to essentially remove the slow effect as well. I'll post my findings after I jump into the beta tonight to try it.

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Interesting.  I just came back to WoW, haven't played since Wrath, and I came up with this exact rotation on my 2h frost DK.

From my experience, if you aren't geared, Dual Wield feels really underwhelming.  I had roughly 2 blue 1h weapons of equal item level to my 2h, and the DPS just doesn't compare.

I don't understand prioritizing crit over mastery in 2h builds.  I feel like I get a lot of KM procs and that mastery feels better. 

 

It all comes down to 2H doing 40% extra damage with obliterate, and crits being double damage for DK's. even though 1/3 of our obliterates are already crits from KM procs, it's still more of a gain to add more crit than to have mastery which only buffs howling blast, frost strike, and frost fever and does 0 for obliterate. If anything, even if you were in a situation where you're at like 80%+ obliterate crits then haste > 600 rating would probably still be better than mastery, except maybe in heavy aoe/cleave situations where you're howling blasting a lot even as 2H, but if there's a boss fight like that you should go DW.

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For DW frost, Bloodtap is the better choice because it's easier and more consistent for gaming your unholy runes and turning them into death runes which can be used for howling blast.

 

for 2H all runes can be used for obliterate so it is most important to use the talent with the highest rune regen rate, which is Runic Empowerment. But even with higher haste where bloodtap may sim higher, the rotation won't actually change, and you can just macro blood tap onto frost strike without any loss of dps, whereas macro'ing blood tap for DW is a dps loss every time you use it on something other than an unholy rune.

 

The most important thing is too make sure if you are using RE that you have a fully depleted rune ready for a proc any time you frost strike, and for Blood tap that you have a fully depleted rune and use blood tap before reaching 12 charges. basically not wasting procs is the most important thing

 

 

 You're making a logical error about blood tap (for DW).  Unless you sit there with both U runes full (regardless of one of them currently being a death rune), you're getting the same amount of U runes per minute with BT or gamed RE.  i.e. exactly the base rune regen rate, with no more and no fewer due to procs.  Turning a U rune into a D rune doesn't turn any of your U rune-regen into D runes, it just puts your extra procced rune there, forcing you to spend it before your still-U rune finishes regening if you want to avoid capping U runes.  (Avoiding capping on U runes is still your lowest priority, so KM, soul reaper, and avoiding capping F and D runes or RP are still more important.  Better to dump RP and THEN spend your U rune if you can't avoid one or the other capping.)

 

 Using BT to generate extra D runes in the F or D pairs is fine, too, as long as you don't let them cap and lose out on the rune-regen for those pairs.

 

 The reason you shouldn't macro BT is because popping a rune up when you aren't about to spend it could lead to capping on runes while consuming a KM proc.  Or if you have 0 F, 2 D, and you BT, HB will spend the 1 F before you can spend one of the 2 D runes to start them regening.  If you're in that state with KM procced, you want to KM but absolutely not BT.

 

 Also, BT is a good way to make it easier to use soul reaper right on CD.

 

 And if you have a lot of haste as DW, if you are close to GCD locked, the consistency is important.  You'll cap on resources during a lucky streak of RE procs, or starve during a drought. (e.g. in my 585 frost gear, I have about 530, and can still avoid capping anything almost all the time, using mastercomplex.)  It's also hard to use all your KM on FS without potentially wasting RE procs, if you have multiple KMs proc in a row, and thus want to do 3 or 4 FS in a row.  With RE, the first or 2nd might have procced your only fully depleted rune, so you'd be wasting potential procs after that.  With BT, if you're at high RP and BT charges, it's prob. a good idea to pop a BT right then in case you need to keep dumping RP, and your rune might not be fully depleted when you hit 11 or 12 BT charges.

 

 

 If your haste% is a lot lower, like maybe first tier of WoD, RE might be more attractive for DW, since there will be more waiting time.  Less chance of capping resources during a lucky streak.  Although I'm not sure that's actually true, if you pool RP to wait for KM procs.  (still not capping runes or RP ever, just when you see some downtime coming, wait before you dump the RP you have).

 

 BT is nice for 2H because you can be ready to oblit in reaction to a KM without losing out on runes from spending RP.  With RE, you often need to oblit without KM just to get some fully depleted runes.  Often you'll have 1 rune up, 2 runes fully depleted, spending RP to proc runes.  Often KM will proc before a rune does, and then you are stuck spending it on KM.  Unless rune-regen is within a second or two of getting you another oblit, you risk losing out on a KM proc from the next autoattack.

 

 So basically, I'd say completely the opposite.  RE is very workable as DW, because it's really easy to game (just leave a U rune unspent at all times, dead simple).  You don't have to game it for 2H to control which kind of rune you proc, but the problem is you often have to leave yourself not ready to consume a KM proc.  If you really wanted to use RE, I'd suggest DW would be the spec to do it.  The simcraft T16M BiS profile uses blood tap for all 3 DPS DK setups, because it's better if you do it well.  They have blood using RC, I guess for more scent of blood?

 

 Non-macroed BT takes some learning, but if you have a good rune UI like compactrunes (highly HIGHLY recommend it), and a counter for your BT charges right next to it, you can do good things.  If you need to not be tunnelling on your runes during an attention-requiring part of the fight, just spam BT while you do your rotation.  I bind FS to backquote, BT to 1, oblit to 2, HB to 3, PS to 4.  So BT is right there in the middle of my buttons easy to press while moving and DPSing.

 

 Esp. if you also tank, it's a good idea to learn to BT.  Great way to keep a death strike banked up for when you need it.  And using the same RP->Rune talent for both your specs will help your sanity.

 

 Similarly to banking death strikes, un-macroed BT can let you save up howling blasts for adds, instead of being forced to spend runes according to RNG procs.

 

 Macroed BT can lead to resource capping that you could have avoided, but other than that I think it's an OK choice, on par with RE if I recall correctly.  I've never tried macroing it, myself.  I think people have made action lists to simulate macroed BT, so you can see in theory how much patchwerk DPS it costs to macro it, vs. managing it optimally.

 

 I'm not sure whether I'd suggest stepping up from mastersimple to mastercomplex, or un-macroing BT, as the first step for players that want to do better DPS when they can spare the attention for it.  Being able to unload more HB on adds when needed might make more difference.  mastercomplex is more helpful when you need to spend runes faster, like with good gear (high haste), and/or under heroism.  (or if there are phases where you can't spend runes, so you end up sitting on 6 full runes more than just on the pull.)

Edited by Karsteck
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Guest Impurus

One thing I don´t understand. Whis Patch 6.0.2 there was a sentence into the Notes as follow "All specializations now receive a 5% bonus to specific secondary stat bonuses received from all sources. This bonus is granted through new passive abilities or additional effects added to existing passive abilities." For Frost DK they recommended Haste. But why a DW DK needs now mastery and a 2H DK Haste? I´m a little bit confused because what happens whis Mastery Frozen Heart in this case?

I have in the moment 330 Haste; 398 Mastery and 636 Crit. Maybe I´m wrong but I think I will increase now haste to max i can get instad of Crit...is it right?

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Guest Ryan

I don't seem to see a recommendation for Runeforging

Duel wielding DPS: Rune of Razorice and Rune of the Fallen Crusader.

Two handed DPS: Rune of the Fallen Crusader.

Two handed Tank: Rune of the Fallen Crusader.

From my experience anyway!

 

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There are runeforging recommendations on the enchants page :)

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What priority does defile have for 2H frost dks?

Same as DW, just under Soul Reaper. The guide is updated to fix the missing line :)

 

When will we see an update for level 100? Thanks

It has been since the day the expansion went live.

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      No expansion purchase is needed, but a World of Warcraft Subscription or Game Time is required to begin this fast-paced adventure through Pandaria. This means that Classic players can also participate in a plethora of pandamonium by simply installing the modern (live) World of Warcraft client.
      WoW Trial Accounts will also be able to experience this World of Warcraft Remix without a subscription or Game Time through level 20. Purchase a subscription or Game Time to continue beyond level 20.
      Accelerated Leveling and Content
      With World of Warcraft Remix: Mists of Pandaria there will be no slowing you down and you’ll be able to take on nearly every quest, scenario, dungeon, and raid right out of the gate with accelerated leveling from 10-70. View the chart below for the availability of each type of content.
      Level Range       Zones     Scenarios Dungeons Raids 10-70
      Jade Forest
      Greenstone Village
      Brewing Storm
      Theramore’s Fall
      Temple of the Jade Serpent
      Scarlet Halls
      Scarlet Monastery
      Scholomance
       
      20-70
      Valley of the Four Winds
      Krasarang Wilds
      5.1 Landfall Campaign
      Unga Ingoo
      Domination Point
      Lion’s Landing
      A Little Patience
      |Dagger in the Dark
      Stormstout Brewery
       
      25-70
      Kun-Lai Summit
       
      Arena of Annihilation
      Brewmoon Festival
      Crypt of Forgotten Kings
      Shado-Pan Monastery
       
      Mogu’shan Vaults
      30-70
      Townlong Steppes
      Assault on Zan’vess
      Siege of Niuzao Temple
       
      35-70
      Dread Wastes
       
       
      Heart of Fear
       
      40-70
      Vale of Eternal Blossoms
       

      Battle on the High Seas
      Blood in the Snow
      Dark Heart of Pandaria
      Secrets of Ragefire
      Mogu’shan Palace
      Gate of the Setting Sun
       
      Terrace of Endless Spring
      45-70
      Isle of Giants
      Timeless Isle
       
       
       
      50-70
      Isle of Thunder
       
       
      Throne of Thunder
      60-70
       
       
       
      Siege of Orgrimmar
      70
       
       
       
      Heroic Raids
      Creating Your New Identity
      Create a new modern World of Warcraft character to undertake your adventures in Pandaria, collect a variety of powerful new items and transmogs, then take your transmogs with you when you continue your adventures in World of Warcraft®:The War Within™. All Remix characters created during the event will convert to a standard character to play within modern World of Warcraft at the end of the event.
      From the realm Character Selection screen, players will be given the option to create a new World of Warcraft Remix character, beginning at level 10, which will only be able to play with characters taking part in the event.
      Characters in the selection screen which are only available to play in the World of Warcraft Remix event will have an icon next to the character name so they can easily be identified when choosing which mode of World of Warcraft you intend to play through.
      Once you’ve created your character, you’ll begin your new journey in the Timeless Isle and meet up with the infinite dragonflight and Eternus who will set you on your path.
      New Loot, New You
      In World of Warcraft Remix, players have the opportunity to collect a variety of items from just about anywhere: quests, chests, creatures, bosses, and more. New customizable items will be yours for the taking and each item slot has their own unique identity with spell gem sockets. These sockets come with exciting turbo-charged new effects similar to trinkets.
      Each time you loot new items, you’ll have the chance for powerful new upgrades allowing you to push the limits further and faster than ever before with uncapped progression. As you progress, you’ll gradually become more and more powerful as items also grant increased permanent stats.
      Don’t worry if you slot a gem into a slot and want to remove it, you’ll be able to add and remove gems easily. You’ll also be able to use Unraveling Sands to transform unwanted items to bronze.
      You’ll find a few different types of gems to slot into your gear as you adventure through Pandaria including Meta Gems, Tinker Gems, and Cogwheel Gems. Here are a few examples of what you could find:

      Cloak of Infinite Potential
      You’ll also be able to earn an Artifact cloak that gains permanent power increases as you play when you loot various threads of time. Infinite Power achievements you earn on your strongest character will grant alternate characters a more powerful starting cloak — making leveling even faster!
        Earn titles, a variety of transmogs, previously unreleased color variants of older mounts, and more simply by completing World of Warcraft Remix: Mists of Pandaria specific achievements during the Remix event. These achievements will become Feats of Strength when the event ends.
      August Phoenix
      Astral Emperor's Serpent
      Players will also be able to ride their dragonriding mounts throughout Pandaria and if you haven’t learned this skill yet, don’t worry, trainers are standing by.
      Welcome to a New Bronze Age
      There’s no such thing as a bad drop and any drop you get can be converted into a new currency— Bronze. You’ll be able to use this currency to purchase upgrades and World of Warcraft account-bound cosmetics.
      Head to a bazaar in any zone to purchase everything from class transmogs, to Mists of Pandaria mounts, toys, and more. This allows players to purchase items that were previously unable to obtain or difficult to obtain as random drops by simply spending this new currency to add them to their account’s collection.
      Inifnite bazaars can be found at the following locations:
       
      Location
      Zone
      Tian Monastery
      Jade Forest
      Halfhill Market
      Valley of the Four Winds
      Temple of the White Tiger
      Kun’Lai Summit
      Niuzao Temple
      Townlong Steppes
      Kor’vess
      Dread Waste
      Star’s Bazaar (Alliance)
      Shrine of the Seven Stars
      Golden Terrace (Horde)
      Shrine of the Two Moons
          Players won’t be able to use the Auction House in World of Warcraft Remix: Mists of Pandaria.
      World of Warcraft Remix: Mists of Pandaria goes live May 16 at 10:00 am PDT worldwide. We’ll see you in Pandaria!
    • By Staff
      Today's War Within Alpha build focuses on the overhaul of the Destruction Warlock tree, aimed at simplifying talent choice and improving underutilized abiltiies.
      The developers wanted to reduce fluctuation in power, enhance underutilized talents, and simplify decision-making within the talent trees with the latest Destruction tree update.
      Some highlights:
      Chaos Bolt is now baseline for Destruction Warlocks. Avatar of Destruction has been removed. Decimating Bolt is reintroduced to boost the power of your rotational spells. Underutilized talents like Soulfire and Cataclysm have been improved to increase their viability. (Source)
      Today’s Alpha update focuses primarily on Destruction.
      The Path Ahead
      Before we dive in, we want to acknowledge that our work with each specialization tree is not complete. We’ve seen the recent discussions regarding how bloated the Demonology and Destruction tree are in terms of available talents and ranks, as well as thoughts on the pathing of the Affliction tree.
      In the near future, you will see that the Demonology tree is being restructured and condensed. Both the Destruction tree and the Affliction tree will also undergo a restructuring in the near future. In this context, a restructuring means that: the amount of 2-rank talent nodes will be reduced, talents may be removed, talents may be added, new pathing will be added, and talent nodes may be moved.
      Destruction Update
      Here are our stated goals, with the addition of a new goal, for Destruction moving into the War Within:
      Reduce the fluctuation in throughput in relation to the number of targets in combat. Improve underused talents such as Soulfire and Cataclysm. Condense the number of talents and talent ranks available. Beginning with our general changes, we are moving Chaos Bolt to be baseline. This is mainly to provide a Soul Shard spender once your specialization is chosen. We are also removing Chaosbringer but plan to provide additional tuning to Chaos Bolt, Rain of Fire, and Shadowburn baseline to ensure their power remains relatively the same.
      Avatar of Destruction
      We are removing Avatar of Destruction for a couple of reasons. First and foremost, we want to highlight Summon Infernal as a powerful moment and Avatar of Destruction lessens that by increasing the cadence in which an Infernal is present.
      Secondly, Avatar of Destruction provides Destruction warlocks with a powerful, multi-target stun on a frequent basis. We could remove the stun, but we want to stay in line with our philosophy that when a player sees a demon there’s an understanding of what function that demon provides.
      To replace Avatar of Destruction, we want to try bringing back Decimating Bolt as it fits the fantasy of a Destruction warlock well and provides more power to your rotational spells. We plan to iterate on this decision based on feedback we see from the community.
      Inferno
      We have redesigned Inferno to reduce how much throughput fluctuates based on the number of enemies present during an encounter. This will allow us to tune Destruction in all situations, regardless of the number of targets available. Additionally, this allows us to tune this talent to be a competitive option against Cataclysm rather than have it remain the correct choice.
      Soulfire, Shadowburn, Channel Demonfire
      We want to make each of these spells more appealing. In this build, you’ll see a redesign of Decimation as an experiment to accomplish this for Soulfire however we plan to expand more on this as well as Shadowburn and Channel Demonfire with the restructuring of the Destruction tree, mentioned earlier in this post. Stay tuned for future updates as we work to address this goal.
      Thank you for the discussions thus far. We appreciate the continued feedback!
      You will find all the changes that went live for Warlocks this week linked below.
      (Source)
      WARLOCK Hellcaller Seeds of Their Demise has been redesigned – Blackened Soul damage increased by 30%. When Blackened Soul deals damage, you have a chance to gain Ritual of Ruin/Tormented Crescendo. Malevolence, Wither, and Seeds of Their Demise icons have been updated. Demonology You now have a 35% chance (was 100% chance) to generate a Demonic Core from your summoned Dreadstalkers when they fade. Destruction New Talent: Devastation – Increases the Critical Strike chance of your Destruction spells by 5%. New Talent: Emberstorm – Increases the damage done by your Fire spells by 2/4% and reduces the cast time of your Incinerate spell by 10/20%. New Talent: Decimating Bolt – Hurl bolts of decimating magic at your target, dealing Shadow damage and increase the damage of your next 3 Incinerates by 40%. Decimating Bolt’s damage, and the bonus to Incinerate both increase as your target’s health decreases. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. Ruin has been redesigned – Increases the Critical Strike damage of your Destruction spells by 5/10%. Inferno has been redesigned – Rain of Fire damage is increased by 20% and its Soul Shard cost is reduced by 1. Decimation has been redesigned – Your Incinerate and Conflagrate casts on targets that have 35% or less health reduces the cooldown of Soulfire by 5 seconds and reduce its cast time by 40% for 10 seconds. Chaos Incarnate has been redesigned – Chaos Bolt, Rain of Fire, and Shadowburn always gain 70% of the maximum benefit from your Mastery: Chaotic Energies. Chaos Bolt has been removed from the Destruction specialization tree and is now baseline. Conflagrate has been moved to row 1. Backdraft has been moved to row 2. Roaring Blaze and Improved Conflagrate have been moved to row 3. Ruin has been moved to row 9. The following talents have been removed: Avatar of Destruction Chaosbringer
    • By Staff
      The latest Alpha build introduces significant changes to Death Knight's core and Unholy talent trees and here is what the devs had to say about the changes!
      The core class tree has been restructured to provide damage abilities earlier, improving the leveling experience and offering more flexibility in talent choices.
      The Unholy specialization has been streamlined to reduce the complexity of its rotation and cooldown management, making it less reliant on specific talent builds.
      Epidemic and Outbreak are now baseline and Sudden Doom has been updated.
      Here is what the devs had to say about the latest Death Knight changes.
      (Source)
      Greetings, Death Knights.
      This week’s alpha build has our first round of changes to both the core class tree and the Unholy spec tree. As stated in our initial messaging our goals for the core tree updates were to shift some of the damage throughput at the end of the talent tree to earlier in the tree. For Unholy our goal was to address some of the flood of resources, reduce the number of things that need to be tracked to play optimally, increase pathing as well as choice, and reduce the number of nodes you need to pick up to play the spec fluidly. We will go into a little more detail below for both the core and Unholy changes.
      Core
      The core tree has undergone a decent reshuffling of talent placement, node pathing, ability’s becoming baseline and talent rank reduction.
      Due to the unique leveling experience Death Knights have and not starting from level 1, they had a reduced amount of abilities baseline and had to “buy back” several abilities that other classes and specs would have normally earned as they levelled. Heading into The War Within we are reassessing the stance on this for Death Knight not only for abilities they had to talent into in the core tree but also their spec trees. The hope here is by freeing up some of these talent points you had to spend to make a functional leveling experience you gain a few points that allow you to flex into more optional talents without locking you into one build.
      We have also updated several pathing nodes and moved around a few nodes to better fit the new tree philosophy. Structurally the bottom of the tree no longer holds 9 throughput talents and they have been shifted to earlier in the tree and many of them have been reduced to 1 point. Again, allowing for more build variety and the ability to pick up situational talents when you might need.
      We hope that the update to the core tree allows for more expression when building out your talents and not as if you are locked into one talent build with very wiggle room to pick talents reactively for the situation you are facing.
      Unholy
      The Unholy talent update focuses on reducing the number of talents that you had to pick to make the rotation function in a reasonably coherent way. This includes Epidemic and Outbreak baseline and addressing the number of ability cooldown reduction talents. Unholy suffered from having to choose multiple talents that reduced their cooldowns to align in a way that made sense from a gameplay standpoint. This made playing the spec any other way unreasonably convoluted especially if you were new to the spec and trying to learn to play the spec. We have removed any talent that had any sort of cooldown reduction to abilities and baked them baseline into the spec (this includes Army of the Dead which is now a 3-minute cooldown).
      Secondly, we wanted to address Sudden Doom which has been feeling lackluster for awhile now. Most notably we’ve updated its proc functionality to be more consistent instead of using our RPPM system which is usually found on trinkets and other item procs. It now has a base 25% chance to proc with bad luck protection built in. The hope here is this feels more fluid and a normally occurring proc that fits well int your rotation instead of one that feels like you can go long periods of time without it. We are still noodling on the base percentage chance and values are subject to change, but we’ve found this to be a good starting point. We’ve also updated its functionality to cause your next Death Coil or Epidemic to crit to add a little extra punch to the proc. Alongside some talents that interacted with Sudden Doom and the new talent Doomed Bidding we hope that Sudden Doom feels much more impactful as a class proc.
      We’ve also cut several talents that felt somewhat lackluster or just did very little for Unholy, most notably Feasting Strikes and Replenishing Wounds. We hope that with the reduced amount of must pick Cooldown talents, never picked “useless” talents, and new talent choices there are more appealing choices to be made within the tree that allow you customize in a way that fits your needs. Lastly, there are a couple talent nodes that have temporary “Not Yet Implemented” talents. We will be updating in the future build and eyeing talents that add a little more interaction with diseases in potentially exciting ways.
      Thanks for your patience! We look forward to hearing your feedback on the above. Next up-- we’re working to get our planned Frost and Blood changes in.
      And here are the specific adjustments made to the class, from the development notes:
      (Source)
      DEATH KNIGHT New Talent: Subduing Grasp – When you pull an enemy the damage they deal to you is reduced by 4% for 6 seconds. Located at Rune Mastery’s previous location. New Talent: Osmosis – Anti-Magic Shell increases healing received by 15/25%. Located at Unholy Bonds previous location. New Talent: Null Magic – Magic Damage taken is reduced by 15% and the duration of harmful Magic effects against you are reduced by 35%. New capstone choice node with Vestigial Shell replacing Soul Reaper. New Talent: Vestigial Shell – Casting Anti-Magic Shell grants 2 nearby allies a Lesser Anti-Magic Shell that absorbs magic damage and reduces the duration of harmful Magic effects against them by 50%. New capstone choice node with Null Magic replacing Soul Reaper. New Talent: Ice Prison – Chains of Ice now also roots enemies for 4 seconds but its cooldown is increased to 12 seconds. Available in gate 1 after Blinding Sleet. New Talent: Rune Protection – Your chance to be critically struck is reduced by 3% and your Armor is increased by 3/6%. Replaces Icy Talons old position within the tree. Chains of Ice is now granted baseline and learned at level 13. Anti-Magic Shell is now granted baseline and learned at level 14. Rune of the Stoneskin Gargoyle can now be Runeforged on 1-handed weapons. Rune of Hysteria has been removed. Developer’s note: Rune of Hysteria was a problematic design especially as it pertains to Breath of Sindragosa and the volatility of its uptime. We felt that for the overall health of the spec it would be best to remove Hysteria at this time to better enable us to meet our goals with the upcoming changes to Breath. Empower Rune Weapon has been removed. Developer’s note: This will still be available for Frost in their spec tree but both Blood and Unholy were often flooded with resources and a big unnecessary contributor to this was Empower Rune Weapon. To better dial in resources on Blood and Unholy we feel its best to keep Empower Rune Weapon for Frost only. Abomination Limb no longer grants Bone Shield, Runic Corruption, or Rime based on specialization. Developer’s note: In Shadowlands it was important for the spec hooks to exist to better balance between the other covenant ability choices. With its re-introduction in Dragonflight its added to the influx of resources/procs that can often come at inopportune times or add to the feeling of being unable to spend down the bonuses it grants. By removing this it allows the ability to “breathe” on its own and lean into its strength of AoE control and damage. Rune of the Apocalypse has been updated: War Effect Damage taken increased to 4% (was 1%). Duration increased to 10 seconds (was 6 seconds). Pestilence Effect Damage increased by 500%. Famine Effect Damage dealt to the caster reduced to 5% (was 2%). Death Effect Healing reduction increased to 5% (was 1%). Cleaving Strikes now also retains bonus effects for being within your Death and Decay for 4 seconds when leaving its area. Icebound Fortitude cooldown reduced by 60 seconds. Veteran of the Third War now grants 20% Stamina (was 10%). Now a 1-rank talent (was 2). Icy Talons Now increases attack speed per stack by 6% (was 3%). Now a 1-rank talent (was 2). Unholy Bond now increases effectiveness of Runeforge effects by 20% (was 10%). Now a 1-rank talent (was 2). Assimilation now reduces the cooldown of Anti-Magic Zone by 30 seconds. No longer increase Runic Power when absorbing damage. Suppression now grants an additional 6% damage reduction to area of effects when you suffer a loss of control effect. Moved to gate 3. Blood Scent Leech increased to 5%. Moved to gate 3. Blood Draw now also grants a buff reducing damage taken by 10% and reducing Death Strike cost by 10 for 8 seconds when falling below 30% health. Now a 1-rank talent. Moved to the left capstone position. Unholy Ground moved to gate 1 available after Cleaving Strikes. Sacrificial Pact is now a choice node with Enfeeble. Runic Attenuation moved to gate 1 available after Coldthirst. Soul Reaper moved to gate 2 available after Unholy Blond or Death’s Reach The following talents have been removed: Might of Thassarian Merciless Strikes Clenching Grasp Unholy New Talent: Doomed Bidding – Consuming Sudden Doom calls upon a Magus of the Dead to assist you for 8 seconds. Now a choice node with Summon Gargoyle. Ghoulish Frenzy is now available in the 2nd gate replacing Unholy Command. New Talent: Raise Abomination – Summons an Abomination to attack nearby enemies applying Festering Wound with its melee attacks and infecting all nearby enemies with Virulent Plague. 90 second cooldown. Replaces Army of the Dead. New Talent: Foul Infections – Your diseases deal 10% more damage and have a 5% increased chance to critically strike. New Talent: Menacing Magus – Your Magus of the Dead Shadow Bolt now fires a volley of Shadow Bolts at up to 4 nearby enemies. Epidemic is now granted baseline and learned at level 18. Outbreak is now granted baseline and learned at level 13. Sudden Doom is now learned in gate 1 directly after Scourge Strike and also causes your next Death Coil or Epidemic to critically strike Sudden Doom is no longer an RPPM proc and has instead been updated to have a 25% chance on auto-attacks to proc with build in bad luck protection to provide a more consistent proc. Army of the Dead cooldown reduced to 3 minutes (was 8 minutes). Apocalypse cooldown reduced to 45 seconds (was 90 seconds). Dark Transformation cooldown reduced to 45 seconds (was 60 seconds). Vile Contagion cooldown reduced to 45 seconds (was 90 seconds). Festermight now functions like Ironfur, allowing multiple instances to overlap. Ruptured Viscera is no longer a choice node with Magus of the Dead. Ebon Fever is no longer a choice node with Bursting Sores and is available directly after Bursting Sores. Updated to also affect Frost Fever and Blood Plague if Superstrain is talented. Unholy Blight moved to gate 1. The following talents have been removed: Replenishing Wounds Army of the Damned Unholy Command Feasting Strike
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