Opinion: On the changes to the DK by MuyOscuro

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It is very likely that you are following the changes of the class Death Knight for Cataclysm and now, we have the opinion of those who play the class on the implication these changes might have. Therefore, we ask that you use the article voting system to rate the article of Very dark objectively

If you have not yet seen what awaits the Death Knightbe sure to check the changes that are to come. We will continue to publish your opinions and, if you dare, you may want to take a look to see how participate in this of the opinions of classes.

Good i am Very dark And here is my opinion on the changes to the Death Knight.

About his new skills

Outbreak (Level 81): Outbreak infects the target with Frost Fever and Blood Plague at no rune cost. This ability allows Death Knights to quickly apply diseases when changing targets or when their diseases have been dispelled.

Necrotic Strike (Level 83): Necrotic Strike is a new attack that deals weapon damage and applies a debuff that dampens an amount of healing based on the damage dealt. Let's take as an example that the death knight can choose between inflicting 8000 p. damage directly with a specific ability, or inflict 6000 damage. damage and cushion 4000. subsequent healings with Necrotic Strike; This is a smaller hit, but for the target to regain full health, it will require more healing.

This ability aims to recover part of the previous essence of the Death Knights, which could dispel healing effects over time (SeT). This also gives the class a bit more utility in PvP without actually copying the type of effect Mortal Strike has.

Dark impersonation (Level 85): The Death Knight strikes a target, dealing a debuff that allows the Death Knight to copy the opponent's next spellcast and unleash it. Unlike Spell Reflection, Dark Impersonation does not negate the next spell. In general, if you can't mirror an ability, you won't be able to copy it either.
The truth, analyzed for 2 hours and reread several times, gives the impression that all of them are oriented in the pvp field. Let's look at them one by one.

OutbreakPerhaps this is the only one that could be attributed a certain use to the pve, since it will allow us to put both pests in a single hit. This will give us that in multipulls with only 2 buttons we can have all the enemies with pests instead of having to press 3 as before.
A very considerable improvement for the pvp field that makes us gain enough Gdc (Global Reload Time) power using a single ability to use plagues on our target.

Necrotic Strike, I only see this as a pvp utility since I do not see myself preventing a boss from healing 4000 points of damage, if perhaps in a specific boss it could have its use but today the moments could be counted on the fingers of the hands where we could make use of this ability in pve.
On the contrary, it is a skill that will give a lot of play in pvp, although as indicated it will do less damage than another hit but adding this damage, it will make it a very interesting hit.

Dark impersonation, This skill has been the one that I have read the most times and the one that after rereading it generated new doubts.

To begin with and obviously speaking from ignorance, it seems to me an ability in 95% of pvp, since as indicated we will only be able to copy spells that can be reflected, with which it would exclude if not all 90% of the spells of the bosses of meeting. Making this ability something of little or no use for raids. Perhaps in the matter of leveo or in the so-called farming it has some usefulness but I do not see it more useful, since I do not think that in cataclysm we can use this ability, against the bosses of the encounters, although this is something that time will tell.

Even so for pvp I do not see it as something infinitely useful, although at first it may seem so. Analyzing it we see that you have to apply the damage to the adversary and once he has it, the next spell he cast is the one we will copy, with the emphasis that it is a spell that can be reflected, which already means that it can only be a spell of cc or damage, adding the counterpart that before, we have to apply the damage. Making sure if the other person is "skilled" he sees that the next thing he throws will be copied by the dk.

We are going that as soon as the mechanics of this ability are known a little and an addon is taken to warn that the debuff has been put that the next thing to be thrown will be copied, in most cases what will be copied will be the spell of less contribution, that has that class.

As I grow older, many other doubts arise, such as.

- On the damage that allows us to copy spells:

Will this damage that will make us be able to copy a spell be "dispellable"?
Will it last on the adversary, or will it just be until we copy a spell?

-About the spell once copied:

If it is a spell that is cast, will we have to cast it or will it be instantaneous?
How long will this copy be? It will be 1 use and do we lose it? Can we use it for x time?
Being a spell, will we copy it with the "bonuses" of the person to whom we copied it, so that in its later use it does an "acceptable" damage?

In short, and I repeat everything from ignorance and first impression. It seems like a very nice ability but analyzing it I think that it is not going to be excessively good since balancing it in a pvp environment will cause that in pve if it is not already especially useful, it will not do a very great damage.
But hey, not everything was going to be bad impressions, as a counterpart to the new abilities that did leave me the impression of being more than anything oriented to pvp, the change with respect to the runes although puzzled seems to be something that gives more play to the class when it comes to having confrontations on the move.

This change, according to the developers, will also make the death knight not have to be so extremely aware of losing his rotation and that committing a failure in it, makes you lose a large amount of dps, thus facilitating the use of the class to the person who is not that skilled at following a rotation.
We will have to see how the skills readjust after this change, since as reported many of them will have to be touched to adjust to this new system.

Talent changes

And we come to the very conflictive talent change, after which our branch of blood becomes solely tanking. Many people have been upset when reading this change, as a personal matter, like many other death knights, I see it well in the sense that the death knight was currently somewhat "underprivileged" when it came to Tanking, as it suffered much less physical damage mitigation, than other classes such as Paladin or Warrior, making healing a death knight in some bosses an ordeal for healers.
After this change, the developers want to focus all tanking talents on this branch, thus allowing the death knight to be a tank "with the same benefits", although as a result of this change all branches will undergo modifications, since purely tanking talents will all be in the blood branch.

Passive Mastery Bonuses

Finally we come to the Passive Mastery Bonuses for talent trees.

This is where I find one of those that from my point of view will be one of the mechanics that promise to be more "entertaining" in the tank death knight and it is the healing absorption that makes when we heal ourselves through our abilities, we win a damage mitigation effect relative to that amount of damage healed.

About frost little to say about what we have now, it will be oriented to be par excellence the branch of dps with two one-handed weapons, although as they have already clarified it will not focus only on these, allowing to be able to do dps also with two weapons hands as currently.

And profane from what is seen its orientation will continue as it currently is.


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