Cata DK Changes

Prometheus

Everything is mutable; nothing is sacred
Reaction score
589
New Talent Changes from the alpha, source: mmowned.com

Blood

* Bloodworms - Your weapon hits have a 3% chance to cause the target to spawn a Bloodworm. The Bloodworm attacks your enemies, gorging itself with blood until it bursts to heal nearby allies. Lasts up to 20 sec.
* Dancing Rune Weapon - The rune weapon also assists in defense of its master, granting an additional 21% parry chance while active.
* Veteran of the Third War - No longer increases strength. Increases your total Stamina by 4/7/10% and your expertise by 7.
* Improved Blood Presence - While in Frost Presence or Unholy Presence, you retain 2/4% damage reduction from Blood Presence, and the chance you will be critically hit by melee attacks is reduced by 2/4% in Blood Presence.
* Heart Strike - Instantly strike the target and up to two additional nearby enemies, causing 100% weapon damage plus 125.5 on the primary target, with damage reduced by 25% on each subsequent target. Each target takes 10% additional damage for each of your diseases active on that target.
* Blood Presence - The death knight takes on the presence of Blood, increasing Stamina by 9%, armor contribution from cloth, leather, mail and plate items by 61%, and reducing damage taken by 7%. Increases threat generated. Only one Presence may be active at a time.
* Bone Shield - 60 sec cooldown. The Death Knight is surrounded by 3 whirling bones. While at least 1 bone remains, Ghe:she; takes 19% less damage from all sources and deals 3% more damage with all attacks, spells and abilities. Each damaging attack that lands consumes 1 bone. Lasts 300 sec.
* Blood-Caked Blade - Your auto attacks have a 10/20/30% chance to cause a Blood-Caked Strike, which hits for 25% weapon damage plus 13.0% for each of your diseases on the target.
* Toughness - Increases your armor value from items by 2/4/6/8/10% and reduces the duration of all movement slowing effects by 6/12/18/24/30%.
* Death Strike - A deadly attack that deals 151% weapon damage plus 170.63 and heals the Death Knight for $F% of Ghis:her; maximum health for each of Ghis:her; diseases on the target.
* Might of Mograine - Increases the damage dealt by your Blood Strike, Heart Strike, and Rune Strike abilities by 5/10/15/20/25%.
* Sanguine Fortitude - While active, your Icebound Fortitude reduces damage taken by an additional 10/20/30% and costs no runic power to activate.
* Hemorrhagic Fever - Gives your Blood Boil a 50/100% chance to afflict enemies with Hemorrhagic Fever, reducing their physical damage dealt by 9% for 30 sec.
* Crimson Scourge - Increases the damage dealt by your Blood Boil by 15/30/45%.
* Improved Death Strike - Increases the damage of your Death Strike by 15/30/45%, increases its critical strike chance by 4/7/10%, and increases the healing granted by 25/50/75%.
* Blood Swarm - When you Plague Strike a target that is already infected with your Blood Plague, there is a 20/40/60/80/100% chance that your next Blood Boil will consume no runes.
* Will of the Necropolis - [Rank 3] - [Level 1] - When a damaging attack brings you below 30% of your maximum health, you generate a Blood Rune and the cooldown on your Rune Tap ability is refreshed, and all damage taken is reduced by 9/18/27% for 8 sec. This effect cannot occur more than once every 15 seconds.

Frost

* Icebound Fortitude - No longer grants additional damage reduction based on Defense for 12 sec.
* Guile of Gorefiend - No longer increases Icebound Fortitude duration.
* Improved Frost Presence - While in Blood Presence or Unholy Presence, you retain 3/6% increased runic power generation from Frost Presence, and your bonus damage while in Frost Presence is increased by an additional 3/6%.
* Pillar of Frost - Instant, 60 sec cooldown. Calls upon the power of Frost to increase the Death Knight's Strength by 21%. Icy crystals hang heavy upon the Death Knight's body, providing immunity against external movement such as knockbacks. Lasts 20 sec.
* Improved Icy Touch - No longer buffs Frost Fever.
* Annihilation - Increases the damage dealt by your Obliterate ability by 10/20/30%.
* Rime - Your Obliterate has a 15/30/45% chance to reset the cooldown on Howling Blast and cause your next Howling Blast or Icy Touch to consume no runes.
* Frost Fever - Now reduces the target's melee and ranged attack speed by 21% for 30 sec. Up from 14%.
* Frost Presence - Strengthens the Death Knight with the presence of Frost, increasing damage by 11% and increasing Runic Power generation by 11%.
* Runic Empowerment - When you use your Death Coil, Frost Strike, or Rune Strike ability, you have a 8/46/24/32/40% chance to activate a random fully depleted rune.
* Brittle Bones - Your Frost Fever chills the bones of its victims, increasing their physical damage taken by 2/4%.
* Might of the Frozen Wastes - When wielding a two-handed weapon, your autoattacks have a 15/30/45% chance to generate 11 Runic Power.

Unholy

* Unholy Presence - Now also increases rune regeneration by 11%.
* Virulence - Increases your chance to hit with your spells by 1/2/3%.
* Magic Suppression - Increases the spell damage absorption of your Anti-Magic Shell by an additional 9/18/27%, and increases the runic power generated when damage is absorbed by Anti-Magic Shell.
* Improved Unholy Presence - While in Blood Presence or Frost Presence, you retain 8/16% increased movement speed from Unholy Presence, and you gain an additional 3/1% (Possible error, check in game) haste while in Unholy Presence.
* Scourge Strike - An unholy strike that deals 100% of weapon damage as Physical damage plus 344.41. In addition, for each of your diseases on your target, you deal an additional 13% of the Physical damage done as Shadow damage.
* Corrupting Strikes - Increases the damage of your Plague Strike and Scourge Strike abilities by 10/20/30%.
* Night of the Dead - Reduces the cooldown on Raise Dead by 45/90 sec and the cooldown on Army of the Dead by 2/4 min.
* Anticipation - Removed.
* Unholy Frenzy - 30 yd range, Instant, 3 min cooldown. Induces a friendly unit into a killing frenzy for 30 sec. The target is Enraged, which increases their melee and ranged haste by 10%, but causes them to lose health equal to 3% of their maximum health every 2 sec.
* Sudden Doom - Your autoattacks have a 5/10/15% chance to make your next Death Coil cost no runic power.
* Epidemic - Increases the duration of Blood Plague and Frost Fever by 3/6/9/12/15 sec.
* Resilient Infection [NYI] - When your diseases, other than those applied via Pestilence, are dispelled, you have a 50/100% chance to have their cost refunded.

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Flare

Stops copies me!
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While it obviously is only early days for this kind of stuff, some of the talents sound pretty awesome (although, I'm gonna miss Blood Presence as a DPS presence :()

While in Frost Presence or Unholy Presence, you retain 2/4% damage reduction from Blood Presence, and the chance you will be critically hit by melee attacks is reduced by 2/4% in Blood Presence.
Hmmm... I wonder whether this means that the boss critical strike chance will be decreasing, or if tanks will have to deal with the possibility of taking a critical hit :3

* Runic Empowerment - When you use your Death Coil, Frost Strike, or Rune Strike ability, you have a 8/46/24/32/40% chance to activate a random fully depleted rune.
Oooh, free runes :D

* Epidemic - Increases the duration of Blood Plague and Frost Fever by 3/6/9/12/15 sec.
Awesome :D
 
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