Wednesday, September 15, 2010

Death Knight Tanking in Cata

I was originally planning on talking about alternate playstyles and other such nonsense, but that'll have to wait for another day. Today my biggest question is "What will DK tanking be like in cata?"

Previous Beta Builds
Before it looked like blood tanking would be extremely similar to how it is now. The main differences being that you would have cooldowns from other trees in the blood tree.

Current Beta Build (12942)
I'll start little and work my way up here Vampiric Blood has been nerfed to 25% bonus healing, from 35%. While this isn't a particularly large change it does begin to bring us back in line with other tanks.

Rune Tap has also been weakened slightly. It now heals 15% of your max health instead of 20%.

Will of the Necropolis now can only occur once every 45 seconds. All this does is put it in line with the other tank's automatic "oh shit" skills.

This is where it gets kind of sticky. Death Strike has been reworked, it now heals you for 30% of the damage you have received in the preceding 5 seconds. Although this is a good change for overall balance it will have a few repercussions we need to look at. Improved Death Strike now increases the healing component of Death Strike by 25/50/75%. These changes make our 2pc T11 bonus much less useful. As it currently stands the bonus is only a 5% increase to Death Strike's damage which formerly would've also indirectly increased survivability. Now it's simply a very minor threat increase. I could see an easy way to make this increase survivability again would be to make it increase healing as well as damage. On a slightly different note this could bring up interesting questions of when exactly would be the most optimal time to hit Death Strike. The confusion this could cause with newer or less experienced tanks could lead to problems and once again a bad reputation for DK tanks everywhere

In the end we'll have to see how Blizzard works this all out. The T11 thing could simply be that they overlooked it in this build and it will be fixed in the next one.

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