Belgarion.Guild Leader
Joined: 04 Nov 2009 Posts: 1020
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re: Patch Changes as they come.
by Belgarion. on 2009/11/05 13:49 pm
Loranus
Frost Presence armor has yet again been changed from 80 down to 60%
How this will affect you:
Physical attacks will hit you harder than before though we supposedly still have close to the highest or equal you will be taking some more damage so watch out on that part.
This is also a nerf to Unbreakable Armor (<.< we cant get a break on this one first they take away straight avoidance and now its getting a passive nerf.) Less armor means less absorption of damage from it though still good to take due to the strength buff increasing parry which will also temporarily increase your DPS while in a fight.
If you spec like I do for both PVP and PVE(tanking) and have bladed armor your AP is going to suffer as well in frost presence. I know myself lost 3212.6 (in tank gear) armor which translates into a loss of 89 AP while tanking so test out your threat gen and change it around. I suggest moar cowbell but if that doesn't work Morbidity I found helps out a lot with the Glyph of DND dropping 2 down in a fight in 10 man Ulduar has kept the higher DPS from ripping it away.
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Belgarion.Guild Leader
Joined: 04 Nov 2009 Posts: 1020
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re: Turalon
by Belgarion. on 2009/11/05 13:50 pm
Morbidity combined with Killing Machine are your best sources of threat
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Belgarion.Guild Leader
Joined: 04 Nov 2009 Posts: 1020
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re: Loranus
by Belgarion. on 2009/11/05 13:51 pm
Death Knights
* Due to significant talent changes, all death knight talents will be reset for players.
* Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease.
* Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving.
* Frost Presence: 10% bonus health reduced to 6% bonus stamina.
* Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%.
* Icebound Fortitude: Cooldown increased to 2 minutes.
* Talents
o Blood
+ Dancing Rune Weapon: This ability now has a fixed duration of 12 seconds (which can still be modified by its glyph) and a fixed cost of 60 runic power.
+ Veteran of the Third War: Stamina bonus reduced to 1/2/3%.
o Frost
+ Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 5/10/15%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.
+ Lichborne: Duration reduced to 10 seconds, and cooldown reduced to 2 minutes.
+ Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike.
+ Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes.
o Unholy
+ Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the death knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent.
+ Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the death knight deals by 1/2/3/4/5% for 12 seconds.
+ Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%.
+ Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power.
+ Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.
Patch 3.2 Notes as of right now I suggest DKs do try and get onto the PTR if your a DPS and try out a new spec possibly Dual Wielding with the new Talents that were included.
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