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re: DK CATA

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Spoilers***** Dk talent tree's..CATACLYSM

General

Damage over time spells now benefit from haste and critical strike.
Damage over time spells can no longer be ‘clipped’.
Haste decreases the time it takes for runes to refresh.
Haste increases energy regeneration for ghouls.
All pets and minions now have a default 90% AoE damage reduction.
Blood

Talent Information
Mastery: Reduces damage taken by a percentage. Each time you take damage, you gain a percentage of the damage taken as attack power, up to a maximum of twice your Vengeance percentage of your Stamina. Each time you heal yourself via Death Stike, you gain a percentage of the amount healed as a damage absorption shield.
Caps out at 51 talent points for 8% damage reduction, 5% Vengeance, and a shield equal to 100% of Death Strike’s heal.
[Tier 1] Subversion removed.
[Tier 1] Vendetta moved to tier 1 from tier 4. Heal increased to 3% from 2%. Name changed to Exsanguinate.
[Tier 3] Blood-Caked Blade moved from tier 4 Unholy to tier 3 Blood. Effect untouched.
[Tier 3] Dark Conviction removed.
[Tier 3] Bone shield moved from tier 8 Unholy to tier 3 Blood. Effect untouched.
[Tier 3] Might of Mograine moved from tier 9 to tier 3. Now increases the damage of Blood Strike, Heart Strike, and Rune Strike by 5/10/15/20/25% instead of its previous effect of increasing the critical strike modifier of Blood Boil, Blood Strike, Heart Strike, and Death Strike.
[Tier 4] Toughness moved from tier 1 Frost to tier 4 Blood. Effect untouched.
[Tier 5] Rune Tap moved from tier 3 to tier 5. Effect untouched.
[Tier 5] Mark of Blood removed.
[Tier 5] Bloody Strikes removed.
[Tier 5] Abomination’s Might moved from tier 6 to tier 5. Effect untouched.
[Tier 5] New talent, Hemorrhagic Fever, added. Gives your Blood Boil a 50/100% chance to afflict enemies with Hemorrhagic Fever, reducing their physical damage dealt by 9% for 30 seconds.
Since it’s asked so much: Yes, it is currently a disease, sources say.
[Tier 6] Improved Rune Tap moved from tier 4 to tier 6. Effect untouched.
[Tier 6] Bloody Vengeance removed.
[Tier 6] New talent, Crimson Scourge, added. Increases the damage dealt by your Blood Boil by 15/30/45%.
[Tier 7] Hysteria removed.
[Tier 7] Bloodworms removed.
[Tier 7] Vampiric Blood moved from tier 8 to tier 7. Effect untouched.
[Tier 7] Improved Death Strike moved from tier 8 to tier 7. Increased from a 2 point talent to a 3 point talent. Effect per talent remains the same – increases Death Strike damage by 15%, increases Death Strike critical strike chance by 3%, and increases Death Strike healing by 25%.
[Tier 7] Improved Blood Presence redesigned. While in Frost Presence or Unholy Presence, you retain 3/6% damage reduction from Blood Presence, and the chance you will be critically hit by melee attacks is reduced by 3/6% in Blood Presence.
[Tier 8] Sudden Doom moved from tier 8 Blood to tier 10 Unholy.
[Tier 8] New talent, Blood Parasite, added. Your weapon hits have a 3/6/9% 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 seconds.
[Tier 8] New talent, Sanguine Fortitude, added. While active, your Icebound Fortitude reduces damage taken by an additional 10/20/30% and costs 33/66/100% less runic power to activate.
[Tier 9] Death Rune Mastery moved from tier 3 to tier 9. Effect untouched.
[Tier 9] Heart Strike redesigned. Base weapon modifier increased to 100%, up from 50%, and strikes 2 additional targets, up from 1 additional target.
[Tier 9] Will of the Necropolis redesigned. When a damaging attack brings you below 30% of your maximum health, you generate a Blood Rune and the cooldown of your Rune Tap is refreshed, and all damage taken is reduced by 8/16/25% for 8 seconds. This effect cannot occur more often than once every 15 seconds.
[Tier 10] Blood Gorged removed.
[Tier 10] Veteran of the Third War moved from tier 5 to tier 10. Now increases your stamina by 4/7/10% and your expertise by 2/4/6. No longer increases strength.
[Tier 10] New talent, Blood Swarm, added. 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.
[Tier 11] Dancing Rune Weapon redesigned. Now increases your parry chance by 20% for its duration, in addition to its previous effect.
Ability Information
Dark Simulacrum: Places a dark ward on an enemy that persists for 8 sec, siphoning the magical energies from the enemy’s next offensive targeted spell and allowing the Death Knight to unleash an exact duplicate of that spell. No cost, 20 yard range, no cooldown.
After siphoning a spell during the 8 second debuff, you then receive a 20 second buff in which to unleash it.
Blood Presence redesigned, now reads: “The death knight takes on the presence of Blood, increasing Stamina by 8%, armor contribution from cloth, leather, mail and plate items by 60%, and reducing damage taken by 8%. Increases threat generated. Only one Presence may be active at a time.”
Blood Strike has a base 80% weapon damage modifier, up from the current 40%.
Diseases spread from Pestilence deal half damage.
Frost

Talent Information
Mastery: Increases all damage done by a percentage. Grants a percentage of melee haste. Increases all runic power gains by a percentage.
Caps out at 51 talent points for 8% increased damage, 8% increased melee haste, and 20% increased runic power generation.
[Tier 1] Toughness moved from tier 1 Frost to tier 4 Blood.
[Tier 1] Improved Icy Touch redesigned. No longer increases the attack speed debuff of the spell. Other effect untouched.
[Tier 1] New talent, Runic Empowerment, added. When you use your Death Coil, Frost Strike, or Rune Strike ability, you have a 8/16/24/32/40% chance to activate a random fully depleted rune.
[Tier 3] Annihilation redesigned. Now increases Obliterate’s damage by 10/20/30%.
[Tier 4] Endless Winter redesigned. No longer increases strength. Other effect untouched.
[Tier 5] Frigid Dreadplate removed.
[Tier 5] Deathchill removed.
[Tier 5] New talent, Pillar of Frost, added. Calls upon the power of Frost to increase the Death Knight’s strength by 20%. Icy crystals hang heavy upon the Death Knight’s body, providing immunity against external movement such as knockbacks. Costs 1 Frost rune, lasts 20 seconds, has a 60 second cooldown.
[Tier 5] New talent, Brittle Bones, added. Your strength is increased by 2/4% and your Frost Fever chills the bones of its victims, increasing their physical damage taken by 2/4%.
[Tier 6] Rime redesigned. Your Obliterate has a 15/30/45% chance to reset the cooldown on Howling Blast and causes your next Howling Blast or Icy Touch to consume no runes. No longer increases the critical strike chance of Obliterate and Icy Touch.
[Tier 7] Improved Frost Presence redesigned. 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%.
[Tier 8] Unbreakable Armor removed.
[Tier 9] Frost Strike redesigned. Base weapon modifier increased to 110%, up from 55%.
[Tier 9] Guile of Gorefiend redesigned. No longer increases the duration of Icebound Fortitude. Other effect untouched.
[Tier 10] New talent, Might of the Frozen Wastes, added. When wielding a two-handed weapon, your autoattacks have a 15/30/45% chance to generate 10 Runic Power.
[Tier 11] Howling Blast redesigned. Now costs one Frost rune, down from one Unholy rune and one Frost rune.
Ability Information
Frost Presence redesigned, now reads: “Strengthens the Death Knight with the presence of Frost, increasing damage by 10% and increasing Runic Power generation by 10%. Only one Presence may be active at a time.”
Obliterate no longer consumes diseases (baseline) and has a base 160% weapon damage modifier, up from the current 80%.
Icy Touch no longer causes increased threat while in any specific presence.
Frost Fever has a base duration of 30 seconds, up from the current 15.
Rune Strike has had it’s damage increased to 200% weapon damage (up from 150%) and 0.30 AP (up from 0.20).
Icebound Fortitude no longer gains additional damage reduction based on defense.
Unholy

Talent Information
Mastery: Increases all damage done by a percentage. Increases your chance for melee attacks to be critical strikes by a percentage. Increases the damage done by your diseases by a percentage.
Caps out at 51 talent points for 8% increased damage, 8% increased melee critical strike chance, and 20% increased disease damage.
[Tier 1] Anticipation removed.
[Tier 1] Virulence redesigned. No longer reduces the chance that your damage over time diseases can be cured by 10/20/30%. Other effect untouched.
[Tier 1] Epidemic moved from tier 2 to tier 1. Increased from a 2 point talent to a 3 point talent. Effect per talent remains the same – increases the duration of your Blood Plague and Frost Fever by 3 seconds.
[Tier 2] New talent, Resilient Infection, added. When your diseases, other than those applied via Pestilence, are dispelled, you have a 50/100% chance to have their cost refunded.
[Tier 3] Corpse Explosion removed.
[Tier 3] Outbreak redesigned. Now increases the damage of your Plague Strike and Scourge Strike abilities by 10/20/30%. Name changed to Corrupting Strikes.
[Tier 3] New talent, Unholy Frenzy, added. Induces a friendly unit into a killing frenzy for 30 seconds. The target is enraged, which increases their melee and ranged haste by 10%, but causes them to lose 3% of their maximum health every 2 seconds. No cost, 3 minute cooldown.
[Tier 4] Mordidity moved from tier 3 to tier 4. Same effect.
[Tier 4] Night of the Dead redesigned. No longer provides AoE reduction for your ghoul. Other effect untouched.
[Tier 6] Magic Suppression redesigned. No longer reduces magical damage taken by 2/4/6%. Now causes AMS to provide RP when it absorbs damage. Other effect untouched.
[Tier 7] Anti-Magic Zone redesigned. Cooldown reduced to 45 seconds, down from 2 minutes. Effect untouched.
[Tier 7] Ghoul Frenzy redesigned. Cooldown removed. Duration and heal doubled. Other effect untouched.
[Tier 7] Improved Unholy Presence redesigned. While in Blood Presence or Frost Presence, you retain 8/15% increased movement speed from Unholy Presence, and you gain an additional 3/6% haste while in Unholy Presence.
[Tier 8] Bone Shield moved from tier 7 Unholy to tier 3 Blood.
[Tier 8] Reaping moved from tier 6 to tier 8. Effect untouched.
[Tier 9] Wandering Plague redesigned. Damage reduced to 16/33/50%, down from 33/66/100%. Other effects untouched.
[Tier 9] Scourge Strike redesigned. Now costs one Unholy rune, down from one Unholy rune and one Frost rune. Base weapon modifier increased to 100%, up from 70%. Other effects untouched.
[Tier 9] Ebon Plaguebringer redesigned. Now increases magical damage taken by 3/6/9%, down from 4/8/13%.
[Tier 10] Sudden Doom moved from tier 8 Blood to tier 10 Unholy. Redesigned. Your autoattacks have a 5/10/15% chance to make your next Death Coil cost no runic power.
Ability Information
Necrotic Strike: A vicious strike that deals 80% weapon damage and absorbs the next 0.4*AP healing received by the target. One Unholy rune, melee range, no cooldown.
Outbreak: Instantly applies Blood Plague and Frost Fever to the target enemy. No cost, 30 yard range, 1 minute cooldown.
Unholy Presence redesigned, now reads: “Infuses the Death Knight with Unholy Fury, increasing attack speed and rune regeneration by 10%, and movement speed by 15%. Only one Presence may be active at a time.”
Plague Strike has a base 100% weapon damage modifier, up from the current 50%.
Death Strike has a base 150% weapon damage modifier, up from the current 75%.
Anti-Magic Shell no longer provides runic power when it absorbs damage.
Death and Decay now costs an Unholy Rune, down from a Blood, Unholy, and Frost rune
Corpse Explosion made baseline. Now costs an Unholy Rune, changed from runic power.
Blood Plague has a base duration of 30 seconds, up from the current 15.

Other classes affecting Death Knights

All single target buffs with group versions (such as MotW/GotW, AI/AB, etcetera) now inherently buff the entire raid if the target is in your party/raid. The group versions will likely be removed.
Blessing of Might now increases AP by 10% instead of a flat amount. Likely doesn’t stack with AM/UR/TA.
Mark of the Wild now increases affected stats by 5% instead of a flat amount. Likely doesn’t stack with BoK.
Blessing of Kings now increases affected stats by 5% instead of 10%. Likely doesn’t stack with MotW.
Moonkin aura’s haste removed.
Swift Retribution increased to 20% haste, but only melee and ranged. Likely doesn’t stack with IIT/WF.
Windfury increased to 20% melee and raged haste, and Improved Windfury removed. Likely doesn’t stack with SR.
Battle Shout changed to increase strength and agility. Likely doesn’t stack with HoW/SoE.
Sunder Armor now decreases armor by 4% instead of 5%, and only stacks 3 times instead of 5 times. Likely doesn’t stack with FF.
Expose Armor now decreases armor by 12% instead of 20%. Likely doesn’t stack with FF.
Faerie Fire now decreases armor by 4% instead of 5%, but stacks 3 times instead of 0 times. Likely doesn’t stack with Sunder/Expose.
Misery and Improved Faerie Fire removed.
Earth and Moon now increases magical damage received by 9%, down from the current 13%. Likely doesn’t stack with MP.
Curse of Elements now increases magical damage received by 9%, down from the current 13%. Likely doesn’t stack with MP.
Master Poisoner now increases magical damage received by 9%, instead of incoming crit chance by 3%. Likely doesn’t stack with CoE/EP/EM.
Commanding Shout now increases stamina by a flat amount, instead of health. Likely doesn’t stack with PWF/BP.
Blood Pact now increases stamina by a flat amount, instead of health. Likely doesn’t stack with PWF/CS.
Restoration Druids’ Revitalize only restores mana to the caster, not mana/rage/energy/runic to the hotted target.
Discipline Priests’ Rapture no longer restores runic power.
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