Death Knights will tank as Blood in Cataclysm
We’re doing our Cataclysm preview on the death knight changes later this week, but we knew one change risked overshadowing all the others, so we figured we’d go ahead and drop the proverbial Blood bomb today.
In Cataclysm, death knights will have a dedicated tanking tree, much like the other three tank classes. That tree will be Blood.
We’ll go into more detail in the upcoming preview, but we wanted to take the opportunity to explain the reasoning for such a big change.
Why the about face? We actually thought the “tri tank” experiment worked out okay. We suspected there would always be a “best” tanking tree, because that’s the way these things shake out, but we hoped it would be close enough that many players could tank with their favorite tree. When we tried out this design for Wrath of the Lich King, we were using it as a test case to see if we wanted to do similar things with the warrior and paladin talent trees.
A lot has happened since that time. We introduced the dual-spec feature, allowing players to have a tanking spec and dps spec that they could switch between. We introduced Dungeon Finder, which makes it easier to find players who want to tank, and even let players level up using a dedicated tank spec. In Cataclysm, we are introducing the concept of passive talent tree bonuses and we think that feature is a lot stronger when the talent tree has a particular focus (such as damage, tanking or healing). For example, it’s safer to give more passive damage to a tanking tree than we can a dps tree. Above all, we were just spending a lot of effort trying to balance three trees (though it was really six trees, since each tree was trying to do two things).
It started to feel unfair to the other tank classes that we had to spend so much effort tweaking three types of DK tanks, and it even started to feel unfair to the DK that we couldn’t focus their tanking experience. One bit of feedback that really struck home was the DK players who said, essentially, “I look at the Protection tree and I’m jealous of all of the cool tools they have to help their tanking. As a DK, I have to pick and choose tanking talents from within a sea of dps talents.” Rather than have a strong focus, the trees felt a little watered down because they were trying to do so much. With Frost as a dual-wield, spell and runic power focused tree, Unholy as a disease and minion focused tree, and Blood as a self-healing, defensive cooldown, tanking tree, we think the focus of each tree is a lot clearer and cooler.
In Cataclysm, Blood will be the death knight version of a Protection tree. It will have passive talent tree bonuses that reflect tanking. It will have tools, such as a Demo Shout equivalent, necessary for tanking. Several of the more fun tanking talents from Frost and Unholy will be moved into Blood. We will be able to revise (or even remove) clunky mechanics like Rune Strike and focus on letting DKs generate threat with their normal Blood tanking rotation.
This is major change, and we understand it will be met with some disappointment from players who really liked the flexibility, those who appreciated the unorthodox talent tree design, or those few of you who really liked Blood dps. Nevertheless, we are convinced that this is the right change for the game.
Tanking stats
Parry/Dodge – Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.
Defense – Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury
Changes to existing gear
?No more Defense on gear. Existing Defense becomes Dodge, Parry, or Block Rating.
?No more Block Value on gear. Existing Block Value becomes Block Rating.
?You’ll have as much Stamina as you’re used to, though you may notice your tanking plate has a bit less Stamina than a comparable piece of DPS plate, since we tend to take the gem budget out of your most attractive stat.
?Bonus Armor on gear will go down slightly.
Next swing” attacks
Next swing attacks are all going to die. The experience of using them is underwhelming, their mechanics are confusing, and they might even cause real world pain.
Stats on tanking Plate
Tanking plate:[/i] Str, Sta, Hit, Armor, Dodge, Block, Parry, Mastery, Expertise (Prot, Prot and tanking DKs)
Vengeance:
This is a mechanic to ensure that tank damage (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus.
Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won’t see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.
We hope you enjoyed this preview, and we’re looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
Quote from Blizzard staff
Q: Will relics and wands be getting any new attention in Cataclysm?
A: With relics, the plan is to make them class agnostic. In other words, there might be a +strength relic that a death knight or paladin might want to equip. We think that will let us add more of them to the game without them being so specialized. They will feel more like wands.
How to make wands and relics a bigger part of gameplay is something we’ve had many, many discussions on. Ultimately though we’d rather see warlocks, mages and priests casting their spells, not zapping someone with a wand. In Cataclysm we don’t expect to see much wanding, even at lower level.
Q: What will happen to our gems and enchants on gear that give us stats that are being removed in Cataclysm ?
A: We are going to change most gems and enchants that have obsolete stats like armor pen and defense..
Q: With the change to death knight tanking, Blood being the tank spec, what AoE aggro moves (besides Death and Decay and Pestilence) will we have to use?
A: We think Death and Decay and Pestilence are pretty good. We’ll add another ability if we think it’s needed, but remember, the “round things up and AE them down” strategy isn’t going to be as effective in Cataclysm until you out-gear instances.
Q: Can you make crowd control in raids and 5-mans an important aspect of the PvE game again?
A: An emphatic yes.
Q: Can you go into more detail on Vengeance? As it stands it sounds like off tanks will be at a significant disadvantage.
A: We want Vengeance to have a long enough duration that off tanks won’t lose their damage bonus. In most situations, the off tank is doing some tanking along the way. The worst case scenario would be say a fight where the off tank needs to tank in phase 3 but not phase 1. Remember, even in that case though you have tools to generate high threat. Vengeance is there to keep DPS from pulling off you late in the fight.
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