There's a fair bit of 3.1 info coming out, in a frenetic storm of posts from Blizzard and PTR info from testers. I'd advise keeping a sharp eye on what's happening, since there's a LOT. A few of the major things coming out are;
Dual-Wield Nerfage
Ouch. Blizzard's going as hard as they can go for killing dual-wield specs. With an internal cooldown on BCB, and Necrosis only triggering on autoattacks, there's very little point anymore in dual-wielding at all. Plus the nerf to Howling Blast and making it a 51-point talent greatly limits the available specs for dual-wielders.
Glyph Buff-Nerfage
Pretty much every DK glyph is being redone. Minor rant - Glyphs are striking me as a really dumb idea. Abilities are balanced against their glyphs, and the glyphs are nerfed / buffed as the abilities are. So, what's the point? Why were they even put in the game? Most glyphs don't change functionality of the ability, they just make it more powerful, which makes them mandatory if you use those spells. In essence, Glyphs just make respecs cost more. It's starting to bug me. Anyway, enough of that.
The biggest DPS changes here are for Pestilence, Howling Blast, Unholy Blight, Death Coil, and Plague Strike. Pestilence I'm discussing below.
The Howling Blast glyph looks interesting. You want your targets to already have Frost Fever when you HB. But on the other hand the Glyph should reapply Frost Fever when you HB targets, meaning you should never have to waste a Frost rune on Frost Fever if you are using HB. Overall I expect it'll be a nice damage buff, but again you'll still want to have Frost Fever already applied to your victim, which you can do with Hungering Cold, I guess.
The Unholy Blight glyph looks good. Unholy Blight is a good use of RP, but it's a pain to have to keep reapplying it and wasting Death Coils. Extending the duration looks good, but I wouldn't blow a Major Glyph on it.
Death Coil looks great. Reducing DC to a 32 RP cost permits 2.3 DC's in one rotation (a PS -> IT -> SS -> SS rotation generates 75 rp), which represents a good upgrade. Might be worth using.
The Plague Strike glyph looks like it's going to really be worth using. While Plague Strike tends to be the red-headed stepchild of the Strikes, it's getting some pretty major buffs, and a 60% increase (!!!) to its damage may represent quite the glyph for Unholy.
For Blood, I'd likely set my glyphs as Obliterate, Icy Touch, Death Coil, with minors in Pestilence, Blood Tap, and Raise Dead. For Unholy, I'd go Scourge Strike, Icy Touch, Death Coil, with minors in Pestilence, Blood Tap and Raise Dead. For 2H Frost, it'd be Icy Touch, Frost Strike, Obliterate, with minors in Pestilence, Blood Tap and Raise Dead.
Pestilence Nerfage
Now, I'm in two minds about this. I see the point - it's to force DK's to actually use Blood Boil instead of just Pestilencing all the time. Fair enough, and having a reason to use BB is good for Unholy specs since it generates Death Runes.
It's also fairly nice that the new Glyph will refresh disease durations on the primary target, since that means you can retain your diseases with a Blood rune alone, and thus retain a Frost / Unholy for a Scourge Strike / Obliterate. For Unholy DK's, this is doubly good because it means that when your Glyph of Scourge Strike fails to proc, you'll only have to waste a quarter of a Scourge Strike to refresh your diseases (one Blood Rune = half a Scourge Strike every two rotations). This should push up overall damage quite nicely. But it also means that Pestilence will have a much shorter range.
The Good Stuff
Phew. There's a lotta stuff there. Most notable is the change to Strikes to directly scale percentage-wise on disease count - I expect this is directed at killing diseaseless specs. Other notable parts is Outbreak giving such a large modifier to Scourge Strike, and diseases lasting 15 seconds by default.
DPS Unholy
Given all the multipliers, I'm expecting 2H Unholy to be a serious powerhouse in 3.1 - it's actually getting quite a lot of buffs, which is peculiar since it was one of the premiere DPS specs anyway. Plague Strike is receiving massive buffs, Scourge Strike is getting buffed, and the Pestilence change benefits 2H Unholy which wants diseases up but also wants to avoid actually applying them.
Given the changes, I'm looking at this spec; 17/0/54 2H Unholy (3.1). Scourge Strike will hit hard with that spec, with Vicious Strikes, Outbreak, Ebon Plaguebringer and Rage of Rivendare. The spec should be able to maintain 2.5 Scourge Strikes per rotation if the Glyph goes off, or 2.25 Scourge Strikes per rotation if it doesn't.
The Blood runes are consumed with either Blood Strikes or Pestilences to maintain diseases, by casting with Pestilence -> Blood Strike to consume the two B runes and return a BU rune pair, to then be used with Blood Strike -> Blood Strike on the next rotation to return a UU rune pair. If diseases are up, Blood runes are consumed with Blood Strike -> Blood Strike to return a UU rune pair. When two Death Runes are present and Diseases are up, a Scourge Strike is used.
The bad bit for 2H Unholy is the removal of Shadow of Death (costing 2% strength and 2% stamina), and the nerf to Night of the Dead. It's a nerf because it sets the minimum Ghoul CD to 1.5 minutes, which means no more Ghoul spamming on a raid boss, or Corpse Explosion trickery with Ghouls.
DPS Blood
Blood is getting nerfs in one place and buffs in the other. Blood Gorged changed to ignore armor is a buff for those who are Expertise capped anyway, but I'm not convinced it's a buff to those who aren't. Blood is very physical-damage heavy, of the order of 60%, so it's likely to break even.
The nerf to Might of Mograine is going to hurt Blood's overall damage output, and is likely intended to curb Blood's burst in PVP. However, Bloody Strikes is now going to affect Blood Boil, which represents a big upgrade to Blood's AOE capabilities.
Sudden Doom looks great. Automatically proccing a DC should eliminate the issue where people at high latency would miss SD procs when in the 6 x HS portion of their rotation and overwrite them. Plus it saves GCD's. I like.
DPS Frost
Too much has really changed for me to comment at this time. I'll get on the PTR and have a mess with it over the next day or two. The whole tree has been shaken up and it needs experimentation to see what's good and what's not.
Dual-Wield Nerfage
- Hungering Cold and Howling Blast have switched places in the talent tree.
- Howling Blast (Tier 11) now deals 50% additional damage to targets infected with Frost Fever. (Previously dealt double damage)
- Summon Gargoyle moved from Tier 5 to Tier 11.
- Blood-Caked Blade (Tier 4) now has a 3 sec internal cooldown.
- Necrosis (Tier 3) now only affects main hand auto attacks. (Previously affected all auto-attacks)
- Rune of Cinderglacier now procs per minute instead of a 5% chance.
Ouch. Blizzard's going as hard as they can go for killing dual-wield specs. With an internal cooldown on BCB, and Necrosis only triggering on autoattacks, there's very little point anymore in dual-wielding at all. Plus the nerf to Howling Blast and making it a 51-point talent greatly limits the available specs for dual-wielders.
Glyph Buff-Nerfage
Pretty much every DK glyph is being redone. Minor rant - Glyphs are striking me as a really dumb idea. Abilities are balanced against their glyphs, and the glyphs are nerfed / buffed as the abilities are. So, what's the point? Why were they even put in the game? Most glyphs don't change functionality of the ability, they just make it more powerful, which makes them mandatory if you use those spells. In essence, Glyphs just make respecs cost more. It's starting to bug me. Anyway, enough of that.
- Glyph of Plague Strike -- Your Plague Strike does 60% additional damage. (Old: 20% additional damage if a disease was on the target)
- Glyph of Death Strike -- Increases your Death Strike's damage by 2% for every 5 runic power you currently have. The runic power is not consumed by this effect. (Old: 2% regardless of runic power)
- Glyph of Hungering Cold *new* -- Reduces the cost of Hungering Cold by 10 runic power.
- Glyph of Unholy Blight *new* -- Increases the duration of Unholy Blight by 10 sec.
- Glyph of Death Coil *new* -- Reduces the cost of Death Coil by 8 runic power.
- Glyph of Pestilence *new* -- Your Pestilence ability now refreshes disease durations on your primary target back to their maximum duration.
- Glyph of Howling Blast *new* -- Your Howling Blast ability now infects your targets with Frost Fever.
The biggest DPS changes here are for Pestilence, Howling Blast, Unholy Blight, Death Coil, and Plague Strike. Pestilence I'm discussing below.
The Howling Blast glyph looks interesting. You want your targets to already have Frost Fever when you HB. But on the other hand the Glyph should reapply Frost Fever when you HB targets, meaning you should never have to waste a Frost rune on Frost Fever if you are using HB. Overall I expect it'll be a nice damage buff, but again you'll still want to have Frost Fever already applied to your victim, which you can do with Hungering Cold, I guess.
The Unholy Blight glyph looks good. Unholy Blight is a good use of RP, but it's a pain to have to keep reapplying it and wasting Death Coils. Extending the duration looks good, but I wouldn't blow a Major Glyph on it.
Death Coil looks great. Reducing DC to a 32 RP cost permits 2.3 DC's in one rotation (a PS -> IT -> SS -> SS rotation generates 75 rp), which represents a good upgrade. Might be worth using.
The Plague Strike glyph looks like it's going to really be worth using. While Plague Strike tends to be the red-headed stepchild of the Strikes, it's getting some pretty major buffs, and a 60% increase (!!!) to its damage may represent quite the glyph for Unholy.
For Blood, I'd likely set my glyphs as Obliterate, Icy Touch, Death Coil, with minors in Pestilence, Blood Tap, and Raise Dead. For Unholy, I'd go Scourge Strike, Icy Touch, Death Coil, with minors in Pestilence, Blood Tap and Raise Dead. For 2H Frost, it'd be Icy Touch, Frost Strike, Obliterate, with minors in Pestilence, Blood Tap and Raise Dead.
Pestilence Nerfage
- Pestilence is now 1 rank. It now spreads existing Blood Plague and Frost Fever infections from your target to all other enemies within 10 yards. (Previously dealt damage)
- Glyph of Pestilence *new* -- Your Pestilence ability now refreshes disease durations on your primary target back to their maximum duration.
Now, I'm in two minds about this. I see the point - it's to force DK's to actually use Blood Boil instead of just Pestilencing all the time. Fair enough, and having a reason to use BB is good for Unholy specs since it generates Death Runes.
It's also fairly nice that the new Glyph will refresh disease durations on the primary target, since that means you can retain your diseases with a Blood rune alone, and thus retain a Frost / Unholy for a Scourge Strike / Obliterate. For Unholy DK's, this is doubly good because it means that when your Glyph of Scourge Strike fails to proc, you'll only have to waste a quarter of a Scourge Strike to refresh your diseases (one Blood Rune = half a Scourge Strike every two rotations). This should push up overall damage quite nicely. But it also means that Pestilence will have a much shorter range.
The Good Stuff
- Blood Boil’s damage increased to make up for Pestilence no longer doing damage.
- Blood Boil now does some damage to undiseased targets and extra damage to diseased targets. Its radius has been decreased.
- Blood Plague: Now lasts 15 seconds untalented.
- Frost Fever: Now lasts 15 seconds untalented.
- Sudden Doom now procs a free Death Coil instead of requiring you to push the button. Ranks reduced from 5 to 3.
- Scourge Strike: Damage increased.
- Unholy Aura: Replaced with Improved Unholy Presence. Allows the Deathknight to keep the movement speed bonus of Unholy Presence in any presence, and increases rune regeneration rate while in Unholy Presence.
- Blood Strike now instantly strikes the enemy, causing 40% weapon damage plus 305.6, increased by 12.5% per disease on the target at rank 6. (Previously caused 50% weapon damage plus 191, and an additional 95.5 bonus damage per disease)
- Heart Strike now instantly strikes the target and his nearest ally, causing 50% weapon damage plus 368, increased by 10% per disease on the target at rank 6. (Previously caused 60% weapon damage plus 220.8, and an additional 110.4 bonus damage per disease)
- Plague Strike now deals 50% weapon damage plus 189 and infects the target with Blood Plague, a disease dealing Shadow damage over time. (No longer removes a HoT)
- Outbreak (Tier 3) no longer affects Blood Boil. It now affects Plague Strike and Scourge Strike.
Phew. There's a lotta stuff there. Most notable is the change to Strikes to directly scale percentage-wise on disease count - I expect this is directed at killing diseaseless specs. Other notable parts is Outbreak giving such a large modifier to Scourge Strike, and diseases lasting 15 seconds by default.
DPS Unholy
Given all the multipliers, I'm expecting 2H Unholy to be a serious powerhouse in 3.1 - it's actually getting quite a lot of buffs, which is peculiar since it was one of the premiere DPS specs anyway. Plague Strike is receiving massive buffs, Scourge Strike is getting buffed, and the Pestilence change benefits 2H Unholy which wants diseases up but also wants to avoid actually applying them.
Given the changes, I'm looking at this spec; 17/0/54 2H Unholy (3.1). Scourge Strike will hit hard with that spec, with Vicious Strikes, Outbreak, Ebon Plaguebringer and Rage of Rivendare. The spec should be able to maintain 2.5 Scourge Strikes per rotation if the Glyph goes off, or 2.25 Scourge Strikes per rotation if it doesn't.
The Blood runes are consumed with either Blood Strikes or Pestilences to maintain diseases, by casting with Pestilence -> Blood Strike to consume the two B runes and return a BU rune pair, to then be used with Blood Strike -> Blood Strike on the next rotation to return a UU rune pair. If diseases are up, Blood runes are consumed with Blood Strike -> Blood Strike to return a UU rune pair. When two Death Runes are present and Diseases are up, a Scourge Strike is used.
The bad bit for 2H Unholy is the removal of Shadow of Death (costing 2% strength and 2% stamina), and the nerf to Night of the Dead. It's a nerf because it sets the minimum Ghoul CD to 1.5 minutes, which means no more Ghoul spamming on a raid boss, or Corpse Explosion trickery with Ghouls.
DPS Blood
Blood is getting nerfs in one place and buffs in the other. Blood Gorged changed to ignore armor is a buff for those who are Expertise capped anyway, but I'm not convinced it's a buff to those who aren't. Blood is very physical-damage heavy, of the order of 60%, so it's likely to break even.
The nerf to Might of Mograine is going to hurt Blood's overall damage output, and is likely intended to curb Blood's burst in PVP. However, Bloody Strikes is now going to affect Blood Boil, which represents a big upgrade to Blood's AOE capabilities.
Sudden Doom looks great. Automatically proccing a DC should eliminate the issue where people at high latency would miss SD procs when in the 6 x HS portion of their rotation and overwrite them. Plus it saves GCD's. I like.
DPS Frost
Too much has really changed for me to comment at this time. I'll get on the PTR and have a mess with it over the next day or two. The whole tree has been shaken up and it needs experimentation to see what's good and what's not.