So, after seeing how I and others are not quite happy with the DK Talent Trees as they are, I would like to start a Thread simply to collect ideas for potential Talent Nodes for the general Tree and the speccs, along with some notes how to implement it ,or what the intention behind them is.
Suggestions how to adjust existing Nodes to better fit are also welcome.
General Tree:
- Superstrain - Simply the SL Legendary
- Improves Raise Ally - Removes the RP cost of Raise Ally and revives them with full health
- Fleeting Winds - the SL Conduit
- Improved AMS - Also removes all existing magic debuffs upon activation
- Improved Death Grip- Reduces the Cooldown and removes it from the GCD
- Improved Raise Dead - Replaces the Ghoul with a ranged minion of some kind.
- Dark Succor - Completely missing from Dragonflight right now.
- Crypt Fever - Improces all DK Diseases to apply a Raiddebuff. e.g. 5% magic damage.
- Death’s Flight - Replaces Death Grip, Pulls the DK to the Target.
- Frost Aura - Reduces Magic damage taken and Avoidance of allies within 40 yard by 3%
- Unholy Aura - Increases Haste of all allies within 40 yards by 3%
- Blood Aura - Increases Healing received and Leech by all allies withing 40 yards by 3%
- Death’s Certainty - Death Strike, Death Coil and Frost strike reduce the cooldown of Death and Decay by 2 Seconds
- Runic Tattoos - Increases Maximum Runic Power by 10/20 and Runic Power Generation by x/2x%
- Ice in your Veins - Death Strike heals x% more while Icebound Fortitude is active.
Unholy Tree:
- Runic Feeding - x% of the runic power you spend is transfered to your ghoul as energy
- Wandering Plague - When your diseases damage and enemy, they have a chance to spread to new enemies.
- Spreading Epidemic - Enemies damaged by your Epidemic are infected with virulent plague.
- Festering Plague - When bursting a wound on an enemy infected by virulent plague, all enemies within x yards are infected with virulent plague.
- Necrotic Strike - When bursting a wound with Scourge Strike, the enemy is infected with a necrotic plague , dealing Shadowdamage over 6 seconds.
- Festering Blade - Melee Attacks deal 30% Shadowdamage and have a chance to apply/burst a festering wound
- Necrotic Plague - As it was in WoD
- Tak’theritrix’s Command - Legion Legendary, Dark Transformation also Buffs Gargoyle and Army Ghouls.
- Shambler - The Shadowlands Legendary. Maybe change it to be a use with 1min cd.
- Improved Apocalypse - Apocalypse no longer bursts wounds and always summons 4/5/6 Ghouls ( Tuning number, not meant to be a multi point Talent)
- Necrotic Bargain - Apocalypse no longer summons ghoul, but infects the enemy with a Necrotic Plague, dealing Shadowdamage over 15s. Does not consume wounds/give runes.
- Blighted Rune Weapon - Your next 5 Auto Attacks infect your Target with a Festering Wound (1min cd)
- Unholy Frenzy - Replaces Unholy Assault. 20s Haste Buff(Fits Festermight), Auto attacks during the duration infect the enemy with a festering Wound. Just plain old Unholy Frenzy, before SL Beta changed it in an attempt to fix our opener and made it simply , in my opinions, worse than before.
- Castigator - Replaces Infectios Wounds. When criting, Festering Strike generates an addtional wound and scourge Strike bursts an additional wound
- Necrosis - Dealing damage with Death Coild increases the Damage of your next Scourge Strike/Clawing Shadows by x%
- Harrowing Decay - [Death Coil infects the target with Harrowing Decay, dealing x Shadow damage over 4 sec. Maybe tie it to sudden doom.
- Bone Growing Juice - During Dark Transformation, your Size, Strength and Stamina are increased. Maybe make this a choice node to replace DT, allowing a less pet reliant playstyle.
- Lone Knight - Increases your damage by x% when you have no pet summoned.
- Undertakers Crown - Lichborne causes you to Radiate Death Coils to your enemies.
- The Horsemen’s Call - Choice node with Army of the Dead. Instead summons the four Horsemen to aid you in Battle.
- Bone Harvester - Just the Torghast Power.Death Coil deals extra damage over 5s allows them to be reanimated as a Skulker or Magus. Maybe tie it to Soul Reaper instead, to limit the potency. Needs some tuning, but would be a lot of fun!
- Plaguebringer - Torghast again. Just tie it to Wound Bursts instead and give it a chance like 10% to trigger.
- Empowered Doom - Your Death Coils (and Epidemics) empowered by Sudden Doom deal 25%/50% increased damage.
- Harbringer of Doom(Adjustment)- Sudden Doom triggers 100% more often and can accumulate up to 2 charges. This Talent needs massive buffs to even be considered.
- Rapid Decay - The tickrate of all diseases now scales with haste. Does not effect duration.
Major thanks to Taeznak here. Many of these points are taken straight from his post, which goes into far more detail than my simple listing here:
Frost Tree:
- Glacial Strikes - Your Obliterates consuming Killing Machine have a chance to send a Glacial Advance towards your target
- Unleashed Frenzy (Adjustment) - Add Chillstreak and Glacial Advance to the potential triggers.
- Obliteration(Adjustment) - Add Chillstreak and Glacial Advance to the potential triggers.
- Icecap(Adjustment) - Add Chillstreak and Glacial Advance to the potential triggers.
- Frozen Pulse(Adjustment) - Give it a duration of 2-3s after gaining a 4th full rune. Allows some lenience when proccing Frigid Executioner, Murderous Efficiency and Empower Rune Weapon at the same trime. FDK has too much random Generation to make it viable atm. I think a short Buff after breaking that threshold would go a long way.
Otherwise, pretty happy with how Frost is looking.
I have no major ideas for Blood either, since I’m mostly comeing from a DPS perspective, though I invite everyone to share their ideas for Blood here aswell.
Again, I hope this will become a collection of Ideas from the DK community and Invite everyone to share anything they would like to see in the Talent Trees in some form.