Let’s do a quick comparison between Rogues and Death Knight new talent trees and baseline abilities. I’m looking at this from an Unholy DK perspective as its the spec I am most familiar with on live.
ROGUE (16 Baseline abilities over One combat role)
Active attack abilities - Ambush, Sinister Strike, Eviscerate, Slice and Dice
CCs - Cheap Shot, Poisons (Crippling), Distract
Interrupt - Kick
Defensives - Sprint, Vanish, Stealth
Heal - Crimson Vile
Group Utility - Shroud of Concealment
Class Flavour - Pick Lock, Pick Pocket, Safe Fall
DEATH KNIGHT (9 Baseline Abilities over Two combat roles)
Active attack abilities - Death Coil, Rune Strike, Death and Decay
CCs - Death Grip
Interrupt - NONE
Defensives - NONE
Heal - NONE
Group Utility - Path of Frost (lol), Dark Command
Class Flavour - Runeforging, Death Gate, On A Pale Horse
Issues
1. Why is there a talent tax for DK’s? We need a HEAL, CC, INTERRUPT and DEFENSIVE ability baseline no questions. Death Strike, Icebound Fortitude, Mind Freeze and Asphyxiate should be baseline to bring parity at least.
2. Runic Empowerment/Runic Corruption talents. Make one the defacto rune regenerator baseline and give us something else please, one of these MUST always be selected for optimum play and whatever sims the highest will be slotted. Its not a choice if its mandatory for optimal play.
3. Unholy needs to spend 5 talent points before any REAL choice becomes available and those 5 points are just getting a working combat flow together. For those that are starting a new DK the first 9 levels will be auto attack central, then at 10 you can build wounds but can’t burst them until 11 unless you recklessly spec into Improved Raise Dead. Obviously not a big concern such a small time frame whilst leveling, but an issue regardless for the new player.
4. Would be nice to see some additional ways to spend runic power and some more Damage over Time effects.