There is no justification anymore. Give us anything. We want to help our team outside of the rare niche situations where you need a grip.
I guess you can technically say that ele sham and resto sham don’t have a buff either (which I think should change as well) but we can’t even swap a spec and bring something.
Horn used to be a battleshout or something along those lines. I personally think blizzard are far too greedy with the buffs only warrior mage and priest bring. Sharing those around would do nice things for balance.
I think it’s a bit more precarious for elemental and resto shamans. the bad thing about our utility is that it’s so situational that it’s either required or literally useless or unimpactful in any situation. Physical damage boss? Ams and amz do nothing. Ungrippable adds or adds that don’t really mean/do anything important? Grip isn’t helpful.
When WoTLK was originally released Deathknights actually provided several beneficial utility party/raid buffs and debuffs here is the full list:
Horn of Winter - All death knights provided Horn of Winter, a straight buff to strength and agility
Icy Touch - All death knights were able to use Icy Touch, to apply Frost Fever to targets while it did cause frost damage every 3 seconds the main benefit and utility it provided to party and raids was the additional effect which reduced the target’s melee and ranged attack speed by 20% for 21 seconds
Abomination’s Might - Blood death knights could select the talent Abomination’s Might in their Talent tree, this gave them a castable buff which increased their personal Strength but it also additionally increased the attack power of all raid or party members by 10% as well. So while it wasn’t baseline it was an option that could be taken to provide a group or raid utility for the DK Spec.
Ebon Plaguebringer - Unholy death knights had Ebon Plaguebringer baseline which increased the damage their Diseases did by 60% but it also had an additional effect which increased all magic damage on any affected target by 13% to provide a beneficial group and raid utility.
Improved Icy Talons - Frost death knights could choose to take the talent Improved Icy Talons which increased melee and ranged attack speed of all party and raid members within 100 yards by 10% but, it also provided the additional personal benefit of increasing their own attack speed by an additional 5%
Unholy Aura - Unholy Deathknights could select the talent Unholy Aura which gave all party and raid members within 45 yards of the deathknight a movement buff. It had two ranks if only one point was spent it provided an 8% buff. When two talent points where spent it provided a 15% movement increase. The effect did not stack with other movement improving abilities or effects.
Frost Aura - Frost Deathknights could select the talent Frost Aura this had two ranks and provided all party and raid members within 45 yards of the Death Knight an increase to their spell resistance. At rank 1 it provided a spell resistance of (0.5 X DK’s Level), and at rank 2 it provided a spell resistance of (1.0 X DK’s Level).
Blood Aura - Blood Deathknights could select the talent Blood Aura like the other specializations auras this had two ranks and provided all party and raid members within 45 yards of the Death Knight a healing effect based on the damage they deal. At rank 1 it healed 2% of the damage done while at rank 2 it healed 4% of the damage done.
Hope that helps to refresh everyones memory, so many people forget about the various Aura talents that where later replaced talents that improved each of the various Deathknight Presences. Deathknight Presences were basically the Deathknight version of Warrior Stances or Hunter Aspects. They were only ever personal and never provided any party buff. So many get the Deathknight Presences mixed up with the original Aura talents which provided the Party and Raid passive buffs for each Deathknight Specialization.
Sorry but you are totally incorrect the Auras where in the original release of Wrath of the Lich King when it was released in November of 2008 and these were not removed and replaced until the release of Patch 3.1.0 Secrets of Ulduar on the 14th of April in 2009, so the Auras were in the released version for almost six months. It seems that you didn’t know your own history as well as you thought.
Presences were only ever personal and provided no party or raid buffs whatsoever it was the original Deathknight Specialization based Aura Talents that provided the group and raid buffs. These Aura talents were replaced in Patch 3.1 Secrets of Ulduar with the Improved Presence talents which didn’t provide any party or raid benefits whatsoever, instead each of these buffed the appropriate personal buff from that specific presence and also allowed the Deathknight to maintain a particular part of that presence while in another presence.
For example Blood Deathknight lost the talent [Blood Aura] it was replaced with [Improved Blood Presence]. which allowed the death knight to maintain the healing-from-damage-done bonus of [Blood Presence] while in any other presence, but it also increased the healing that was received while they were in Blood Presence
Frost Deathknights lost the talent [Frost Aura] as it was replaced with [Improved Frost Presence]. This allowed the death knight to maintain the health bonus of [Frost Presence] in any presence, but it also decreased the magic damage taken while in Frost Presence.
Unholy Deathknights lost the talent [Unholy Aura] this was replaced by [Improved Unholy Presence]. This allowed the death knight to maintain the increased movement speed bonus of [Unholy Presence] in any presence, but it also increased the rate of rune regeneration while in Unholy Presence.
So as you can see Presences never actually provided any party or raid utility or benefits and were only ever personal for the Death Knight. It was the Auras that were removed in patch 3.1 that gave the group and raid utility. Many people are confusing these two things.
To clarify you actually want the Return of the Death Knight Auras but have them be called Death Knight Presences or something like that.
They arent making the big bucks. They get regular pay so want to get more for their favourite things. Doesnt explain why the senior producers do nothing to encourage balance.
Lol? We have one of the highest survivability.
1.4 Million Damage reduction AMZ raid cooldown every 2 minutes.
Unholy all season has the highest single target on warcraft logs (including ptr) looking like 3 straight seasons.
Abomination limb, 2 grips and can cheezie displacement mechanics with deaths advance. Know your value. DK’s don’t need to bring a raid buff. We are the buff.