Mind Freeze is mandatory to get to RE/RC. I know what you are saying in that it shouldnt be up there, but its not as big of a deal you are making it out to be. Everyone is going to be getting it as a DK.
Unless you dont want RE/RC for some reason, you cant avoid it.
Epidemic’s value is kinda up in the air with the existence of Improved Death Coil. Death Coil hits pretty hard atm. A 40% buff with a cleave (to Death Coil) is going to make Epidemic very niche.
A lot could change, including tuning. We may end up taking Epidemic anyway because the right side of Unholy is really strong. But I wouldnt automatically assume Epidemic is mandatory.
Hey are you me? I suggested they slap the 4 pc on the ability as an additional passive. Still gives you the spender, but also that tasty proc that really enables some additional build variety now you can skip Razorice, the proc counts as spending runic for the attack speed talent, and more burst aoe. Otherwise it remains unpicked like the previous 4 years
It would be great to see there being a bit more use for DnD wounds spreading and AOE bursting through multitarget wound procs that would give more of a reason to choose options like defile or to just use DnD in general.
I also like the idea of control undead not replacing your ghoul. It seems dumb that UH is the only DK spec that can’t control undead without losing a ton of damage as a spec themed heavily on undead minions.
If frost has two potential builds why not unholy? A spec themed on our disease damage and another on our pets would be two good options and let us mix our play up a bit without going frost.
I think what many want to see is some more real options for making a build and not SL 2.0. Personally I enjoy UH pet gameplay but I want to see more baseline CDR options and less cooldown dependence.
Its a good start, but I feel like most of the talents are mandatory and don’t really give a choice. I would really like to seem some baseline abilities come back, or just more points to spend on the trees.
Hey, I suggested something whacky and crazy like Presences have unique effects that affects GCDs.
Blood Presence makes Death Strike (Or any other “Death” abilities like Death Coil or Death and Decay) have their own GCD as well as make you tankier.
Frost Presence makes all Rune Spending and RP Spending abilities not share Globals with each other as well as generate increased runic power.
Unholy Presence reduces your global cooldown by 0.5 seconds as well as you attack and move faster.
They could have returned and have the talent trees customize them further into them. But they didn’t.
It seems like a pretty major change to the way talents work currently. I wonder what the changes are all about? What’s wrong with the current talent systems?
I think this is a step in the right direction but a missed opportunity on blizzards part due to not giving options to morph you base kit into a prefered playstyle fantasy.
What happens if you would prefer your uh dk to be more minion / plague based or if you wanted to play blood as a dmg spec rather then a tank?
Currently these trees feel more like a build your own dk setup which is fine, but if thats the way blizz are going then should the individul specs be removed for 1 giant talent tree POE style? with a blood, uh and frost denoting where you start in the talent tree to allow you to truely build your own unique dk with all ability options available?
here i am asking for more spells. imo we dont need pruning, but not everything needs to be on the GCD. we’ve begged for years for DT to be off the GCD.
thinking about deathstrike, that could work off the GCD if it had its own cd that is the same timer as the GCD. this would give you an instant DS if you need it, but still have a ~1.5s haste variable CD so you can’t instantly double tap it.
Maybe you’re right, but its not listed as baseline.
Baseline Death Knight Abilities
All maximum level Death Knights will have access to these abilities. They are earned through leveling and do not require you to spend talent points to have them. Death Coil: Fires a blast of unholy energy at the target, causing Shadow damage to an enemy or healing an Undead ally for health. Death Grip: Harnesses the energy that surrounds and binds all matter, drawing the target toward you. Runeforging: Allows the Death Knight to emblazon their weapon with runes. Dark Command: Command the target to attack you. Death Gate: Opens a gate which you can use to return to Ebon Hold. Using a Death Gate while in Ebon Hold will return you back to near your departure point. On a Pale Horse: You are as hard to stop as death itself, increasing your mounted speed by 20%. Path of Frost: Activates a freezing aura for 10 min that creates ice beneath your feet, allowing party or raid members within 50 yards to walk on water. Usable while mounted, but being attacked or damaged will cancel the effect. Death and Decay: Corrupts the targeted ground, causing Shadow damage over 10 sec to targets within the area. Rune Strike: Strike the target for Physical damage. This attack cannot be dodged, blocked, or parried.