Ok big Feedback post following up on other essences from a DPS DK point of view:
As a whole I am concerned the idea of this Essence is to give PvP players more Talent slot choice, rather than giving fun and impactful PvP only tools to PvE situations. Although I can see how difficult it could be to tune a single PvP Talent to match the extreme DPS boosts of many DPS Essences.
Also in current build seems Not Yet Implemented so didn’t test any of these.
Unholy Command giving two grips seems rather nutty for the reason grips are often the only reason to bring Deathknights to raid groups, and if Blood has 1) a shorter cooldown on Deathgrip 2) a second charge of grip and 3) Gorefiends Grasp.
This also has the side effect of making Blood a tank with 3 Taunts it could use back to back.
Chilstreak has always been a fun concept ability, although it doesn’t interact with the rest of the kit at all, so just don’t see it being used much.
Necrotic Strike kinda perfectly matches the “give PvPers a extra slot” goal, because it is an Always Taken, and spec defining Talent. But I don’t see any use of this Essence outside of that niche PvP situation, because Necrotic Strike replaces Scourge Strike and Festering Wound damage in PvP via the large healing absorb. Without the absorb being factored in, Scourge Strike and Festering Wound damage, outdamages a Necrotic Strike.
There is also a resource bug with how Necrotic Strike works:
Normally when you pop a Festering Wound with Scourge Strike you gain 3 Runic Power.
When you convert a Wound into the Necrotic Strike debuff, you don’t get any resource gain.
Many Deathknights would prefer more impactful options for this Essence, like any of the Aura talents or more damaging options like Raise Abomination. Although these might be out of the scope of “just an extra talent slot for PVP”, and Auras would have the same issues as Druids have previously talked about.
I noticed this build this Essence is now boosting Rune regen speed on use, and minor proc to return Runes. Like an on-demand Runic Corruption on all Runes, and Murderous Efficiency randomly proc Runes when you spend them.
Instead of effecting Runic Power generation and refunding RP.
This is a great change since it boosts Deathknight resources without getting too crazy when involved with Runic Power spender talents like Frost Breath of Sindragosa or Unholy Gargoyle (if it were ever tuned high enough as a 3 min DPS cd to be a viable talent).
I do question if the resource gains are strong enough to be considered viable vs the more DPS Role Essences of big nukes like Crucible of Flame for example.
A few things with this essence.
The mobility on non mobile classes like Deathknight would be great… but as a Major Essence slot, the AoE fire damage felt extremely weak vs DPS Role Essences of big nukes like Crucible of Flame.
The Minor power of this Essence didn’t seem to be working when I tested it, no buff appeared no matter how fast i moved.
There was also a major crash bug with this essence, that I reported in both ingame and game crash UI, which I will rewrite here:
If you use this Essence and get the countdown till blink and then use a class teleport skill like Death Gate you will break the game in the current build.
When I did it I got a load screen for Acherus, I then got a load screen for Broken Isles, then an Error #132 client crash.
When I logged back in my Corpse was in the middle of the Broken Isles oceans and completely not retrievable.
I don’t know how many people might “accidentally” use this before travelling through a portal but worth bringing up.
As mentioned in previous post, questionable if Vampiric Blood is the correct spell to proc, but I’ll leave that to more tank people.
Empower Rune Weapon seems to be a really weird choice for this ability to proc considering it gives resources rather than damage proc like many other classes. The tooltip on Empower Rune Weapon says it gives a Rune and 5 RP every 5 seconds, but the proc lasts 7 seconds and in my testing gives 2 runes and 12 Runic Power in that time. One resource gain at the start of the buff, one at 5 seconds and a strange +2 RP at the end of the buff.
It would be much better if this proc affected Pillar of Frost rather than this random resource gain you cannot control or possibly make use of.
Too often in my Proving Grounds testing it would proc from the initial Howling Blast on running to a target while I was still at full resources.
But I also had times when it would proc during an Empower Rune Weapon (Adding duration), during a Breath of Sindragosa and allow that breath to be extended a fair duration feeling rather powerful. Perhaps feeling stronger than the “resource essence” Memory of Lucid Dreams.
So this Essence got a lot of flak early in PTR for procing a single Army Ghoul that either died by the time he got out of the ground, or in the first build didn’t die at all.
The current tuning of 2 ghouls for 19 seconds feels better for the sole reason: It now procs a Magus of Dead if you have that trait, and increases the value of Last Surprise trait by also exploding at the end of their duration.
Question: Is it intended that this Essence is so affected by Azerite Traits?
The presence of Azerite Trait swings this Essence from feeling extemely meh and undertuned at 2 Ghouls, to feeling pretty good if you have Magus traits on your gear.
Second Question: What’s the proc rate on this effect?
I had a few Proving Ground runs when it only proced once on the last wave, or had 2 or 3 procs within a very short window. Felt very swingy.