NOTE: I previously posted this in the DK specific forums, but to help keep feedback condensed here ill just add this as well.
Hey there. I just want to take some time and make a post of my thoughts with the current state of DK on alpha. My perspective is that of a CE raiding and Mythic Plus dps dk.
Rather than getting into each and every talent, I plan on just highlighting certain aspects that I feel could use some further attention for various reasons. Overall I’m very happy with the direction and shape the trees has been taking (I’m looking at you doomed bidding). Thanks again for the great work that’s been put in.
Class Tree considerations
Soul Reaper: I’m very excited to see this talent move up to be more accessible for most situations. I really enjoy the portion of rotation in which we plan to have runes and GCDs available to press the button the second it comes off cd because the damage is worth it. Basically, I like hitting this ability…when it triggers the secondary damage. I wish we had more options for talents to make it possible to press Soul Reaper more than we do. This could be accomplished in a couple different ways:
- A talent that increases the health range to trigger soul reapers secondary effect.
- A talent that allows procs to reset the cd of soul reaper and trigger the secondary effect outside of the >35% health range. Similar to the warrior talent Sudden Death.
- A talent that allows us to reset the cd and stack multiple soul reapers on a target at the same time.
When looking at soul reaper from a Frost perspective (specifically obliterate builds) , I know I personally feel as though it is conflicting mindset inside of our pillar windows. I feel as though spending runes for soul reaper while trying to maximize the number of pillar buffed obliterates we put out is not a great feeling. A couple ideas of how to accomplish this might be:
- For Frost spec allow Soul Reaper to cost either 1 rune or x RP.
- During Pillar of frost, remove the cost of Soul Reaper.
Other notes on Soul Reaper: I wish we could get some type of visual or auditory effect to really hammer home the execute damage. Something to make that button look and sound as good as it can be to press.
Control Undead: This talent really needs to be fixed to allow for Unholy DK to use it to deal with Incorporeal Affix and ideally also the Afflicted affix. It was a stated desire to make affixes not solely be the burden of healers, but we have specs (Unholy DK and Warriors) that are unable to assist or participate with these affixes at all.
M+ Utility: Dragonflight saw the increased emphasis on utility and raid buffs in high end M+ keys when it comes to compositions. I feel that DK’s really fell behind compared to other classes when it came to M+ utility, with the biggest place we could overcome that is with Control. Some different ways that I feel like this can be accomplished include:
- Adding a talent that provides silence to enemies damaged by Abomination limb.
- A choice node with assimilation that turns Anti Magic Zone into an AOE silence for the duration. Thematically it is an anti magic zone…
Or the other option is to provide us with a raid buff. Thematically a mastery buff or a magic damage DR would really accomplish that goal.
Death Strike and Improved Death Strike: Death Strike really should just be moved to baseline and Improved Death Strike should be the top of the “Blood Column”. Improved death strike offers a level of skill expression for a DK to recover from mistakes and can be some of the most exciting moments in raid/keys surviving through damage via death strikes. Death Strike and Improved Death Strike at the moment feel as though they are two point taxes to get back to what we had before Dragonflight. In a lot of ways this feels like a two point talent that just has two different nodes.
Unholy Spec Tree
Unholy Blight: I think unholy blight needs to be looked at with the idea of turning it into a passive. Our openers in keys with the bursting sores set up as well as the rest of our cd’s is incredibly bloated. Turning this talent so that it simply adds the Unholy Blight effect in an AOE around the DK and the Ghoul during Dark transformation would help reduce the button bloat. Also the mawsworn hero talent point desyncing Unholy Blight really compounds the issue. Its just not very fun to hit. Changing the talent to increase the duration may feel better comparatively
Festering Strike: While this is a rotational spell, I think there is room to iterate in the spec tree to make this feel satisfying to hit. Currently we occasionally hit this button and it gives us wounds when our passive wound generation fails. Lets be real honest, Festering strike is a pretty boring and unfun button to press. Despite having three talents ( Improved Festering Strike 2x, Reaping) this button does no damage and generally feels like a tax to press.
Festering Scythe feels like a great attempt at making the button feel better to hit when we have to. I think we can take this a step farther. I think there is room to have a choice node with Festering Scythe that focuses on ST. Blood happened to introduce a talent very similar, Ossified Vitriol, that I believe would be really beneficial to the UH DK rotation.
- Every Festering wound popped and Sudden doom proc used increases the damage of your next Festering Strike by X%.
A talent like Ossified Vitriol for UHDK would make each press of Festering strike feel more impactful. It would also allow us to be able to build into a more funnel oriented build for AOE, letting us priority target a single mob with large festering strikes.
Defile: If we are going to continue to use this spell in any meaningful way, the visuals ABSOLUTELY need to be dealt with. This is an accessibility issue in every sense of the word. If it means we have to glyph it to take on the visuals of Death and Decay, please. It’s outrageous this has not been dealt with.
Raise Abom and Super Strain: I really hope there is thought to having Raise Abom apply its own set of Virulent Plague as well as Superstrain when talented. In disease oriented builds this will really set the talent apart more than just being a 1.5m Army replacement.
Frost
For the sake of clarity, all of my points are in regards to Obliteration builds.
One Handed Strength Weapons: The biggest issue with playing frost in my opinion is outside of 2h Obliterate builds, we have to farm two additional weapons to be able to play the second DPS spec of our class. This is compounded by the fact that the only classes that can loot 1 Handed Strength weapons are Prot Warriors, Fury Warriors (though most loot spec Arms to AVOID one handers, Frost DK’s, and Prot Paladins. I really wish there was consideration to adding Strength to some of the appropriate agility one handers to allow for trading in M+ and increase the chance of farming the items.
Icecap and the pain of downtime: One of the biggest issue with Obliteration builds is the constant uptime required, even outside of cooldowns. Everytime we aren’t reducing the CDR of Pillar of frost, we are losing out casts of CDR throughout the fight. This feels incredibly punishing for a spec especially when our damage outside of pillar feels downright sad. I don’t know if this means we need to shift the benefit of icecap to increased damage for the next frostscythe or some other way to shift damage away from pillar and Obliterate.
Runic Spending Abilities: For Obliteration builds, runic power spenders feel like an after thought, with many of the abilities hitting pretty weak. I don’t know if its possible to have Frost Strike and Glacial advance scale with runic power spent in a similar manner as Warrior Execute does with rage and Feral Ferocious Bite with energy. I think increasing the damage of the runic spending abilities, it will help balance the damage profile of Obliterate builds outside of Pillar of Frost windows and to spread the damage away from Obliterate.
Obliteration builds as a whole: Just as a note, I really truly enjoy the 2h obliteration style of builds. I think those big huge crits with obliterate feel great and thematic for frost DK. Having a lot of on demand st damage for totems and priority adds in M+ feels amazing. My biggest issue is the high apm for a build that feels like it should be slower and more methodical.
Thank you for taking the time to read my feedback and keep on doing great work. Despite the length of this post, I really think the tree so far is so much better.