Blood DK Feedback:
HP-Scaled Armor (Sanguine Rampart)
Blood DK gains bonus armor at full HP, and that bonus decreases as HP falls, reaching zero bonus armor at 30% HP — the point where Will of the Necropolis takes over.
Why?
- Preserves Blood’s identity by rewarding Death Strike usage instead of replacing it with passive armor.
- Gives smoother intake at high HP (fixing the “insta-gib before DS” problem).
- Prevents Blood from becoming a “red Prot Warrior” with flat armor and weakened self-healing.
- Keeps the gameplay vampiric: the more you keep yourself topped, the stronger your mitigation.
Unholy DK Feedback:
Suggestion:
Combine Epidemic & Death Coil:
Death Wave
- Unleash a surge of necrotic shadow that travels in an arc toward the target, damaging all enemies it passes through. Death Wave deals X% of Attack Power as Shadow damage to the primary target and Y% of that damage to all other enemies within 8 yards of each struck target.
If Death Wave hits an enemy afflicted by your Virulent Plague, it triggers a flare-up, dealing Z% of Attack Power as Shadow damage to that enemy and W% of Attack Power as Shadow damage to nearby enemies.
Why?
Death Coil and Epidemic tend to be fire and forget spells, most of the time. With the frost rework, you can basically play this style Death coil = Frost Strike and Epidemic = Frost Scythe. I figured I’d just suggest combining the two into an arc wave. Same impact, one button.
I’m also tired of flailing my arms in the air when casting it as a Blood elf. ![]()
Disease & Minion options
Minionless Option
Harbinger of Blight (Choice node w/ Lieutenants of the Damned)
Passive — Replaces Raise Dead
Requires Death Knight
Raise Dead no longer summons a permanent Ghoul.
Attacking an enemy afflicted by your diseases grants you Creeping Rot for 15 seconds, increasing your Shadow damage by X% every 1 sec, stacking up to 10 times. Creeping Rot gains 1 additional stack each second per disease on the target you most recently damaged.
When Death Wave (or Epidemic) triggers a flare-up, it leaves behind a Blood Pool for 6 sec, dealing (Y% of Attack Power) Shadow damage every 1 sec to enemies standing within it.
Enemies that remain inside your Blood Pool for 3 sec are afflicted with Blood Plague.
Why?
Little Timmy’s AI has let me down more times than I can count. It’s time to let them go.
More Minions
Lieutenants of the Damned (Choice node w/ Harbinger of Blight)
Requires Death Knight
Raise Dead now summons both a Ghoul and a Magus of the Dead as permanent pets.
When you cast Dark Transformation:
Your Ghoul becomes a Monstrosity, causing its melee attacks to deal X% increased damage and gain cleaving Shadowstrikes.
Your Magus becomes a Lich, causing its spells to deal increased damage, cast more rapidly, and strike additional nearby enemies with Shadowfrost.
Your Lieutenants benefit from all effects that empower your minions, including those triggered by Putrefy and Lesser Ghoul summons from Scourge Strike.
Why?
A General without its Lieutenants isn’t much of a commander of the Damned.
Less focus On Minion Dmg:
Unholy Blight (Choice node w/ Dark Transformation)
Instant — 45 sec cooldown
Surrounds the Death Knight with a vile swarm of unholy insects for 15 sec, stinging all enemies within 10 yards every 1 sec and infecting them with Virulent Plague.
While Unholy Blight is active, you can apply Virulent Plague twice to the same target.
Your diseases deal X% increased damage for the duration of Unholy Blight.
Why?
I’m tired of Little Timmy (ghoul) taking the spotlight. It’s DKs time to shine.
Range Option Compromise:
Death’s Dominion
Talent
Instant — 45 sec cooldown | Cost: 1 rune
Replaces Death and Decay.
Unleashes a field of necrotic power for 15 sec.
While you stand within your Death’s Dominion, all of your melee and spell abilities have a maximum range of 40 yards.
Why?
Death and Decay has become obsolete. Players are divided between full range, mid-range, or melee for the rework. Why not somewhere in the middle?