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Frost Death Knight Changes in 8.2 - Feedback on the Spec So Far
PTR
由
Bicepspump
发表于
2019/06/11,01:42
This article will discuss the large number of changes made to the Frost Death Knight on the 8.2 Rise of Azshara PTR and will cover all the recent buffs to Frost Death Knight on the PTR and discuss how all of these changes impact the spec in the upcoming patch.
This article was written by
Bicepspump
, our
Frost Death Knight Guide writer
:
About the Author
This guide is written by Khazak, a Death Knight player since 5.4. Besides writing guides, I am active in
Acherus, the Death Knight class Discord
, and a maintainer on SimulationCraft, contributing code implementations and APLs for Frost Death Knights. I raid in Agency on Zul'jin-US and sometimes stream raids on
Twitch
. I am always happy to take questions or comments about the guide through Discord.
Introduction
This article will discuss the changes made to the Frost Death Knight on the 8.2 PTR. I'll be looking at what's different from this build and the one covered in the
previous article
, as well as talking about the implications of each change. To start off, let's see what's different, I've highlighted any change that previously had a different value.
Class Tools
Blood
Talents
Frost
Talents
Unholy
Talents
符文强化
has a 2.0% chance to proc per Runic Power spent (from 1.5% on Live)
冰霜疫病
's
chance to generate Runic Power increased to 30% (from 20% on all targets on Live)
Chance now diminishes on targets beyond the first
冰龙吐息
:
now has a 0% increased chance to proc
符文强化
(was previously 50% on the PTR).
costs 16 Runic Power/sec (was previously 18 on the PTR, currently is 15 on Live).
generates two Runes at start and end.
now deals 10% less damage.
杀戮机器
RPPM now correctly 4.5 (was roughly 1.5 on Live).
冰盖
Pillar of Frost cooldown reduction now 3 seconds (currently 1 on Live).
冰霜打击
now deals 15% more damage.
This might seem like a lot to digest, but I promise that I'll break it down nicely. However, before we dwell deeper into the implications of these changes, it's important that we understand the issues that Frost faces in the Live version of the game. I won't dwell too much on this since I extensively covered it in the
previous article
, so go have a look at that one if you want more in depth info!
On Live, builds using
冰龙吐息
have an obnoxious amount of downtime, reaching levels of 30%, or 85 seconds, in a 5 minute fight! It has been a major issue throughout BFA and I can't be happier that it's finally getting properly addressed. Another fact worth mentioning is the low power of the
冰盖
talent. Currently, on Live, this talent increases your damage by a total of 1% versus not having any talent equipped. This can be compared to a 13% increase when selecting
冰龙吐息
. You can boost this 1% number to 3.5% if you only pick azerite traits that synergise with the talent.
Impact of Changes
冰龙吐息
Resource Changes
I'll start by discussing the resource changes that have been made to
冰龙吐息
:
冰龙吐息
:
now has a 0% increased chance to proc
符文强化
(was previously 50% on the PTR).
costs 16 Runic Power/sec (was previously 18 on the PTR, currently is 15 on Live).
generates two Runes at start and end.
I must say that I absolutely love these changes, they were right on the point when it came to solving the issues that previously existed with the
冰龙吐息
build. Let's start by looking at downtime. With these changes, in addition to the other resource gains, our downtime is cut in half compared to live!
Most notably, the downtime experienced when pooling has been significantly reduced. On Live, the pooling phase starts 20 seconds before we activate
冰龙吐息
, and it's not uncommon to not use any abilities for up to 7 seconds, simply because you want to pool Runes. Since
冰龙吐息
now gives us 2 Runes on activation, we can initiate the window with 1 or 0 Runes. This completely eliminates the need for pooling Runes for
冰龙吐息
, subsequently lowers our pooling window to 10 seconds. Furthermore, our opener is so much smoother. On Live, we use three
湮灭
s, weaving in
凛风冲击
when we get procs of
白霜
. After this, we have to wait for several seconds before we can pop our cooldowns and use
冰龙吐息
. This means standing there, with all your procs and Bloodlust, simply auto attacking the boss: it's not very fun. On PTR however, there is no waiting at all! We can use our three
湮灭
s and then instantly move into the Breath window, it's so much nicer.
Within our Breath, we also experience less downtime. This is due to the increased cost of the ability. We need to use a higher frequency of
湮灭
to sustain the Runic Power drain. We also gain more Runes through the buff of
符文强化
(in conjunction with the increased cost, every tick of
冰龙吐息
generates 42% more Runes on average). This essentially means higher GCD-utilisation throughout Breath. Due to this, we can consistently extend the
风暴汇聚
buff with the higher Rune consumption. This will increase the strength of this already powerful talent.
We only see a small decrease in downtime outside the two situations described above. However, it's important to acknowledge the fact that our pooling window is smaller, meaning that the total amount of time in the "Otherwise" category has increased. Importantly, it feels great when you exit your Breath window. Previously, you would be almost completely starved as your
冰龙吐息
ended, having to wait several seconds to gain the Runes necessary to continue your rotation. With these new changes on the PTR, this no longer happens. You are instantly thrown into your normal rotation with the resources necessary to do so. Everything feels much smoother and plays so much better. Furthermore, we can expect more downtime reduction if we pick the
清醒梦境之忆
essence. It's currently unclear if this will be our best choice so we'll just have to wait and see!
Another important aspect that has changed is the
湮灭
use during
冰龙吐息
compared to the previous PTR build. 18 Runic Power/ second with a 3% chance of proccing
符文强化
meant that you were locked into spamming
湮灭
for almost every single GCD. Using
白霜
,
冰霜之镰
,
冰霜巨龙之怒
,
冷酷之心
and
冷酷严冬
was difficult without ending your Breath. With 16 Runic Power/ second and a 2% chance to proc
符文强化
, our breath window is much healthier, leaving enough room to use these 1 or 0 Rune-cost abilities!
Damage Tuning
冰龙吐息
now deals 10% less damage.
冰霜打击
now deals 15% more damage.
With the resources changes made on the PTR,
冰龙吐息
saw an unproportionate damage increase compared to builds with other talents. This was mainly due to how
冰龙吐息
benefits more strongly with more resources, as well as the additional 4 Runes added to the cooldown. This meant that Breath saw an 8% overall increase, whereas
湮没
only saw a 4% buff. Buffing
冰霜打击
and nerfing
冰龙吐息
stabilises this unbalanced gain. Builds with
冰龙吐息
have a smaller proportion of the overall damage coming from
冰霜打击
, since a fraction of your Runic Power is spent on
冰龙吐息
instead of
冰霜打击
. Buffing
冰霜打击
therefore buffs alternative talents more.
With these new damage values, builds with
冰龙吐息
lose an overall 0.5% and alternative builds gain 2.5%. This means that the unproportionate gain from the previous changes has been largely cancelled out. This all considers Single Target, something that we usually look at when judging the power of changes. This is both because Single Target is a simple environment where we can accurately compare talents, as well as being an important metric in both Raiding and Mythic + scenarios.
冰盖
冰盖
: Pillar of Frost cooldown reduction now 3 seconds (currently 1 on Live).
As I previously mentioned,
冰盖
is a severely undertuned talent on live. Without the boost it gains from Azerite, it's a mere 1% upgrade on Single Target compared to picking no talent at all. Both
冰霜堡垒
and
冰霜雏龙之怒
synergise with this talent, increasing the number to roughly 3.5%. This is what justified the insane buff to the effect of the talent, increasing it with a factor of 3.
Let's consider the impact of this change on Single Target. A larger cooldown reduction leads to a shorter cooldown of
冰霜之柱
, thus increasing overall uptime. This allows us, with enough haste and crit, to overlap our
冰霜之柱
with the previous
冰霜堡垒
buff, enabling windows of high strength to further increase the power of
冰霜巨龙之怒
and
冷酷之心
.
On Single Target, these changes amount to a huge buff to
冰盖
as a talent. With 2 stacks of
冰霜堡垒
, it now increases our damage by 6% compared to not selecting a talent. You can boost this number by quite a bit. If you for some reason decide to run triple
冰霜堡垒
and triple
冰霜雏龙之怒
(which is actually possible from current azerite with
测力链齿肩铠
,
腐烂之路重盔
and
神圣净化胸铠
), you can boost this number to an insane 11.5%. However, since
冰霜雏龙之怒
isn't very strong on Single Target, this combination would actually be worse in overall dps compared to the setup using 2 stacks of
冰霜堡垒
.
Single Target isn't where this change sees the largest impact though. The uptime we can achieve is significantly larger in AoE. This is due to the interaction between the Cooldown reduction of
冰盖
and the
冰霜之镰
talent. When using
冰霜之镰
, only a single crit is required to reduce the Cooldown of
冰霜之柱
. Hits from
冰霜之镰
crit independently, meaning that we get multiple tries on every use to generate a crit. We cannot, however, reduce the cooldown multiple times with a single use of
冰霜之镰
due the internal cooldown of
冰盖
. Below is a graph showing the % chance to crit versus multiple targets using
冰霜之镰
with a 20% crit chance.
As you can see, we get a really high proc chance at high target counts. For instance, at 5 targets, we have nearly a 70% chance to proc the cooldown reduction every time we use
冰霜之镰
. Since we're generally spamming this ability in AoE, we'll be seeing a lot more uptime of
冰霜之柱
. At high crit and haste, we can even reduce the cooldown of
冰霜之柱
to introduce permanent uptime of the buff! Unfortunately, the power increase from Runes we use in the cooldown doesn't transfer when we refresh it (unlike
风暴汇聚
which does indeed keep its stacks). This looks promising when it comes to alternative builds in Mythic +. Icecap might bring a higher overall AoE throughput, creating meaningful choice between the talents in the final talent row.
冰霜疫病
Resource Change
冰霜疫病
's
chance to generate Runic Power increased to 30% (from 20% on all targets on Live)
Chance now diminishes on targets beyond the first
I only briefly touched on this change in the previous article. I've now done extensive testing and understand the PTR version of the ability much better (shoutout to Dagraine for helping to provide data). I'd like to start by saying that it's quite difficult to consistently test high target counts in WoW. Training dummies exist as a maximum of 4 stacked targets, making it tricky to reach higher numbers. Luckily, you can create as many characters as you want on the PTR, each with its own cooldown on
芜菁沙袋
, allowing you to spawn multiple Turnips by sequentially logging in on your many characters. You can here see me testing 12 targets (you have to place the primary turnip just to the right of the bone on the ground).
These tests reveal some interesting aspects of the new DoT. First of all, the ICD (Internal CoolDown) has been removed. This previously meant that
冰霜疫病
could only proc at a maximum rate of once every second. Even if you were to hit 20 targets with the DoT, you'd only ever get 5 Runic Power every 3 seconds when the DoT ticked. This actually led to some shenanigans where you'd desynchronise your DoTs on different targets to overall increase your Runic Power gain. You can read more about this in
this article
over at the
Advanced Concepts
section in the Frost guide.
With the removal of the ICD, there is no longer a limit to how many times your
冰霜疫病
can proc the Runic Power gain. Theoretically, you could get 10 procs in a single large tick on 10 targets, filling up your runic power bar to half (this will be extremely unlikely). We can observe this behaviour when testing:
There are some weird points on this graph, like at 6 targets where the observed proc chance suddenly dipped. I'm confused by this number since it's statistically very unlikely to occur. Assuming a true proc chance of 75%, even lower than what a linear fit would predict, this low of a number is at almost 5 standard deviations. In other words, there's a 1 in 10 million chance of getting a number this low. It's probably just a mistake I've done when testing, or it could be an underlying mechanic that we've yet to understand.
Most importantly, one can observe more procs on the PTR, compared to Live, at almost every target count. Furthermore, the procs continue scaling past 1, potentially scaling linearly to infinity. I personally thought this change would limit the scaling of
冰霜疫病
resource gain in AoE. However, it seems to amplify it, further increasing the power of
冰龙吐息
in AoE scenarios (only by a small amount).
杀戮机器
RPPM Fix
杀戮机器
RPPM now correctly 4.5 (was roughly 1.5 on Live).
Since the start of BFA,
杀戮机器
has been severely bugged. Instead of proccing roughly 4.5 times a minute, it was only proccing 1.5 times a minute. This meant that the power of
杀戮效率
was significantly reduced and overall meant that the spec did ~450 dps less (this bug hasn't been implemented in simulations so they've always been overestimating the power of Frost DKs). Luckily, the proc chance has now been fixed on the PTR and you can expect the correct amount of procs, as long as you have enough crit.
Due to the fact that
杀戮机器
only procs on critical auto attacks, you actually need a specific amount of crit to even reach the RPPM. Simply put, if you have too low crit, you won't critically strike 5 times a minute and can therefore never reach the RPPM. What this does is that it makes your critical strike scale more at low levels of crit. The RPPM of the ability already scales with crit, but at low crit numbers, all you care about is meeting the required quota of critical strikes per minute.
Conclusions
We've seen a lot of interesting changes on the PTR and I'm excited for the patch to hit. There's still much uncertainty when it comes to essences and how they'll impact us. The resource changes to
冰龙吐息
are on point, reducing downtime drastically and vastly increases the enjoyability of the spec. The damage tuning effectively counteract the unproportional gain in DPS that Breath received from the initial changes, making sure that the gap doesn't widen even more to the other talents. The buff to
冰盖
is a significant upgrade to the talent, making it 11% better than no talent in certain situations. It also shows promising applications in sustained AoE and may become an alternative and viable choice in Mythic +. The change to
冰霜疫病
shows indications of being an overall buff to resource generation at all target counts. Furthermore, it now scales better at high target counts, having average proc rates at above 1 when reaching 10+ targets. Finally, the
杀戮机器
bug fix is a welcomed change that will bring
杀戮效率
up to par with the other talents in the same row. It will also increase our dps by roughly 450.
Looking forwards, I'd personally like to see
湮没
become a more viable choice in the final talent row. In the current state, you can't make meaningful choices depending on situation. If
湮没
was better on Pure Single target, it could become the pick for pure patchwerk when you cannot cleave off anything. This could then instigate talent switches between bosses and dungeons, something that I think is healthy for the game. Furthermore, the increase in resources is currently detrimental to
湮没
. Since you already gain resources through the CD itself, you sometimes overcap on Runes and Runic Power. This is especially noticeable in AoE situations where the low cost of
冰霜之镰
leaves you at 5+ Runes, on average, during your
冰霜之柱
. I don't think the 30% Rune gain is necessary anymore.
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