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Live
PTR
11.0.2
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Beta
Death's Caress and Dancing Rune Weapon Change - Blood Death Knight Rotation Impacted
Live
Pubblicato
09/11/2022 alle 03:20
da
Mandl
A new change has hit live and Dragonflight Beta servers for Blood Death Knights, removing Marrowrend from the rotation due to a new interaction between Death's Caress and Dancing Rune Weapon.
Introduction
The Dragonflight beta has been the host of many changes, experiments and tweaks to spells Blood Death Knights have previously had. The most significant noticeable difference (at least from a tooltip perspective!) was the near-total rework of
Carezza della Morte
- a once reviled and purposeless spell - into a very efficient
Scudo d'Ossa
generator.
Along with this,
Arma Runica Danzante
saw a near-total overhaul on October 19th. It came with a near-total rework under the hood of the entity spawned by
Arma Runica Danzante
, along with the way it copies spells:
Spells copied by
Arma Runica Danzante
are now copied once
each
per weapon (previously, only your first weapon would copy spells - and would do it twice)
The second
Arma Runica Danzante
entity now applies its own
Morbo del Sangue
Mietitura dell'Anima
is now copied. There is still an outstanding bug/issue: the detonation only happens if
Arma Runica Danzante
is active. The detonation fizzles if
Arma Runica Danzante
has expired.
A new change hit beta, PTR and live servers simultaneously on November 8th. It concerns
Carezza della Morte
- let's dig in!
Carezza della Morte
,
Arma Runica Danzante
and the Drive for Consistency
Previously,
Carezza della Morte
was only partially copied. The damage and the application of
Morbo del Sangue
were both copied, but the two
Scudo d'Ossa
charges it provided were not copied. As of November 8th, this is now entirely consistent:
Without
Legame Perpetuo
selected,
Carezza della Morte
generates
four
Scudo d'Ossa
charges during
Arma Runica Danzante
With
Legame Perpetuo
selected,
Carezza della Morte
generates
six
Scudo d'Ossa
charges during
Arma Runica Danzante
It sounds like a straightforward change, but it has wide-ranging implications. Most importantly, it
nearly completely
removes
Strappo Midollare
from the rotation, as
Carezza della Morte
is now more efficient at everything except at spending runes
fast
, both during
Arma Runica Danzante
and outside it.
Before this change, the
Scudo d'Ossa
dynamic actively leveraged both spells, although you could make a case in favor of not using
Carezza della Morte
as the optimization was
very
small - you ended up using
Strappo Midollare
at the very end of
Arma Runica Danzante
to shoot yourself back up to 10
Scudo d'Ossa
charge, coast over the next 30 seconds and only hit
Carezza della Morte
at 6
Scudo d'Ossa
charges.
With the reworked and copied
Carezza della Morte
, things are trivial:
During
Arma Runica Danzante
, you
Carezza della Morte
at five or fewer
Scudo d'Ossa
charges and instantly get back to 10 each time (the optimal is technically at 4, but 5 is safer and a sub-10 DPS loss)
Outside of
Arma Runica Danzante
, you
Carezza della Morte
at 5 or fewer
Scudo d'Ossa
charges or if
Scudo d'Ossa
is about to fade
Talent and Playstyle Implications
The very slight optimization edge that existed prior to this change is gone. As a direct result,
Strappo Midollare
(a talent you
cannot
skip - you cannot spend enough points on the right side of the tree to pass the first gate if you do!) is relegated to your spellbook (or as the button of shame if you let
Scudo d'Ossa
fade, as
Carezza della Morte
has a 6 second cooldown), or as a rune-burning tool during
Attivazione Runica
(and the primary driver to this specific case is because
Attivazione Runica
provides additional runes you cannot easily burn off otherwise).
This change also makes
Strappo Midollare
the second talent that we
have
to pick and actively ignore, which is an interesting conundrum considering how valuable talent points could be. The first of such talents was
Flagello Cremisi
, which has been a sore spot and has been flagged up numerous times. Due to the multitude of buffs and effects tied to
Morte e Distruzione
(
Terreno Sanguigno
,
Terreno Empio
,
Osso Frantumante
, to name a few), the incentive to fish for a free
Morte e Distruzione
proc, a paltry heal and 10 Runic Power is completely outclassed even on single target by just mashing it on cooldown, and this gets exacerbated even further by
Eco della Morte
. It would be a shame for
Strappo Midollare
to follow that trend and be another top-level, iconic spell we end up leaving in our spellbook due to it being crushed on the altar of consistency.
That said, a probably more rewarding solution would be to rethink
Scudo d'Ossa
generators. Up until Dragonflight,
Strappo Midollare
has been an uninteresting and clunky single-target maintenance buff generator; with this change, it is simply outclassed in terms of efficiency, but at the core of it, the main issue is that both of these spells are just drivers of a boring maintenance buff. Adding further gameplay hooks to both, and making sure that they do cool things, would likely be preferable, even if it is something as boring as retrofitting a "
Strappo Midollare
cleaves all nearby targets for 25% of its damage" on it (there's a precedent - demonology warlocks just got
Armamenti degli Antoran
!)
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