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Blood Death Knight Review - Battle for Azeroth Community Opinions
라이브
2018/08/07 시간 01:12
에
Squishei
에 의해 작성됨
Throughout the pre-patch, we'll be launching a community opinions article for every class and spec. We're continuing our Battle for Azeroth Class Reviews and in this post, we'll be taking a look at the state of Blood Death Knight. See if this spec appeals to you in Battle for Azeroth!
We reached out to the Blood Death Knight community to give their thoughts and opinions on the changes and current state of the spec.
If this spec appeals to you after reading this article, check out our
Battle for Azeroth Blood Death Knight Guide
.
Tuesday
Wednesday
Thursday
Friday
Saturday
Sunday
Monday
17:
Assassination
18:
Subtlety
19:
Outlaw
20:
Fury
/
Arms
21:
Ret
/
Windwalker
22:
Feral
/
Enhancement
23:
Havoc
24:
Survival
25:
Beast Mastery
/
Marksmanship
26:
Fire
/
Frost
27:
Arcane
28:
Boomkin
/
Elemental
29:
Demonology
30:
Destruction
/
Affliction
31:
Shadow
1:
Unholy
/
Frost
2:
Holy Paladin
3:
Disc
/
Holy
4:
Restoration Druid
5:
Restoration
/
Mistweaver
6:
Blood
7:
Brewmaster
8:
Guardian
/
Protection Warrior
9:
Vengeance
10:
Protection Paladin
Mandl
- Useful* minion on Acherus and MT for Yoshi City on Stormscale EU. Plays all tanks, prefers BDK/VDH.
Melekus
- Simulationcraft developer and theorycrafter focused on tanking (mostly Blood DK and Prot paladin) and Frost Death Knight.
Panthea
- GM + Raid leader of <Catalyst> on Tarren Mill-EU. Author of TankNotes. Player of all tank specs.
*
Terms and conditions apply
What Changed
Blood saw quite a few changes in the alpha/beta, both in the form of core ability changes and the removal of our traits. Let’s cover the important ones:
As with all other tanks’ main mitigation ability,
뼈의 보호막
is now armor-based. Instead of a flat 16% DR, it now increases your armor by 40% of your strength while it’s active. Its internal cooldown also got changed from 2.0s to 2.5s and the difference in terms of
뼈의 보호막
depletion rate between bosses that melee you every 1.5s and those that do every 2s will be much lower.
흡혈
was also quite literally put on the chopping block. The removal of traits cut it from 50+% extra down to 30%, and the nerf to
붉은 갈증
drastically reduced the frequency at which we can use it. On top of all this, the removal of
흡혈의 구
also means we lost our max-HP absorb shield at the end of VB;
죽음의 일격
now heals for 7% minimum health or 25% of damage taken over the last 5s, whichever is greater. It lost its synergy with
뼈의 보호막
, the damage absorbed by
뼈의 보호막
used to count towards damage taken in the last 5s for
죽음의 일격
’s healing calculation, but this is not the case anymore with
뼈의 보호막
increasing armor.
춤추는 룬 무기
also was affected by the removal of the trait - it is now a much shorter duration (from 18+s to 8s), is on the GCD, and only summons one weapon copy. This, combined with the loss of the additional
뼈의 보호막
charge trait, means we get 6
뼈의 보호막
charges from a marrowrend during
춤추는 룬 무기
.
Utility also took a hit in the form of
고어핀드의 손아귀
now having a reduced radius (particularly fun on Aggramar. Old habits die hard) and being impacted by a talent choice. Our regular grip is now also on a reduced GCD of 0.5s, which makes instant, reactionary grips much harder to pull off for pseudo-interrupts.
Talents
The level 56 row is relatively unchanged from the previous iteration.
심장파괴자
falls by the wayside compared to the other two talents.
피 들이키기
is straight-up more direct damage than
룬의 일격
, but at 120 the extra runes from managing
룬의 일격
properly are a sight for sore eyes.
신속한 부패
is a bait-and-switch compared to legion - it no longer provides runic power while standing in your
죽음과 부패
, which makes it no longer worth spending runes on. (It is still worth casting with
진홍빛 스컬지
procs or in AoE situations).
지혈
is the go-to. It doesn’t work exactly like
해골꽃의 지혈
and instead generates a stack for every enemy hit. It scales well on AoE and buffs your strongest damage and healing ability. Last,
섭취
is on par with
지혈
as far as damage go, but isn’t nearly as strong in situations where you need increased healing from
죽음의 일격
. It doesn’t have the Vampiric Aura ability from Legion’s artifact ability and is therefore not much more than a free aoe
죽음의 일격
every so often.
부정의 보루
was nerfed by 50% and is very weak compared to the other two talents.
묘비
is the same as in Legion and could prove useful in some situations where you are trying to survive one shot mechanics.
납골당
is the choice in the vast majority of situations and provides a solid boost to your resource management.
죽음의 요새의 결의
is unchanged and is the best talent with current tuning.
대마법 방벽
may have some uses if we need to cheese a magic debuff every 45 to 60s.
룬 전환
is nerfed compared to Legion, but still fits its intended purpose to offer a defensive cooldown against large, relatively infrequent hits.
Probably the biggest pain point compared to Legion. A talent that we had before got split into two -
망자의 움켜쥠
being the previous
죽음과 부패
slow in a slightly more interesting form (90% decaying every second),
옥죄는 손아귀
being the reduced cooldown on
고어핀드의 손아귀
.
망령 걸음
became a talent and is the last slot on this row, allowing you to have an extra sprint button and a way to break roots.
탐식
is an awkward and overall very weak talent. Providing leech after both our highest source of damage and our highest source of self-healing feels very awkward, and ends up in overhealing more often than not.
피구더기
is the best choice : on top of offering a consequent DPS, they provide a solid heal that procs when you drop below 50% hp.
피의 징표
has some potential interesting uses, but mostly in PvP. Unless you’re going to take very little damage in the encounter and feel the need to help your co-tank(s), the healing provided doesn’t make up for its runic power cost and for giving up on
피구더기
’ damage and smart healing.
연옥
is unchanged from legion. Pick it if you need oneshot protection or are cheesing a mechanic that would otherwise one-shot you.
붉은 갈증
is the default choice: weaker than in Legion, it still provides a decent cooldown reduction on your main defensive cooldown and you can expect around 60 seconds effective cooldown on
흡혈
instead of 90s.
뼈폭풍
has uses in aoe situations, but its cost combined with the low levels of haste available early in Battle for Azeroth make it extremely hard to pool enough Runic Power for a full cast. Using
묘비
can make pooling easier, but that will be at the cost of using
납골당
.
Azerite Traits
Class-specific traits come in three flavours - great, somewhat good, flat-out bad.
Decent
영원한 룬 무기
: even in its non-stacking, small amount of gain version, it provides a neat little boost to
춤추는 룬 무기
저주받은 자의 뼈
: the % chance does not stack. Provides a chance to generate an additional
뼈의 보호막
charge and increases armor provided by
뼈의 보호막
Somewhat Decent
룬문자 방벽
: might see some use when cheesing debuffs
골수 혈액
: provides a small amount of extra throughput at no real cost or requirement to change your playstyle
Bad
뼈 가시 무덤
: provides a small amount of burst healing and damage when dropping D&D. As we no longer have an incentive to keep D&D up as often as possible (the removal of the RP given by standing in it), this trait is a small amount of extra throughput in exchange for a wasted rune
깊은 상처
: semi-decent idea, flat-out not strong enough
암흑사도의 은총
: somewhat similar in concept to the old UE, granting leech instead of a shield. ~1% leech, however, isn’t consequent enough
Some of our best traits come in the form of shared bonuses, as a large majority of them provide either base haste or burst haste, thus alleviating the pain of playing with very low haste.
The State of BDK
죽음의 일격
changes - promoting a true reactive playstyle
The changes to
죽음의 일격
’s minimum and maximum heal combined with
뼈의 보호막
now being an armor buff truly promotes a playstyle that is built around anticipating damage and knowing when to bank runic power. Players actively gain throughput by timing
죽음의 일격
s properly, which is something that Legion did away with outside of cutting-edge content. This, however, came by reducing the player power, as opposed to promoting proper play, which may need some time to get used to.
In addition to this, the class has a few very evident weaknesses, but players can choose a set of talents to work around (or benefit from) some of those weaknesses. For instance, should we ever have to deal with a fight like Argus again,
묘비
can now be a viable and sensible choice (at the cost of some
죽음의 일격
s over the duration of the fight due to not being able to spec into
납골당
).
Early Expansion Blues
This spec has always been very dependent on haste. Our resource economy is directly affected by our rune regen, and as a result, the slower the spec is, the harder is it to recover from mistakes. A full rune recharge cycle (60-90RP depending on Marrowrend requirements) is typically around 16s in early gear. This can be solved by proper gearing and wise Azerite choices, but is still a major drawback which some of the other tank classes do not share.
As a result, we will most likely have to rely on external cooldowns more than we did in Legion, at least in the first tier or two of the expansion, particularly when not timing
죽음의 일격
s properly.
Overall, blood feels like a sturdy, dependable tank if played properly. Mistakes, however, can easily cost what little life we have left. This is fine for people at the cutting edge of progression and in general people who are adepts at timing
죽음의 일격
s and managing resources, but will be a harsh change from Legion’s relative lenience for everybody else.
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