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Legion Death Knight Changes
来自 Wowhead
[Last Updated]:
2017/08/27
变更日志
补丁:7.3.5
目录
评分:
This post covers all of the changes to Death Knights in Legion: talents, spec-specific abilities, artifacts, class changes, spell animations, glyphs, and tier sets.
Class Guides
Blood Guide
|
Frost Guide
|
Unholy Guide
|
User Guides
Wowhead has guides to each spec written by popular
Warcraft
community members, linked above. The Blood Death Knight guide is written by
Aughyssul
and the Frost and Unholy Guides are written by
Miniaug
.
New to Legion, you can also create and submit your own build guide! We designed a new user-friendly UI for writing class guides, which allows you to do the following new things:
Embed Talent, Honor Talents, and Artifact Calculator builds into the guide, with notes on each ability choice.
Leave tags specifying the skill level required for your build, and if it's suitable for different categories of PvE and PvP. Perhaps you're looking for a simple build for an alt, or something specifically for dungeons on your main.
Select stat weights and rank useful enchants, gems, and food.
Leave notes on any important items that impact your build, such as
Legion Legendaries
.
To set up a Legion Class Guide, just go to "
Create New Guide
" on any guide page and select "Classes" from the guide category, then pick a spec. You can also set up a guide for a spec via the "Create New Guide" option on the
Legion Talent Calculator
.
Class Changes
The rune system has been overhauled--there are now 6 Runes, 3 recharging maximum at any given time. No more Blood, Frost, Unholy rune types.
Abilities now cost death runes and there is no restriction on the abilities you can cast.
Presences are now removed as well--Blood Presence, Frost Presence, and Unholy Presence.
Blood Death Knights retain core abilities, but emphasize fantasy of Blood and Bone more.
Blood has undergone a significant overhaul in Legion. The most noticeable change, applying to the whole of the
死亡骑士
class, is the removal of unique Rune types. All runes now are the same type, and abilities simply require “generic” runes.
Additionally, our active mitigation has been changed significantly.
白骨之盾
is now a form of active mitigation, generated through Marrowrend. It functions much how it used to, reducing incoming damage by 20%, with stacks being consumed on damage instances.
灵界打击
, instead of costing Runes, now costs 45 Runic Power, and uses the old Mists of Pandaria system - the value of the heal is based off the damage taken in the last 5 seconds, with a minimum value of 7% max HP.
Diseases were also changed. Instead of having two distinct diseases, we now simply have
血之疫病
.
血之疫病
deals damage and heals based on the damage dealt, as well as enabling auto attacks to proc
赤色天灾
.
血液沸腾
is now on a 2 charge system, no longer requiring Runes. It also applies Blood Plague to everything it hits.
心脏打击
makes a return. It is a frontal cleave that hits two targets, costing one rune. When standing in
枯萎凋零
, it may hit up to 3 additional targets.
Our cooldowns have been largely pruned. We no longer have
冰封之韧
,
符文武器增效
, or
天灾契约
, and the cooldown on the remaining cooldowns has been increased by various amounts.
Frost:
Frost Death Knights in Legion are designed to use 2 1H swords due to the artifact pair
Blades of the Fallen Prince
.
杀戮机器
's passive now only affects Obliterate.
With the removal of raid-wide buffs, Horn of Winter is overhauled. It is now a talent,
寒冬号角
, which generates runes and runic power.
Unholy received the most changes--it emphasizes active use of diseases, pulling and controlling corpses from the ground.
溃烂之伤
is a new and very important mechanic being introduced. When you
脓疮打击
, you now apply 2-4
溃烂之伤
s with a maximum of 8 on the target. You pop these by using
天灾打击
, and when you get it, your artifact ability Apocalypse.
Out with the old and in with the new we have a new disease. Applied by Outbreak only,
恶性病变
is a 33 second dot that ticks every 1.5 seconds. It also has a chance to erupt and do damage to everything around the target it exploded on every time it ticks.
WIth the removal of Blood Boil for Frost and Unholy, you have a new way to AoE. When you place
枯萎凋零
and stand in it, you gain a buff that allows your
天灾打击
to hit everything in an 8 yard radius around your target.
Legion brings in a lot of new changes, one of them being the talent trees. With this rework, you no longer have the option to select your rune regeneration talent and get Runic Corruption baseline.
Instead of having to cast 5 Death Coils to be able to use
黑暗突变
, it is now a 60 second cooldown with a talent that is able to reduce the cooldown.
Our new movement speed ability is
幻影步
. We no longer have the option to talent into Death’s Advance and it was reworked into 15% base movement speed.
Raid-wide buffs are removed in Legion and only healers can mass-resurrect.
Visual Updates
Most specialization received visual updates for Legion, especially melee. We have videos of the new Blood, Frost, and Unholy animations. Additional videos on our
Legion Spell Animations Playlist
.
Talents
There are more spec-specific talents in Legion, with each talent tree row offering more playstyle variety--active, passive, and proc talents. In addition, there are less "themed" rows--eg mobility talents are split among rows, instead of being in the same row.
Create your own talent build with our
Legion Talent Calculator
and if you find a build particularly interesting, click on "Create a Guide" after selecting your talents and leave a little explanation to share with other beta testers!
Legion
Legion
Legion
Plaguebearer
Plague Leech
Unholy Blight
Lichborne
Anti-Magic Zone - now PvP Talent
Death's Advance
Chilblains
Blood Tap
Death Siphon
Conversion
Spellbreaker
Desecrated Ground
Necrotic Plague
Death Pact
Asphyxiate - Unholy Only Talent
Soul Reaper - Unholy Only Talent & Changed
Breath of Sindragosa - Frost Only Talent
Runic Corruption now baseline Unholy
Runic Empowerment now baseline Frost
Gorefiend's Grasp now baseline Blood
Remorseless Winter now baseline Frost
PvP Talents
The new max-level PvP Honor system allows you to select certain talents based on your Honor Level. These abilities selected will be active in addition to your regular Legion talents.
Rows 1 and 2 cover general talents, Rows 3 and 4 are Death Knight talents, and Rows 5 and 6 have spec-specific talents. Please check out the
PvP Honor Calculator
to create your own build and save it with commentary as a guide.
死疽打击
- former ability
黑暗模拟
- former ability
Glyph of Unholy Command - former glyph
反魔法领域
- former talent
Abilities
In Legion, more abilities are becoming spec-specific to enhance the fantasy for each spec. To see how an ability has changed each Legion build, click on the spell, and then view the "Changelog" tab on the spell page.
New
血魔之握
: Now Blood ability, not Talent. 3 min cooldown, up from 1 min.
死神的抚摩
: Reach out with necrotic tendrils, dealing (100% of Attack power) Shadow damage and applying Blood Plague to your target.
心脏打击
: Instantly strike the target and 1 other nearby enemy, causing 225% Physical damage, and reducing enemies' movement speed by 50% for 8 sec. - It's back!
精髓分裂
: Smash the target, dealing 350% Physical damage and generating 3 charges of Bone Shield.
幻影步
: Sidestep into the Shadowlands, breaking Root effects and increasing your movement speed by 70% for 3 sec. During this time all movement-impairing effects are suppressed but any action will cancel the effect.
Former Core Abilities
血液沸腾
三战老兵
枯萎凋零
Existing Blood Abilities with Changes
鲜血打击
赤色天灾
符文刃舞
精通:鲜血护盾
吸血鬼之血
Removed
Rune Tap - now Talent
New
冷酷严冬
:
Drain the warmth of life from all nearby enemies, dealing Frost damage over 8 sec and reducing their movement speed by 50%.
幻影步
: Sidestep into the Shadowlands, breaking Root effects and increasing your movement speed by 70% for 3 sec. During this time all movement-impairing effects are suppressed but any action will cancel the effect.
死神的抚摩
: Reach out with necrotic tendrils, dealing (100% of Attack power) Shadow damage and applying Blood Plague to your target..
Former Core Abilities
寒冰锁链
黑暗援助
符文武器增效
冰霜疫病
冰封之韧
Existing Frost Abilities with Changes
冰霜打击
凛风冲击
杀戮机器
精通:冰冷之心
湮灭
冰霜之柱
白霜
Removed
冰冷之爪
- now Talent
New
死亡脚步
: Increases movement speed by 15%.
溃烂之伤
:
A pustulent lesion that will burst on death or when damaged by Scourge Strike, dealing (100% of Attack power) Shadow damage and generating 3 Runic Power..
Former Core Abilities
亡者大军
寒冰锁链
黑暗援助
枯萎凋零
凋零缠绕
冰封之韧
爆发
Existing Unholy Abilities with Changes
黑暗突变
脓疮打击
精通:恐惧之刃
亡者复生
天灾打击
末日突降
召唤石像鬼
New
幻影步
: Sidestep in to the Shadowlands, breaking Root effects and increasing your movement speed by 70% for 2 sec. During this time all movement-impairing effects are suppressed but you may not attack.
邪爆
: Former Glyph
Changes
反魔法护罩
死亡之握
岩肤石像鬼符文
灵界打击
冰霜疫病
心灵冰冻
死神降临
冰锋符文
堕落十字军符文
Removed
亡者大军
- now Unholy
血液沸腾
- now Blood
Blood Presence - now gone
寒冰锁链
- now Frost and Unholy
黑暗模拟
- now PvP talent
黑暗援助
- now Frost and Unholy
枯萎凋零
- now Blood and Unholy
凋零缠绕
- now Unholy
符文武器增效
- now Frost
Frost Presence - now gone
Horn of Winter - Changed and now Frost Only Talent
冰封之韧
- now Frost and Unholy
Icy Touch - now gone
爆发
- now Unholy
Plague Strike - now gone
Soul Reaper - Changed and now Unholy Only Talent
Unholy Presence - now gone
Artifact Weapons and Traits
Blood Maw of the Damned Calculator
|
Frost Blades of the Fallen Prince Calculator
|
Unholy Apocalypse Calculator
Our Artifact Calculators, linked above, let you browse traits, relics, and appearances in the modelviewer.
Our class guides have recommendations on how to spend Artifact Power and choose Relics.
The
comprehensive Artifact Weapon guide
covers the following:
All artifacts by spec
: any hidden abilities like
瓦格里的凝视
, and flavor effects like
萨拉塔斯,黑暗帝国之刃
whispering you.
Traits
: their perks, costs, how to acquire traits, and max level bonus traits.
Relics
: how they increase ilvl, how they modify traits, and how to acquire them.
Acquiring artifacts
: your first one and later ones for offspecs.
Artifact Knowledge
: how this increases the rate at which you acquire Artifact Power, how to increase your AK level, how much extra AK you get at each rank.
Artifact Appearances
: Every appearance organized by spec, how to get them, and modelviewer and video links.
Artifact Lore, Wowhead's Art Interview on Artifacts, and FAQ.
Tier Sets
Death Knights have class-specific sets from Raiding and PvP, as well as from the Order Hall. Dressing Room links and more armor sets are found in the
Legion Armor Guide
.
Cosmetic Abilities
Major glyphs have been removed in Legion and cosmetic effects have either been converted to minor glyphs, toys, or class books sold on vendors.
死灵宝典:邪爆
: teaches Corpse Explosion. Sold by
恐怖指挥官萨拉诺尔
in Acherus for .
Fantasy and Gameplay Blog
The following information has been taken from Blizzard's
Legion Class Preview Series: Death Knight
blog.
In undeath, some death knights find a special affinity for the blood and bone of the living. They carve into their enemies, sustaining themselves with deadly sanguine strikes, while using the bloody, shattered remains of the dead to fortify their own defenses. These crimson-soaked knights bend the very rules of mortality to control the frontlines of the battlefield.
Gameplay
The core abilities for Blood should be familiar, though we’ve touched them up to bring added clarity to the specialization. Each core ability now better leverages that sinister command of blood and bone to fuel your survivability. In particular, we’ve changed Death Strike to cost Runic Power instead of Runes. This results in a more clear choice of resource expenditure; you can’t lock yourself out of being able to heal if you spend a Rune at the wrong time, and also gives Runic Power generation a bigger impact.
Instead of Rune Tap, we’re positioning Bone Shield to be the primary complement to Death Strike for active defenses to better tie into the fantasy and provide more flexibility. Marrowrend is a new attack which allows you to rotationally generate Bone Shields. To provide gameplay contention between Runes of a single type, Blood Strike now generates additional Runic Power on top of the standard amount gained for spending a Rune.
Combining martial prowess with supernatural cold, frost death knights leave their enemies chilled to the bone—and broken of the will to fight. Unlike mages who learn to harness frost magic to great effect, these death knights are born of it, rime gripping their decaying hearts. These frozen undead warriors wield dual blades to strike with ferocity and inflict deathly cold upon anyone who would stand against them.
Gameplay
The mechanics of the Frost Death Knight are quite solid and we don’t want to do too much to change that. You’ll notice that the core combat abilities listed below are largely familiar. One small area where we found room for improvement, however, is in Killing Machine’s passive interaction with the core rotation. While the automatic critical strikes it provides feel good, it’s often better to ignore its proc in favor of spending resources as fast as you can, as your damage output suffers if you wait for the different resources required for using Obliterate and Frost Strike to become available. Killing Machine now only affects Obliterate, and making wise use of its effect should feel more meaningful.
While free from the Lich King’s grasp, some death knights still embody the ever-corrupting nature of the Scourge plague that once threatened to consume Azeroth. No matter their allegiance or cause, they remain defilers of life; and nowhere is their callousness more on display than when threatened. Inflictors of the most aggressive of diseases—and masters of raising unhallowed minions from the ground—these unholy death knights are vicious melee combatants, capable of striking with the force of an undead legion and unleashing pestilence that would bring their foes to ruin.
Gameplay
Unholy is receiving slightly more mechanical changes than Blood and Frost, to better realign with their unique identity. We want to ensure that Unholy continues to be the spec with the most active use of diseases. In this regard, we recognize that Festering Strike lost its luster over time and have developed a new mechanic to ensure the ability remains integral in the Unholy rotation.
The first new class introduced to World of Warcraft after its launch, Death Knights came into the fray with an identity unmistakably tied to the Wrath of the Lich King story. The Death Knights of Acherus, their cold bodies lifted from the grave in the Scarlet Enclave, were commanded by the Lich King and Highlord Darion Mograine to slaughter every villager in Tyr’s Hand, New Avalon, and Havenshire, and to sack Light’s Hope Chapel, decimating both the Scarlet Crusade and the Argent Dawn.
Ultimately, as a result of such uncompromising ambition, the Lich King was betrayed by Highlord Mograine in an act that freed the Death Knights from their servitude. Under Mograine’s leadership they formed the Knights of the Ebon Blade and began joining the ranks of the Horde and Alliance forces bound for Icecrown Citadel to end the reign of Arthas, the Lich King. Though now free from the Lich King’s grasp, these once virtuous champions remain knights of darkness, wielding runeblades of death and destruction and mercilessly stealing the very life essence of their enemies.
We always want to reflect the Death Knight origin story and identity in how they play. The biggest area where we see room for improvement is in their resource system. Runes are a very iconic resource, but their functionality has always been convoluted. In Legion, we’re making Runes more straightforward by removing their division into separate Blood, Frost, and Unholy types. Death Knights now have six unified Runes to spend, with a maximum of three recharging at any one time.
With this change, it’s also important that we preserve the existing gameplay familiarity of Death Knights by making mostly minor changes to core ability functionality and cost—we don’t want the Rune change to create a situation where the best Frost rotation is just Obliterate, Obliterate, Obliterate. Finally, we’re reducing ability overlap between specializations, giving each a single disease with a unique trait and creating a talent tree that’s largely populated with spec-specific talents to better distinguish them.
Blue Tweets
When the Alpha first went live, Blizzard was unusually active on Twitter with clarifications to major class changes.
All November 2015 Tweets (Click to view)
Blood
Frost
Unholy
General
Blue Posts
Celestalon
In the latest Legion Alpha build, tanks and healers will notice significant changes to the tuning on many of their defensive abilities. These may appear to be “nerfs” at first glance, but are actually part of a widespread adjustment to improve overall tank (and tank healer) gameplay, that includes reducing the strength/frequency of defensive cooldowns, and adjusting creature tuning to compensate.
Over the course of Warlords of Draenor, tanks have been mostly self-sufficient, providing the vast majority of their own survival, with only minor direct assistance required from healers. Encounter design has unfortunately reinforced this, focusing tank damage into more and more bursty moments in an attempt to challenge tanks. This has made long-cooldown defensive ability usage more and more important, while also further trivializing direct healing requirements.
For Legion, we want to return the overall tank gameplay to a more stable environment. In that, we have laid out some specific goals that we aim to hit:
Tanks will require more direct healing. This will also improve on healer gameplay, as it’s more engaging when there’s a mixture of the types of healing that need to be used on any single encounter.
Active Mitigation abilities for tanks (such as Shield Block or Death Strike) should feel rewarding, allowing an experienced tank to meaningfully reduce damage taken.
Healers should care about the time and mana required to heal tanks, so that taking less damage as a tank is considered valuable.
Tanks and healers’ long-cooldown defensive abilities (such as Barkskin or Shield Wall) should feel like a valuable resource. These abilities should be strong, but not necessarily available for every danger during a specific encounter.
Tanks should have much more survivability than a non-tank. However, they don’t necessarily need to be extremely more sturdy. If the difference in ‘tankiness’ between tanks and non-tanks becomes too much of a gap, we then risk having situations such that if any one add gets loose, it’s likely to instantly kill any poor healer or damage dealer they hit–as the damage that these creatures deal would need to be exponentially higher to offset the sturdiness of the tank. This also brings a risk that tanks would opt to ignore enemy abilities that are designed to be dangerous to non-tanks, just taking those relatively minor blows rather than trying to avoid them as intended.
In raid encounters, tanks should spend more time tanking, and less time waiting for their turn to tank.
Tanks should be able to handle solo content quite effectively. They need to do less damage than dedicated damage dealers, but that difference can be moderate. It doesn’t have to be a massive difference.
Looking at these goals, we’ve made the following changes for tanking in Legion. We hope that these explanations will help you understand the bigger picture, in that these should be viewed as an overall improvement to the style of tank gameplay, rather than nerfs.
In order to ensure that tanks require direct healing from healers, we’re increasing the amount of damage that makes it past a tank’s mitigation. This will include reducing or removing passive defensive abilities, along with the below changes.
We’re toning down how frequently you’re able to use Active Mitigation abilities. This change will generally affect the length of their cooldowns, and not necessarily the strength of the ability. We believe these abilities are important to tank survival; but, when the uptime on these abilities gets too high, skill in knowing when to use them strategically matters less.
EDIT: Passive healing from healers (such as Beacon of Light) will be toned down, and other tank heals adjusted to compensate.
There are many long-cooldown defensive abilities that will be able to be used less frequently, and, in some cases, these abilities may be weaker. Many of these abilities are currently either too numerous or usable too frequently, resulting in a strong cooldown for almost every threatening moment of every encounter.
Encounter design will be adjusted to account for these changes. Overwhelming burst damage will be toned down, in favor of more steady and consistent damage on tanks.
The damage of creatures that are intended to be tanked in group content will be reduced overall, in order to ensure that tanks can still perform their role just as well as before.
Damage output by tanks will be increased, and their scaling with gear will be improved. This is being done so that tanks can stay in-line with damage dealers as a group gears up together.
Please note that many of these changes are preliminary, and we’ll be tweaking our changes based on testing and feedback. We’ll continue making adjustments as the Alpha moves along, until classes are in a more balanced state, and we look forward to hearing your thoughts throughout this process.
For more info on the latest Legion Alpha changes, see our summary thread:
http://us.battle.net/wow/en/forum/topic/20420212939
A lot of great discussion here, and we share a lot of the concerns (even the cynical ones), and will be doing our best to actually meet the stated goals.
Tanks will indeed have much more health than DPS; apologies if that was unclear. It's just that their total effective health can safely be in the 5-15x of a DPS range, doesn't need to be 50x. 50x is kinda silly. Raid bosses will still 1-shot DPS, and that's fine.
Healers are being adjusted with tank healing in mind.
The comments about tanks spending less time waiting for their turn to tank isn't an indication that they'll be expected to run around more, just that they'll have more engaging encounter gameplay.
We especially look forward to more feedback based on playtesting; thanks for what you've given so far! This is going to be an iterative process, and we'll keep adjusting based on it. It surely isn't perfect yet, but we'll keep reading, responding, and tweaking!
Are encounters going to be tuned to have longer time-to-kill for tanks as well?
I ask because in a world where tanks need to be actively healed, dying so quickly that they must be spammed all of the time (read: less than 3 or 4 seconds for 100-0) just leads to a WotLK situation where one person gets to spam the tank forever and everyone else ignores it and nothing is really any different.
Absolutely, yes. It's very important that this is the case.
I'd like to note that "use Active Mitigation to avoid X ability" isn't usually engaging gameplay. How about I use AM because it helps me survive a powerful attack, not because I get a debuff if I don't.
Binary AM checks like you mention will continue to be extremely rare. They're still an interesting mechanic to see everyone once in a while, but will not be common. Sorry if what I said gave the impression otherwise.
In regards to tank healing, I am very much a fan of "Many hits to be killed, many heals to be healed." This adds variety and allows the engaging task of healing prioritization (i.e. what makes healing fun).
Most of the posts on here have pretty much already spelled out the problem which is scaling. Once you start scaling these heals more than you scale the HP pools, you run into near instant top offs. Then this begins the slippery slope of competitive (raids) top offs, and the trivialization of mechanics. Then the mechanics become more bursty to make healing more engaging and the cycles repeat.
More attention needs to be paid to ensuring that the gear scaling doesn't lead to instant topping off, so that encounter design no longer needs to keep ratcheting damage to extremely bursty levels. Exponential gear curves work great for DPS, but terrible for healing and tanking. We are of a symbiotic relationship in this regard.
We generally agree with this thought process. The fact that tank healing gets spikier as ilvls rise is a huge problem that we're making some significant changes to help address. Most notably, Spirit's removal, and the changes to how secondary stats scale with ilvl will help. The % of a tank's healthbar that you can heal per second went up over the course of Warlords, by a massive amount (probably about 3x). We don't want it to not go up (it gives a good feeling of progression), but it should only go up a little (probably to 1.5x).
I echo the sentiments of other tanks in this thread regarding the removal of active mitigation abilities. Being responsible for accurately recognizing and appropriately responding to potential threats is fun, is engaging, and does not need to be changed. Requiring active responses to incoming damage increases the skill cap, and is one of the things that allows good tanks to outshine other more mediocre players.
We agree with your sentiments; perhaps my wording was not clear. We are not removing active mitigation abilities; we're making them more active. Apologies of my original post was unclear about that. Currently, you can maintain 70-100% uptime on most rotational active mitigation, making them rather passive-feeling. By making them 40-60% uptime, the choice of when to use them becomes more skillful.
On the topic of tank offense, we see lots of discussion about how tanks need to have ways to trade defense for offense, such as choosing to use resources on defensive abilities or offensive abilities, what choices they are for that, how effective they are, etc.
We actually completely disagree with that whole premise, because it leads to a lot of un-fun cascading effects. You may focus more on damage, and frustrate healers with needing more healing. You may focus on your assigned role of tanking, maximizing defense, while doing meager damage. While there are definitely upsides (it can certainly be fun trying to ride the line of not giving up too much defense, while maximizing offense), there is a better way.
Instead, we think that how skillfully you play your class should affect both your offense and defense. If you're trying hard to play your character well, you should be performing well at all of your jobs, and that includes both survival and damage dealing for tanks, not sacrificing one for the other. You shouldn't have to give up your mitigation in order to deal respectable damage. You shouldn't have to accept doing trivial damage if you want to really make sure you survive and minimize healer assistance. Both of those goals should be aligned, and you should be rewarded for playing well with great damage and survivability.
We won't be removing absolutely all damage/survivability tradeoffs, but the few that remain will be significantly toned down.
Datamining Updates
Links to major datamining updates:
22201 on July 12
22133 on July 5
22053 on June 28
22018 on June 23
21996 on June 21
21952 on June 14
21874 on June 8
21846 on June 2
21796 on May 26
21737 on May 19
21691 on May 9
21655 on May 5
21570 on April 27
21531 on April 21
21491 on April 13
21414 on April 6
21375 on March 30
21287 on March 17
21249 on Mar 9
21215 on Mar 3
21134 on Feb 23
21108 on Feb 18
21063 on Feb 10
20979 on Jan 27
20914 on Jan 13
20810 on Dec 15
20773 on Dec 2
20740 on Nov 20
标签:
PvE
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