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PTR
10.1.7
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10.2.0
Death's Caress and Dancing Rune Weapon Change - Blood Death Knight Rotation Impacted
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由
Mandl
发表于
2022/11/09,03:20
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
死神的抚摩
- a once reviled and purposeless spell - into a very efficient
白骨之盾
generator.
Along with this,
符文刃舞
saw a near-total overhaul on October 19th. It came with a near-total rework under the hood of the entity spawned by
符文刃舞
, along with the way it copies spells:
Spells copied by
符文刃舞
are now copied once
each
per weapon (previously, only your first weapon would copy spells - and would do it twice)
The second
符文刃舞
entity now applies its own
血之疫病
灵魂收割
is now copied. There is still an outstanding bug/issue: the detonation only happens if
符文刃舞
is active. The detonation fizzles if
符文刃舞
has expired.
A new change hit beta, PTR and live servers simultaneously on November 8th. It concerns
死神的抚摩
- let's dig in!
死神的抚摩
,
符文刃舞
and the Drive for Consistency
Previously,
死神的抚摩
was only partially copied. The damage and the application of
血之疫病
were both copied, but the two
白骨之盾
charges it provided were not copied. As of November 8th, this is now entirely consistent:
Without
长久羁绊
selected,
死神的抚摩
generates
four
白骨之盾
charges during
符文刃舞
With
长久羁绊
selected,
死神的抚摩
generates
six
白骨之盾
charges during
符文刃舞
It sounds like a straightforward change, but it has wide-ranging implications. Most importantly, it
nearly completely
removes
骨髓分裂
from the rotation, as
死神的抚摩
is now more efficient at everything except at spending runes
fast
, both during
符文刃舞
and outside it.
Before this change, the
白骨之盾
dynamic actively leveraged both spells, although you could make a case in favor of not using
死神的抚摩
as the optimization was
very
small - you ended up using
骨髓分裂
at the very end of
符文刃舞
to shoot yourself back up to 10
白骨之盾
charge, coast over the next 30 seconds and only hit
死神的抚摩
at 6
白骨之盾
charges.
With the reworked and copied
死神的抚摩
, things are trivial:
During
符文刃舞
, you
死神的抚摩
at five or fewer
白骨之盾
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
符文刃舞
, you
死神的抚摩
at 5 or fewer
白骨之盾
charges or if
白骨之盾
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,
骨髓分裂
(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
白骨之盾
fade, as
死神的抚摩
has a 6 second cooldown), or as a rune-burning tool during
符文武器增效
(and the primary driver to this specific case is because
符文武器增效
provides additional runes you cannot easily burn off otherwise).
This change also makes
骨髓分裂
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
赤色天灾
, which has been a sore spot and has been flagged up numerous times. Due to the multitude of buffs and effects tied to
枯萎凋零
(
血色之地
,
秽邪之地
,
白骨解离
, to name a few), the incentive to fish for a free
枯萎凋零
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
死亡回响
. It would be a shame for
骨髓分裂
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
白骨之盾
generators. Up until Dragonflight,
骨髓分裂
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 "
骨髓分裂
cleaves all nearby targets for 25% of its damage" on it (there's a precedent - demonology warlocks just got
安托兰军械
!)
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