Putting frost mastery on ice

August 26 [Mon], 2013, 11:44
Putting frost mastery on ice

Frozen Heart's straight frost damage buff actually works relatively buy wow gold well for dual wielders. With their Frost Strike buff not only adding more frost damage off the bat but allow them to eschew Obliterate in favor of more Howling Blasts, they do a lot of frost damage. Two-handed frost death knights, on the other hand, get their extra damage from Obliterate, and therefore do less frost damage by design. As a result, even critical strike rating, despite being overwritten by Killing Machine, is a better stat for two-handed frost than mastery. A mastery redesign for frost, then, would have the main goal of finding a way to make it pleasing for both weapon types.

An idea one might mention here is to focus on fixing Killing Machine at the same time. Try this: Make a mastery change such that Killing Machine is no longer an automatic critical strike. Rather, it is tied to mastery, in that Killing Machine will add a set percentage of weapon damage to your next Obliterate or Frost Strike based on your mastery. This allows critical strike rating to be unhooked from Killing Machine and survive on its own merits. You could even make it have a chance to magnify the extra damage from the mastery, making it even more valuable. This could also have the extra side effect of taking a real shot at unseating haste from its unshakable grasp on the death knight DPS throne.

Blood's already a master

Blood Shield is actually arguably one of the better masteries in game. It's dynamic, the player actively participates in making it work, and it provides a noticeable and valuable service in the player's main role. That said, if there's one way to strengthen it, it might be letting help out against those unavoidable unmitigated fatal strikes. At its most essential level, the blood death knight works by healing up from massive damage rather than mitigating or avoiding it like most other tanks do (while all tanks except warriors do have some variety of self-heal, the death knight is the one that makes it the centerpiece of their playstyle). As a result, they are not well equipped to deal with large amounts of fatal, unavoidable damage. Sometimes, they'll die where other tanks would have lived, not solely because of skill, but because they didn't have the ability to mitigate that much damage.

This is where an addition to Blood Shield's mastery might come in, that is, an extra mechanic added to the already solid mastery itself. Let's say, if a blood death knight takes fatal damage, for the next so many seconds, they are kept alive (assuming their healers heal them) and given a chance to make up the health deficit. However, most healing sources won't count toward that health deficit. Instead, they must make up the deficit purely via Death Strike. Whatever Blood Shield amount they would have gained instead goes to clearing that healing deficit. This, of course, would take a lot of tweaking in order to make sure it wasn't either too hard or too easy to make up that deficit, and you'd have to juggle it with Purgatory, so it may end up that mastery isn't the best place to address this specific problem. After all, if it isn't broke, it may be best not to fix it.

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