PTR 3.3.3 Class Changes Guide
Death Knights Death Knights see a large number of changes, many of them fairly simple though. First off Icy Touch now causes very high threat while in wow gold cheap frost presence. This is a good boost as it is usually your opening ability while tanking to start getting diseases going on the target and with DPS players throwing out more and cheap wow gold more damage threat is an issue early in wow gold fast delivery fights. Next up Rune of Razorice changed how it stacks to make it easier to keep a full 10% frost vulnerability on your enemies. Death Knights seem to get a decent boost in wow cheap gold tanking ability Blood spec sees Abominations Might change to a passive 5/10% attack power boost rather than only on proc after specific attacks. Also Will of the Necropolis has been cleaned up substantially having its internal cooldown removed as well as the wow gold rule that you must have taken at wow gold least 5% of your health in damage to activate, Death Knight tanks rejoice! Frost has Endless Winter change to grant 2%/4% strength instead of applying frost fever when chains of icing targets. The previous effect is now available from the Glyph of Chains of Ice. Nerves of Cold Steel now ups your damage with your off hand weapon while dual wielding by up to 25% damage instead of 15%. Lastly for frost Death Knights Unbreakable Armor grants 20% strength instead of 10%. Unholy sees a change that may bring back disease less combat through a change to the Scourge Strike mechanic. It now deals 70% of weapon damage plus 12% bonus damage as shadow damage per disease on the target, this is instead of the old 50% / 25% breakdown. The overall damage with diseases should be about the same as it currently is, but will be higher than it currently is without diseases. Overall the proposed changes to Death Knights simplify some complicated talents, up threat for tanks, and up overall damage. I would call this a solid patch for Death Knights if it goes through to live. Hunters Beatmaster hunters have their Ferocious Inspiration changed to always grant up to a 3% boost to all raid or party members within 100 yards. This is instead of only granting the bonus for 10 seconds after your pet scores a critical hit. Overall this change probably doesn