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PTR
10.2.7
PTR
10.2.6
Beta
Frost Death Knight Adapting to the Pre-Patch Shadowlands 9.0.2
来自 Bicepspump
[Last Updated]:
2020/01/13
变更日志
补丁:10.2.6
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评分:4.4/5
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Welcome to Wowhead's guide to Adapting to Battle for Azeroth's pre-patch guide as a Frost Death Knight. Patch 8.0 brings a lot of changes from BFA to the world of Azeroth and this guide is made to make sure you are prepared for all upcoming changes. This guide gives you an overview of all the changes happening with patch 8.0 for Frost Death Knight.
This pre-patch page is intended to help you know the changes to Frost Death Knight during the pre-patch. Note that during pre-patch, while artifacts
no longer work
, we do not have our
azerite powers
yet, meaning this isn't the final picture for specs in BFA. However, we still retain the powers from legendaries, which will continue working
up to level 115
, creating some interesting situations, as some effects from legendaries
became baseline effects or talents in BFA
.
On our other guide pages, including
Rotations
,
Talents & Builds
, and
Stat Priorities
, you will find detailed recommendations on how to play your Frost Death Knight, accounting for the changes shown here, during the 8.0 BFA pre-patch.
Our Frost Death Knight guides are always updated with the latest information from in-game experience, simulations, and logs; make sure to check our changelog to this page, by clicking on
View Changelog
at the top of the page. If you are interested in more in-depth Frost Death Knight guides for , make sure to browse the
Navigation Bar
below, and our list of
Related Guides
just beneath the
Table of Contents
.
Would you like to quickly find this guide using Discord? You can do it easily using Jeeves Bot! Click
here to add Jeeves
to your Discord server.
About the Author
This guide is written by Khazak, a Death Knight player since 5.4. Besides writing guides, I am a moderator in
Acherus, the Death Knight class Discord
and maintainer on SimC, contributing code and APL for Death Knights. I raid in Agency on Zul'jin US and sometimes stream raids on
Twitch
. I am always happy to take questions or comments about the guide through Discord.
Core Changes from Legion to BFA
The current iteration of the Frost Death Knight is often slow and often starved on resources. The change to
符文强化
from 1.8% to 1.5% has hit our resource generation hard. We have gained some new interesting talents in the form of
冷酷之心
and
天灾契约
. The effect of these additions will be discussed more in depth further down on this page. Finally, a notable change to already existing abilities is the cost change of Glacial Advance, now costing 30 Runic Power instead of 1 rune. This change feels lovely in AoE and makes the whole rotation flow better. This section will discuss everything that has changed with the Frost Death Knight moving into the 8.0 Pre-Patch. Please note that some stuff might still change, but don't worry, the guide will be updated accordingly.
How are we affected?
Impact of Removed Spells
憎恶之力
was a spell that didn't see much use in Legion and that most people won't miss.
冰冻之雾
was a passive spell that didn't add any depth to the rotation whatsoever. I won't be shedding any tears seeing this talent sent to the graveyard.
破碎之刃
was the go-to talent in its row in 7.3.5. It adds some complexity to the rotation and can be actively played around. Losing it will affect the rotation for the people that did play around it, and some see the loss with sad eyes. However, it didn't add any utility nor specifically strengthened the Frost Death Knight in any particular area.
不稳定的护盾
was a useful talent to pick for magic damage heavy fights. It also allowed us to gain slightly more resources in the rotation due to the increase in Runic Power generation from
反魔法护罩
. Losing it does have an impact on our ability to survive magic damage, but since we have received an excellent defensive Cooldown in return (
天灾契约
), I think the overall change is positive.
凛冬将至
was a great tool for AoE Crowd Control and losing it gives the Frost Death Knight even less utility in M+. This is a talent that will definitely be missed.
Impact of Added Spells
窒息
brings with it added utility in the form of a strong single target stun. This is useful for M+ and PvP but is hardly used in Raids. Furthermore, since the talent is competing with
致盲冰雨
in the talent tree, it probably won't see that much play in M+ due to the AoE aspect of Blinding Sleet.
冷酷之心
is a very interesting addition to our talents. It's an exact replica of the
冷酷之心
legendary effect but currently deals slightly less damage. The usage of this ability has now been vastly simplified by the change of
冰霜之柱
. The shorter Cooldown makes the two abilities line up pretty well and we now want to use
冷酷之心
at the end of each
冰霜之柱
.
天灾契约
is a lovely addition to the otherwise lackluster self-healing ability of the Frost Death Knight. It will boost our survivability and make it possible to heal ourselves without spending precious Runic Power on
灵界打击
.
死亡延伸
is a new talent that won't impact our rotation at all. It's mostly useful for PvP content such as Battlegrounds and World PvP.
死亡脚步
is something that many Death Knights have been missing ever since its removal. It provides a sorely missed addition to our movability kit and helps us move around in a raid encounter quicker. The fact that you can use abilities when the effect is active makes it more versatile and an overall better movement speed cooldown compared to
幻影步
Impact of Changed Spells
This section is where the juicy bits come in. This is what truly differentiates the live version of the game and the 8.0 Pre-Patch. As you might've noticed, the overall scaling of spells has changed. This is only a matter of tuning and was made to correctly crunch all the numbers to the low amounts we'll see in the Pre-Patch.
The changes to
冰川突进
are probably my favorite ones. Changing the cost from 1 Rune to 30 Runic Power revolutionizes the AoE rotation when using this talent. You effectively spend all your Runic Power on
冰川突进
and it just feels great to be able to deal AoE damage on every single Global Cooldown.
冰川突进
synergises very well with
冰霜之镰
where you can use 3
冰霜之镰
in-between every
冰川突进
. The cooldown of
冰川突进
and the Runic Power gain of
冰霜之镰
fit each other perfectly.
符文强化
having a reduced proc rate substantially affects the feel of the rotation. The lack of resources introduces periods of starvation that slows down the rotation and makes it clunky. This is mostly an issue on Single Target since AoE isn't as demanding on runes (When running
冰霜之镰
). I really hope they buff this spell to make the rotation feel less bad.
冰冷之爪
now works with every runic power spending ability. This is a healthy change that allows the talent to be useful for more builds. For instance, you won't be punished when running
冰龙吐息
since the Breath counts as a "runic power spending ability". This is also neat if you choose to run
冰冷之爪
with
冰川突进
on AoE since you'll be able to keep up the stacks at the same time as you AoE.
符文武器增效
now has a slightly different role in our rotation. The absolutely most common build on live doesn't use the
饥饿符文武器
talent and
符文武器增效
therefore has the purpose of a reactive resource gainer. Due to the availability of resources on live, it's not really useful and not that needed. This is entirely different in the Pre-Patch. There aren't as many resources readily available and starving is a very real thing in the rotation. Furthermore, two of the most impactful talents,
冰龙吐息
and
湮没
, require resources to be effective.
符文武器增效
is therefore often used in conjunction with these abilities to optimize their effectiveness (The changed Cooldown makes it line up nicely with
冰龙吐息
). If you choose to pick the third available talent on that row,
冰盖
,
符文武器增效
works as a resource gainer that prevents you from starving.
湮没
is now attached to our
冰霜之柱
Cooldown and no longer reduces the cost of
湮灭
. However, we now gain lots of Runes throughout the duration, which is currently enough to prevent starving when picking the
湮没
talent. Due to the recent change where
冰川突进
also triggers
杀戮机器
,
湮没
synergises well with our AoE abilities. Especially when running
冰川突进
and
冰霜之镰
. Due to the decreased amount of Runic Power generated (We only get 10 Runic Power per GCD from
冰霜之镰
) we need to pool a significant amount of Runic Power before using
湮没
in AoE. Roughly 70 Runic Power seems like a good number to aim for.
Impact of Losing the Frost Death Knight Artifact
As some of you might already know, the traits of our artifact weapon will be
disabled
when the 8.0 Patch hits. This means that we will be losing a number of passive spells that have previously affected our gameplay (The only active spell was moved over as the talent
冰霜巨龙之怒
. Let's have a look at the most significant of these spells and how the loss of them will affect our playstyle:
反射之球
is an incredible trait that allows for some great utility in raid content. A "get out of jail" free card that could instantly remove any debuff that might have otherwise killed you. Specifically good on Argus the Unmaker this tier, where you can remove unnecessary stacks of Sargeras' rage/ fear. I think every Frost Death Knight will miss this trait and the loss of it will decrease our survivability and utility.
墓穴之寒
was a neat passive that allowed us to keep hitting the boss even when moving slightly outside of melee range. A quality of life ability that ¨will now make some movement heavy fights slightly more annoying.
能量超载
is another loss which reduces the number of resources we have available in our rotation. It feels like I'm just listing reason after reason for us having fewer resources but it's sadly the truth. Another of the many factors that make the 8.0 Frost Death Knight significantly more starved compared to the live version.
符文寒冰
has a very similar effect as
能量超载
. It adds resources to the rotation and losing it further worsens the whole resource situation.
寒冰之血
slightly increased our survivability. Losing it won't be too bad since the base healing of
灵界打击
got buffed.
War Mode
Another change from Legion into BFA is the addition of
War Mode
. War Mode is a new World PvP system in the Battle for Azeroth pre-patch, along with the new Honor system and Honor Talents. You are now able to toggle War Mode while in a capital city to gain access to PvP Talents in the outdoor world as well as other bonuses, like increased rewards from World quests and 10% extra experience. The downside is that you will always be in PvP combat mode, with the rewards counterbalancing that risk.
Changes to the Global Cooldown (GCD) for Frost DK
The Global Cooldown, or GCD, is a short lockout period which controls the rate with which abilities can be used; spells that are on the GCD are unable to be used simultaneously, while only abilities off the GCD can be used at the same time or during that lockout period. The global cooldown starts at 1.0 second for energy resource classes, and 1.5 seconds divided by haste for all others.
In Battle for Azeroth, many abilities which used to be off the GCD are now controlled by it. For Frost DK the abilities affected by this change are:
死亡之握
0.5s GCD
符文武器增效
1.5s GCD
冰霜之柱
1.5s GCD
Moving these abilities to the Global Cooldown has some impact.
符文武器增效
used to be played as an instant reactionary cooldown for resources. However, due to the change of the ability, much of the reactionary element is gone. The usage of the ability is more planned and the impact is therefore not as negative. For
冰霜之柱
, the Global Cooldown is mostly an annoying addition but doesn't really affect the gameplay. Finally, the change to
死亡之握
is the most annoying of them all. Having to wait for the Global Cooldown before being able to use the grip can be devastating for a split second decision. Whether or not it's an interrupt or a quick grip of an add, the Global Cooldown just makes it more clunky. People have vastly different opinions on the severity of the GCD changes but I think that everyone can agree that they are not positive.
Returning Legendary and Artifact Effects
In Battle for Azeroth, many old artifact traits and legendary effects from Legion were turned into talents and baseline abilities. It is known that we will lose our Artifacts
in a future event
. To add to that, Legion legendaries
will stop working at level 116
. To learn more, check out
our full article about returning effects in Battle for Azeroth
.
For Frost DK the returning effects are:
The artifact trait
辛达苟萨之怒
is returning as the new talent
冰霜巨龙之怒
.
The cooldown reduction from the legendary
配偶的冰冷核心
has been partially incorporated into
冰霜巨龙之怒
.
冷酷之心
effect became the new talent
冷酷之心
and likely inspired the new effect from
酷寒突袭
.
普瑞达兹,萨瓦里克的杰作
effect became the new azerite power
回声防护
.
Miscellaneous Discussions
冰龙吐息
Will we see the return of
冰龙吐息
to its glory in Nighthold? The Frost Death Knight dominating with this both loved and hated ability? Possibly yes. Preliminary simulations have been released and you can check out the over 20 000 different combinations of Tier, Talents and Legendaries over at
Herodamage.com
. As you can see,
冰龙吐息
is topping the charts! This
indicates
that Breath will be the best talent in the pre-patch.
However, we need to be careful to not draw too hasty of a conclusion. Simulations have their shortcomings and this is only an indication of what might be best. Non-optimised APLs (the program that is playing the character in simulations), fights that favour specific talents and sometimes bugs can all affect the significance of simulations. The real verdict comes from the fights themselves. We'll be able to see how different talents perform by observing the statistics at
Warcraftlogs
, and, with enough data, we'll be able to draw the correct conclusion.
Now that the Pre-Patch has been out for a while, we can say that
冰龙吐息
isn't only topping the simulation charts, but also the log charts. It's definitely the best talent.
The largest difference from the Legion version of Breath is the resources. You are pretty much required to continuously have
符文武器增效
running to not starve. This means that you'll be popping this resource cooldown just before Breath.
Resources
I've already mentioned this several times but I'll still make a dedicated section to talk about it. Resources in beta are scarce when not running
湮没
. Live feels like a jungle compared to the dry desert where resources grow in 8.0. It might be partly due to the significant difference between these adjacent patches that my opinion is so radical, but I really hope Blizzard buffs our resource generation. When playing Single Target on live, you'll notice yourself starving within the first minute of hitting on a dummy and some people report up to 30% downtime when running
冰龙吐息
for instance. Granted, the dummy doesn't exactly simulate a Single Target raiding environment but it's good enough to draw the conclusions here.
Luckily, the situation isn't as dreadful when dealing AoE. Picking the
冰霜之镰
talent (something that will probably be good for AoE builds), reduces the number of resources you use in the rotation. Going from using 2 Runes per GCD to 1 Rune significantly reduces the amount of resource you need to generate in order to not starve. Furthermore, since dungeons will be the most common place where you'll be utilizing AoE, the time period that exists between packs allows for more regeneration of resources. You basically won't be starving in AoE.
There used to be a bug related to our rune generation that existed throughout Legion. This bug was recently fixed and is no longer in the game (this was probably one of the reasons why the
湮没
was nerfed from 40% to 30%). This has slightly helped our resource problem but it is still bad when running anything but
湮没
.
Stats
This will also be covered in the dedicated
stats section
but since it's such a significant change compared to live I'll cover it here as well. Basically, the scaling of secondaries has drastically changed. Blizzard wants to distance themselves from the situation that sometimes arose in Legion, where a big iLvl upgrade sometimes wasn't a DPS upgrade due to the very high dependency on secondary stats. This hasn't been much of an issue for the Frost Death Knight since most of our stats were roughly equally weighted. However, for a spec like Unholy, for instance, the different secondary stats had a much larger discrepancy in weights between themselves.
This will effectively move much of the value from items to the actual iLvl. ILvl upgrades will be more significant compared to secondary stat changes. Furthermore, the overall gains from secondaries are reduced. This means that your haste, crit, mastery and vers percentage will all drop.
Pre-Patch Shenanigans
As you might've already read, some specs gain both hilarious and over-powered synergies from the changes of the Pre-Patch. For instance, Unholy Death Knights can effectively reduce the duration of Army of the Dead to 80 seconds with T20 4-set and the
诅咒大军
talent. Both significantly reduce the Cooldown.
Frost sadly doesn't have this level of fun in the Pre-Patch. Much of the legendaries and tier sets don't synergize well with the new talents. The only relevant exception is the
冷酷之心
, which synergizes well with the
冷酷之心
talent. You can now trigger both with one usage of
寒冰锁链
, yay.
Changes from Legion to BFA for Frost DKs
The following abilities have been removed:
REMOVED
憎恶之力
Obliterate critical strikes have a 20% chance to drive lesser enemies to the ground, stunning them for 2 sec. Players are Dazed for 5 sec instead.
REMOVED
冰冻之雾
Howling Blast and Frost Fever deal 20% increased damage.
REMOVED
破碎之刃
If there are 5 stacks of Razorice on the target, Frost Strike will consume them and deal 60% additional damage.
REMOVED
饥饿符文武器
The new
符文武器增效
now always has the effect of the old
饥饿符文武器
talent.
REMOVED
不稳定的护盾
Your Anti-Magic Shell absorbs 35% more damage, and generates 100% additional Runic Power.
REMOVED
凛冬将至
Enemies struck 5 times by Remorseless Winter are rooted in place for 8 sec.
The following abilities have been added:
NEW
窒息
Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 4 sec.
Tier 3 Talent
NEW
冷酷之心
Every 2 sec, gain a stack of Cold Heart, causing your next Chains of Ice to deal (10% of Attack power) Frost damage. Stacks up to 20 times.
Tier 1 Talent
NEW
天灾契约
Create a death pact that heals you for 50% of your maximum health, but absorbs incoming healing equal to 30% of your max health for 15 sec.
Tier 5 Talent
NEW
死亡延伸
Increases the range of Death Grip by 10 yds. Killing an enemy that yields experience or honor resets the cooldown of Death Grip.
NEW
死亡脚步
For 8 sec, your movement speed is increased by 30%, you cannot be slowed below 100% of normal speed, and you are immune to forced movement effects and knockbacks. Passive: You cannot be slowed below 70% of normal speed.
NEW
灵界打击
Death Strike's healing is increased by 40%.
The following artifact ability has been added to our kit:
冰霜巨龙之怒
Summons a frostwyrm who breathes on all enemies within 40 yards in front of you, dealing (200%300% of Attack power) Frost damage and slowing movement speed by 50% for 10 sec.
Now a tier 6 talent.
The following abilities have been changed:
符文武器增效
Empower your rune weapon, immediately activating all your runes and generating 25 Runic Power.gaining 15% Haste and generating 1 Rune and 5 Runic Power instantly and every 5 sec for 20 sec.
Cooldown changed from 3 min to 2 min recharge.
冰霜打击
Instantly strike the enemy with your off-hand weapon, causing (280%) Frost damage.
凛风冲击
Blast the target with a frigid wind, dealing (82%13.4316% of Attack power).
冰霜疫病
A disease that deals 8 * (55%(112% of Attack power)] Frost damage over 24 sec and has a chance to grant the Death Knight 5 Runic Power each time it deals damage.
冰封之韧
Your blood freezes, granting immunity to Stun effects and reducing all damage you take by 20%30% for 8 sec.
湮灭
A brutal attack with both weapons that deals a total of (456% + 456%60% of Attack power) + (60% of Attack power) Physical damage.
冰霜之柱
The power of Frost increases your Strength by 20% and grants immunity to external movement effects such as knockbacks. Lasts 20 sec. 15% for 15 sec. Each Rune spent while active increases your Strength by an additional 1%.
Cooldown changed from 1 min cooldown to 45 sec cooldown.
冷酷严冬
Drain the warmth of life from all nearby enemies, dealing 36%4.7502% of Attack power)] Frost damage over 8 sec and reducing their movement speed by 50%20%.
符文强化
When you spendEach Runic Power, you havespend has a 1.8%1.50% chance per Runic Power spent to gain a Runeto instantly gain a Rune.
雪崩
While Pillar of Frost is active, your melee critical strikes cause Casting Howling Blast with Rime active causes jagged icicles to fall on your nearby enemies on enemies nearby your target, dealing (50%16% of Attack power) Frost damage.
Tier 4 Talent, was tier 3.
致盲冰雨
Targets in a cone in front of you are blinded, causing them to wander disoriented for 45 sec. Damage may cancel the effect.
Tier 3 Talent, was tier 4.
冰龙吐息
Continuously deal (315%45% of Attack power) ShadowfrostFrost damage every 1 sec to enemies in a cone in front of you. Deals reduced damage to secondary targets. You will continue breathing until your Runic Power is exhausted or you cancel the effect.
冰霜之镰
A sweeping attack that strikes all enemies in front of you for (135%14% of Attack Power) Frost damage. This attack benefits from Killing Machine. Critical strikes with Frostscythe deal 4 times normal damage.
Tier 4 Talent, was tier 6.
冰霜脉冲
While you have fewer than 23 full Runes, your auto attacks radiate intense cold, inflicting (40%4.5% of Attack power) Frost damage on all nearby enemies.
Tier 4 Talent, was tier 6.
冰川突进
Summon glacial spikes from the ground that advance forward, each dealing (375%42% of Attack power) Frost damage and applying Razorice to enemies near their eruption point.
Tier 6 Talent, was tier 3. Cost changed from 1 Rune to 30 Runic Power and cooldown changed from 15 sec to 6 sec
寒冬号角
Blow the Horn of Winter, gaining 2 Rune and generating 2025 Runic Power.
冰冷之爪
Frost Strike also increasesYour Runic Power spending abilities increase your melee attack speed by 12%5% for 6 sec, stacking up to 3 times.
酷寒突袭
While in combat with no enemy within 8 yards, you Gain Inexorable Assault every 1 sec,8 sec stacking up to 10 times 5 times . Each stack causes your next autoattack to deal (100% of Attack power) additional frost damage. Obliterate and Frostscythe consume a stack to deal an additional (20% of Attack power) Frost damage.
Tier 1 Talent, was tier 5.
永冻
When you deal damage with auto attacks, gain Your auto attack damage grants you an absorb shield equal to 100%40% of the damage dealt.
湮没
For the next 10 secWhile Pillar of Frost is active, Frost Strike, Glacial Advance, and Howling Blast always grant Killing Machine and Obliterate costs 1 less Rune have a 30% chance to generate a Rune.
幻影步
Sidestep into the Shadowlands, removing all root effects and increasing your movement speed by 70% for 4 sec. Taking any action cancels the effect.
While active, your movement speed cannot be reduced below 170%. lasts 3 sec. Any action will cancel the effect.
Tier 5 Talent, was baseline. Cooldown changed from 45 sec to 1 min.
These changes, in conjuntion with some moving around in the talent tree, results in the following talent trees:
\n
Legion
BFA
\n
\n
< Overview
Talent Builds >
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评论
评论来自
Vantrina
This is a fantastic guide.
Its extremely upsetting that blizzard "revamped" frost dk, and then reverted their miniscule change. Which wasn't enjoyable anyway, frost still feels very clunky and slow, and rune starvation is a horribly real issue. Not to mention you can go almost a full frost fever debuff without getting a rime proc. I've had it happen on live, I've had it happen on beta at 110, and 120. I don't understand why they won't address the issues of rune starvation just to make frost feel a little more reactive. My dk is currently 980, and even I get rune starved. They need to adjust our base haste to be higher and nerf our damage or something just so the class can still feel fun without the starvation.
I got a little off track, again this is a great guide. I hope they add some changes during prepatch or early on in the expansions to really add a layer of fun to the spec again. (Frost dk in mop felt fantastic, as an example.)
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