And the best part about it is that you could just use Death Grip to pull your target inside so you don't even have to leave.
Edit* No point in using with Anti-Magic Shell (you'd have 100% from the shell as a prerequisite)
- Every class is going to be getting much stronger, who knows how much 10k damage really will be?
right...on WotLK on a 5v5 arena if there are 3 or more caster you can say bye to your Anti-Magic Zone...why? ex: warlock chaos bolt... do 3000 dmg and maybe more,soul fire 3000 dmg,and then
seed of..... + again soul fire+shadow fury=good bye Anti-Magic Zone
well this will not last long but its something which you can add to give your healer a little more time plus i think chaos blast wont be affected by this because of its desighned mechanics but i may be wrong, and probly has many use's were it will save you or a team mate
I assume when blizzard starts working on the unholy tree that there will be multiple ranks of this ability.
There's only one thing about this that makes me suspicious...
What the HELL is going to do 30k in one hit?
One question - why is this a death knight spell? Lore wise ect it would appear to fit much closer with mages or even warlocks at a stretch.
Anyone know if this be 10000 of neat spell damage or 10000 after the 75% reduction?
This absorbs not only 10,000 Damage, but 10,000 Plus Double your AP.
should increase this to 2.5*AP.
The formula to know how much damage must anyone do to blow your bubble is
(10000 + 2*AP) / 0.75
So, with 1k ap
(10000 + 2000) / 0.75 = 16k damage to blow the bubble.
With the talent impurity the formula becomes
(10000 + 2.5*AP) / 0.75
With 1k ap
(10000 + 2500) / 0.75 = 16666.67 damage.
I've noticed that the Anti-Magic Barrier talent also works on Anti-Magic Zone. But since the Zone didn't absorb 100%, merely 95% spell damage, I think it's a bug.
- Scorch hits you for 12 Fire (236 absorbed)
Just curious, but how is this OP (or even
) in arena or in duels? Casters can just /shrug and stay out of the Anti-Magic Zone. Fine, yeah, their DPS is reduced by 75%, but the Death Knight is predominantly a melee class. If I were a lock or a mage, I'd gladly stand at max range and nuke the DK while he twiddles his thumbs inside this shield and does nothing to me.
From what I can tell, Death Grip is the ONLY mitigating factor that makes this spell viable in PvP. God help you if it gets resisted or if the mage just blinks back out. Then it's back to being a sitting duck in the Anti-Magic Zone. Death Grip will be back in 35 seconds, but the AMZ will be gone by then.
On the PvE side, however, I can conceive of several boss fights where the AMZ (or multiple AMZs) will make a hard fight easy or turn an easy fight into a laugher. It's probably going to be a nice crutch for some difficult caster bosses.
Destro Lock 51 talent " Chaos Bolt" should pierce this bubble, along with the shell as they are absorption effects.
Anyone know if this ability is worth using on Loken? Final boss of HoL.
Tanks with Bladed Armor will see a nice boost to the absorbed amount when they go into Frost Presence.
EDIT: Not much, but still nice to know.
Can be used while falling to make a big purple bubble in the sky.
Would it be a bad idea for a DPS to pick this up?
It would be nice to know how this works with overkill damage.
Assuming five people stand in a tight formation under the shell and a 10 000 damage splash lands on them, how much damage do they take? Let's say the shell had 20 000 durability. Is it '2500 damage to everyone and the bubble bursts' or do two of them take 2500 damage, the third one 5000 damage (exhausting the absorbption capability) and the other two a full 10 000?
Also, does it take into account the magic resistance of those inside? Say, those protected were two rogues using CoS, a paladin with DS up and a DK using AMS. Will the shell take any damage from incoming magic attacks during this?
if there r 2 or more DKs and they both cast the spell over the same arena and players will the effect stack up to absorb a super big aoe damage such as dark vortex for twin val'kyr or sapphirons ice breath?
sadly this isn't the DK version of a bubble hearth...
But then again we can summon
... That and we don't need to wait 30 mins or have fobearance!
That and summon minions that keeps people busy... a more epic escape I should say
So if i get the formula right, this spell lets the death knight and everyone else inside the bubble take 75% less spell damage until the bubble absorbs 10K spell damage plus an amount equal to 2x the death knight's attack power. e.g. a death knight has 5K attack power, the bubble absorbs 20K spell damage.
For PvP, this can be a miracle to stop those multiboxing shamans or just attackers from afar. In PvE, it can be very useful or very useless, depending on the situation. For example, if somehow you got an unholy DK to drop this on the tanks during the Sindragosa fight right before she used Frost Breath, it could save the healers a lot of trouble for that one attack.
If you view this in 3-D it's a totem.
I heard from someone that this doesn't work in PvE. I couldn't help but laugh.
I was really considering picking this up for my dps spec because there's very little Heroic bosses I can think of where it wouldn't be great to have an anti-magic zone toward the end of a fight or when aoe damage is at its worst...
but then I came here to examine it and found that the 23,066 damage it absorbs is already taking into account the AP bonus. >.<
23k may seem like a lot, but I'm quite displeased at this measly amount. In raids and heroics this is just crap unless your tank is on the brink of death from magic damage, in which case it will only give him a couple seconds for another heal, assuming the healer isn't out of mana.
The problem with this, is that it's no where near a party-wide savior. Costing 4 talents points, 23k damage absorbed is pathetic (compared to what I had in mind that might actually be a decent help).
Say you want to throw this over the tank... but doing that puts 3 people standing in it (such as in a 5-man with 2 melee), each person will only absorb 7666 damage until it breaks. Not too shabby? That's maybe 1 tick of most aoe ticks bosses do, let alone an actual attack!
For instance, Anraphet, in HoO, aoe ticks for 5k, and does
that hit for 20k each second -- to each person! And, many other bosses have harder hitting abilities. And, if the AMZ is meant for the tank, it is going to be shared by the melee regardless, if from aoe attacks.
For 5-mans, I wouldn't say this a waste, just an expensive little helper for the tank/healer on a 2min CD.
For 10-mans, however.. >.< If you have 5 melee/tanks, 4600 damaged absorbed really isn't going to make or break anything or save the tanks, and will be hardly noticed.
Currently bugged and only affects party members, not raid.
This would be a great raid survivability cooldown, if it affected the raid as the tooltip indicates.
The Anti-Magic Zone isn't always capped at the tooltip amount. If the damage occurs at the
same time, everyone in the party takes the 75% reduced damage (as an absorb) before the zone breaks. In raids, that normally equates to everyone in the party taking ~30k less damage; imagine the effect if it affected the raid.
Amazing for abilities like Valiona's
and the list goes on.
The problem of this spell is that it doesn´t scale with level at all. 10k + 2xAP was good for 80s, but isn´t for 85s. ~35k + 2xAP should be fine
Honestly, I can't help but feel this ability is weak at level 85. It was fine for 80, but doesn't scale well now.
If the formula was just 30k AP + 4xAP it would be fine, considering these absorbs don't take into account any resilience you have when you cast it, meaning that, for example, a 10k damage Frostbolt against you would deal 20k against the Anti-Magic Zone, reducing its effectiveness by quite a lot. (I pulled the numbers out of my ass for the sake of the example! :P)
For further examples, my Anti-Magic Zone only absorbs 31k spell damage, which is gone instantly in PvP and PvE scenarios.
I wonder if it could ever receive the *Power Word: Barrier treatment, where it would reduce spell damage by a set amount (75%) for 10 seconds, no absorption mechanics. This way it would be worth it to spec into for PvE as some sort of defensive cooldown for the raid and in PvP it wouldn't just be gone in 2 seconds!
*Power Word: Barrier used to absorb an amount of damage (that scaled with the priests spell power) just like Anti-Magic Zone, but was then changed to reduce all damage by 30%.
If people all get hit at the same time by a mechanic (i.e. Searing Flame or Fued damage), they ALL get the reduction before the AMZ goes away since all the damage happens at the same time. This spell is extremely useful for large damage that occurs at the same time for everyone. It's not very useful for a "tank cooldown".
I imagine that this is a life saver at earlier levels, considering the fact that a DK can get it before ever being allowed to leave the starting instance.
While I, too, would like to see the absorbption cap either increased dramatically or even removed, we all know the removal won't ever happen without touching the damage reduction this offers.
Reducing magic damage taken by 75% for the entire raid for 10 seconds would trivialize pretty much any encounter with raid-wide magic damage, as well as make Unholy DKs a necessity for them. You also have to consider that most (if not all) raid-wide AoE damage is magical, which would mean that Power Word: Barrier would simply be a watered down version of AMZ.
Apparently in 4.1, AMZ was modified so you can't summon it in the air- attempting to do so will cause it to automatically clip to the ground beneath you, rather than making a big purple air-bubble. Lame.
The most important thing people don't seem to understand in how this talent works is this: it does not absorb damage up to the cap, it breaks once the cap has been exceeded.
This may sound like the same thing, but the difference is very important. It means that if you put it down just before the whole raid is hit by 2,000,000 damage, as long as the damage is caused by 1 event (eg. Deathwing's elementium bolt landing) it will reduce that by 75%, mitigating 1,500,000 damage,
it will check if the damage cap has been exceeded.
Go forth with your new-found knowledge and your exceptional timing, and use one of the most powerful defensive cooldowns in the game wisely.
As of the current Mists Beta patch, the level 57 talent Anti-Magic Zone has a targeting circle along with no rune cost.
This means you can no place it anywhere within 30 yards of your character, similar to
death and decay
So joyous that anyone can have this in MoP with the new stuff they're bringing in with talents. I loved this in Wrath, but playing Unholy became too much for my minuscule attention span in Cata (I can't micromanage the ghoul and me at once) so I had to ditch it.
Now I can have Koltira's Magic Purple Bubble of Superdeath again. Glee.
My guild is currently 3/8 HC DS and we are thinking of having our unholy DK pick this up. As someone said, it can almost completely negate a AoE attack, aslong as everyone gets hit big and at the same time.
This has many uses in HC Dragon Soul from what I can see.
1. If you are still on morchok HC, this could take the edge of a crystal blast that happens right after/before a stomp. Very useful!
2. On Warlord Zon'ozz you just get another defensive CD for black phase, also helps people stack quicker. Meh, somewhat useful.
3. On Yor'sahj you have another CD for the tank during purple ooze or just a general cooldown. Very useful!
4. On Hagara you can negate a lot of different spells and there are a few big hitting spells, so this could be a lifesaver. Very useful!
5. On Ultraxion, not so much. Can put at the end only to go down instantly and reduce almost nothing. May work on Hour of Twilight to help a poor soaker. I deem it okay'ish.
6. On Blackthorn you can use it on onslaughts which is very helpful, or possibly save the raid by taking another Barrage even with debuff. Very useful!
7. On Spine it will just break right away in almost any situation, so just another raid CD during roll or heavy incoming damage. Meh, somewhat useful.
8. On Madness you can use it on Bolt or other heavy damage, seems like a very good choice! Very useful!
With patience and a keen eye, you can see a large open-mouthed skull drifting across the purple void of the animation.
5.4 PTR Note:
: Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by
40%. The Anti-Magic Zone
lasts for 10 sec
or until it absorbs at least spell damage. Lasts 3 sec.
Not really a defensive talent anymore... : /
is still just the beginning of the PTR, so it still may change. :)
In Draenor it now simply reduces a flat 20% spell damage in an area for three seconds. Raid utility.
Wow, this one ability was nerfed to freaking oblivion.
try using this in random battlegrounds, i dare you. go on, i'll wait.
did all your teammates run out of it thinking it was an enemy aoe? yeah, that'll happen.
30 yd range
Instant 2 min cooldown
Requires Death Knight
Requires level 47
Places an Anti-Magic Zone for 10 sec that reduces spell damage taken by party or raid members by 20%.
so far in 9.0 its coming back to pve in its mostly unnerfed pvp state
and they brought inline with everything else
放置一个反魔法领域，使小队或团队成员受到的法术伤害降低20%。反魔法区域持续8 sec，或直到吸收[Total health * 1.5 * (1 + Versatility)]点伤害。
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