The way I read it, it seems that jumping actually removes the original plague. So enemy A would not have NP up anymore and if you want NP to be up on more than one enemy, you'd have to apply it manually (it looks like it could have some cool interaction with Unholy Blight on AoE). Hopefully Crimson Scourge will also refresh it so that you only need to apply it once per mob for the duration of the encounter (and presumably NP will have a damage stack cap so it cannot grow indefinitely). So essentially we'd have
- Necrotic Plague for sustained multi target (i.e. Dark Protectors)
- Sindragosa's Breath for burst AoE (anything with adds that are short lived)
- Defile as an option inbetween
In my opinion, Defile looks like the weakest talent of them all and I can't think of a situation where I would want to use this over Death and Decay. The first issue I have with it is the fact it's limited duration of 10 seconds is conflicting with the increasing damage/growing part: Just when you got that big Defile going it already disappears (NP also has a ramping mechanic but it is neither dependent on adds being around nor does it have to ramp up again as long as you make sure it stays on - atleast going by it's current wording). The second issues is that the growing portion seems really kind of... pointless? If you think about it, how does your raid deal with adds you need to kill? Either they are tanked on top of the boss for cleave damage in which case DnD's normal range will cover it or they are tanked away from the boss (say, because they buff/heal him and/or each other if they are too close) but either way they will still be tanked in a spot no bigger than what DnD should be able to cover.
I have a few ideas to make it more compelling though: For starters, remove the resource cost on it and maybe extend the duration to 15-20 secs. Additionally, what if Defile could also infect every target it hits with Frost Fever and Blood Plague? Would make it pretty handy for snap aggro. And to make use of Defile's stacking damage, what if Defile would leave a debuff on every affected target that increases damage taken by Howling Blast/Blood Boil for the next x seconds after it ran it's course (how much of a damage increase it would get would be determined on growth size)?
Necrotic Plague as mentioned above is something I could see us picking up for anything with long lived adds/bosses so it definitely has it's niche.
Sindragosa's Breath on the other hand is actually something I wanted for a while: A way to directly convert Runic Power into AoE damage. Especially with the current Scent of Blood and AMS soaking, there are times when you just have so much RP that you can't dump it fast enough. Plus, even using it for 1-2 secs at a time should be great for burst threat just when you run into a new pack and I could also see this talent be useful for single target fights depending on how our RP generation will look in WoD and how it compares to NP number wise. It would also be really cool if SB would snare targets it hits as well (with or without Chilblains talented, either would work for me).
(And hey, maybe we can petition Sindragosa's Breath and Remorseless Winter to swap names so the tier actually has a full Lich King theme. :V)
So much for the positive stuff, now the negatives:
Sindragosa's Breath highlights the one big problem with our Tier 75 talents: Runic Power expenditure is not equal. Only two RP consuming abilities have a chance to proc Blood Tap (and co) which makes it really awkward and unfun for Blood to use abilities that are not Rune Strike or Death Coil because you are losing out on additional Death Strikes. So hopefully come WoD we will get a pass on how RP consuming abilities work with our T75 so that everything that consumes 30/40 RP actually gives us a Blood Tap charge (look no further than Brewmaster Monks to see that it is possible to ensure that damage dealing, energy using talents do not have to screw over your mitigation, for example old Rushing Jade Wind). This is less of an issue for DPS DKs because they will just math out at how many mobs SB will do more damage than Death Coil/Frost plus the Rune abilities you could have used with more Blood Tap charges though all specs have to deal with the double whammy that is Conversion until this is fixed.
And this brings me to my other issue I have with tier 100: They are all (AoE) DPS talents. Admittedly the theme is cool and the issue is probably less with the talents but with the fact that every other tank gains a new tanking cooldown or passive except for Warriors (which gain a pretty cool way to convert survival into damage though). Do I begrudge them getting CDs? No, CDs are cool and fun and herein lies the issue: DKs are supposedly the CD tanks which I enjoyed about them. In return our baseline mitigation is the worst of all tanks which is only fair. After all, you should have your strengths (CDs) and weaknesses (baseline mitigation). But for a while now other tanks are getting more and more CDs whereas DKs pretty much kept what they had Cataclysm so what made DKs unique is becoming less and less so. Note that is not about tank effectiveness or balance because you could just ramp up baseline mitigation if DKs fell behind and such; no, my beef is with how the spec plays and feels compared to the others. But who knows, we haven't seen the new baseline abilities yet so maybe there is something in store for us but I can only comment on what has been released so far after all.
And finally, I was hoping to drop some keybinds and superfluous abilities come WoD but looking at the updated talents it still looks like Blood will have two diseases where one would completely suffice, Pestilence where baseline Roiling Blood would work just as well and so on. AMZ is also still there as talent so that sucks as well.
Maybe there still more changes incoming though, we'll just have wait and see.This post has been promoted to an article