San'layn Hero Talent Analysis - Blood Death Knight [10.2.5]
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- čas přidán 16. 06. 2024
- So, how exactly does San'layn affect Blood Death Knight gameplay? What would we expect from the initial version of these Hero Talents?
0:00 Introduction
0:14 Vampiric Strike and You
1:05 Types of Buff Stacking
2:15 The Importance of Vampiric Blood
2:52 The Issue with Festermight Stacking
3:23 The Solution?
3:55 100% Buff Uptime
4:48 Buff-related Benefits
6:10 Infliction of Sorrow
8:46 Additional Damage Benefits
9:45 Minor Ability Utility Upgrade
10:28 Small Defensive Cooldown Upgrade
11:35 More Death and Decay Benefits
12:18 San'layn Overall Benefits and Implications
15:02 Conclusions and Opinions
16:10 Too Much Resource Regeneration?
16:30 Is San'layn a Successful Hero Class?
17:06 What do you think?
Channel Discord:
/ discord
My Guide:
docs.google.com/document/d/1F...
Discord Contact Information: kyrasis - Hry
Just noting a small mistake. On the final summary, "Execute Heart" was meant to say "Execute Heart Strikes".
In any case, what do you all think about this hero class? I'm curious to hear your comments below!
If you are interested in further discussion on Blood Death Knight theorycrafting or other related topics, feel free to stop by the channel discord below:
discord.gg/qnFAGcgECn
Just found this video! Its amazing! So informative!
Appreciate the heavy lifting.
Give this spec the Venthyr ability. Make that the proc mechanic for vamp strikes. This will desync the synergy between vamp strike extended buffs and our defensive tool kit.
To mitigate button bloat- make it replace DnD. Thereby allowing us to move freely.
Are you referring to making Death and Decay like Swarming Mist? Where it is just following you around?
That would certainly fix mobility concerns with DnD. I'd be surprised if they remove the ground effect for DnD completely, even in a hero spec, but I would be happy to be proven wrong on that one. I do think it is possible they make at least some of the DnD benefits follow the player, however.
Yes. You got it. Agree as well. This would make it mandatory for the dps specs if implemented 100% as a replacement
Modifying swarming mist to a less powerful variant would be offset by the various other hero talent synergies
Great video bud. I agree with one of the other comments, give us swarming mists or another ability for vampiric strike. I hate all this passive/random chance stuff
i dont think the healing from vampiric strike is trivial, since its 15% max health when you are cleaving inside DnD. this should help stop the issue of not death striking when at something like 70% health and then finding yourself dead before the next global. its a 15% heal, and a 25% heal (of a bigger health bar) during vamp blood. the talent is incredibly bad but a 500% more powerful version shouldnt be thrown away as also bad.
Healing is not per target hit, so it is only 3%, which is nearly equivalent to leeching strike in DnD and hitting 5 targets (that one does scale with targets hit, but with a lower base value). I know it is hard to see in alpha/beta dungeons right now, as well (since we only have normal and heroic dungeon difficulties available), but it just isn't a significant source of healing once content actually starts doing real damage again.
I hadn't really looked into the tree until you mentioned it in your last video. I'm not super enthused about being forced to cast vamp blood on cd, or spamming heart strike potentially to the exclusion of other buttons. Despite being a blood player, I stopped playing the spec during Sepulcher because it felt so degenerate. Obviously that was worse than we're likely to see again, but baking a lot of that gameplay into the baseline of the tree doesn't sound super appealing. And I really don't think we need more resources, either.
Even if this tree doesn't go live as-is, it doesn't read positively to me that it was ever on the table.
With us spending more globals on heart strike and also having faster globals you could combine that with the heartstrike runic power talent to make vamp blood a very short cd. How much runip power could you theoretically spend in that scenario with 5 targets? if you could spend 20rp per sec that would make vamp blood a 24sec cd. Factor in extra runic power from runic attenuation and DRW and vamp blood could be near permanently up at a base duration of 14sec. My gcd right now without bothering much with haste is 1.15sec while boneshield haste is up.
Oh, you can get it down to a 20 second cooldown or lower in theory (with specific talents and enough haste on gear), though every additional second of reduction is harder to get than the last. Real-world considerations will always make the actual effective cooldown higher than what any model would suggest, but there should still be enough of a margin to make keeping max stacks of the Blood Queen buff something that isn't *too* hard to pull off.
So, unless the DK talents change in the next expac. Baseline.... We could see 31 percent haste? 10 percent from bone shield, 5 percent from DnD and 16 percent from this tree? Get those haste legs ready if they bring it into the next expac.
It will be interesting to see what they do with profession equipment moving forward. Some people are not thrilled with embellishment gear, but I personally don't mind having 2 BiS pieces being provided by professions (just because it accelerates gearing and makes things slightly less RNG).
But yeah, since haste effects are usually provided by multipliers, they indirectly buff sources of haste *rating* to at least *some* extent. However, no comment on whether or not it would make something like the haste legs worth using given current embellishment tuning.
@@kyrasis9330 Is it due to less raiding needs? The embellishments.
@@shafterbarkley7356 That or vault RNG, yeah.
Not really hiped by this tree. Kinda looks like it's played like S3/4 SL Tier set. One button rotation. ^^
Very nice analysis job as always.
Someone at blizzard really seems to like giving blood extension mechanics since the S3/4 SL tier set. The original blood DF alpha tree had DRW extension on Heart Strike/Death Strike, the S2 DF tier set had a (weak) extension effect, the S3 DF tier set also had an extension effect, and now San'layn has an extension effect.
Granted, the S3/4 SL tier set was the only extension effect that we actually modified our rotation for, where we really cut corners in other parts of the rotation to maximize Heart Strike usage. San'layn in its current form wouldn't go quite as far as S3/4 SL tier set, but I would expect that sitting on 2 blood boil charges for an excessive period of time to not be a concern with San'layn at the very least; some potential for playing greedier with bone shield generators as well (so we **may** have a higher tolerance for being outside of Ossuary). That being said, I can't do any formal APL optimization checks without a working alpha SimC module.
@@kyrasis9330It really nerfs the hemostasis talent as u would, like u said,sitting on 2 charges of blood boil pretty often with enough haste
@@pirzzz8001 I contemplated going into more detail on talent implications, but I only put the main ones in the video. I didn't want to go overly deep on talent information for a version of San'layn that might not even exist anymore, but some effects are fairly obvious.
Like you say, Hemostasis would be negatively affected (as well as Soul Reaper, since the competing spells are more powerful). Even in a world where Improved Vampiric Blood is used for raid, Improved Heart Strike could also see use in raid builds since more aggressive builds currently make use of talents much weaker than Improved Heart Strike.
Net impact on Rune Tap and Heartbreaker evaluations are more ambiguous, and would have required additional checks that I did not do.
Given Infliction of Sorrow damage, % physical-to-magic damage doesn't seem to change all that much, so Bloodshot prospects are mostly unchanged. That said, Shattering Bone would lose relative damage contribution.
9.2 style Heart Strike spam go brrrrr
Yeah, San'layn probably won't be *quite* to the same extent (9.2 had us purposefully overcapping RP and making us cast DnD only on Crimson Scourge procs, which doesn't appear to be the case here), but it will definitely be moving things in that direction by reducing Blood Boil casts.
Welp, more DnD dependancy and using defensive as an offensive cooldown. Doesn't really impact our playstyle that much but it's not bad either. I'm hoping that the other hero tree is more intresting.
Yeah, I'm skeptical about those aspects as well. At the same time, I can't remember a time where anything previewed months before alpha actually made it into the initial alpha build.
For example, the initial soulbind tree and covenant signature ability previews for shadowlands were almost entirely obsolete come Shadowlands alpha (the only thing that remained intact was Door of Shadows).
So, on that note, there's a chance this has seen some iteration since it was first released. There has also been at least some signaling that both DnD dependancy and using VB as an offensive cooldown are being looked at. Whether or not that resulted in actual changes we will have to see.
Great video but this hero tree is wo boring compared to paladin templar or mage frostfire mage