Blood, 2P -- When an attack drops your health below 35%, one of your Blood Runes will immediately activate and convert into a Death Rune for the next 20 sec. This effect cannot occur more than once every 45 sec.
Blood, 4P -- Your Vampiric Blood ability also affects all party and raid members for 50% of the effect it has on you.
DPS, 2P -- Sudden Doom has a 30% chance and Rime has a 60% chance to grant 2 charges when triggered instead of 1.
DPS, 4P -- Runic Empowerment has a 25% chance and Runic Corruption has a 40% chance to also grant 710 mastery rating for 12 sec when activated.
Blood
•Death Strike now refunds health even if the attack misses or is parried/dodged.
•Veteran of the Third War now also reduces the cooldown of Outbreak by 30 sec.
•Abomination's Might now increases melee attack power by 10/20%, up from 5/10%. still increases ranged attack power by 5/10%.
•Blade Barrier has been revamped and is simpler - You take 2/4/6% less damage from all sources.
•Bone Shield now has 6 charges.
Frost
•Howling Blast now scales from 44% and 22% of Attack Power, down from 48% and 24% of AP.
We discussed some of our Blood changes in a recent blog.
We wanted to make it less punitive for DKs to miss Death
Strike. Long term, we still want to make hit and expertise
matter more to tanks, not less, but it wasn’t fair to punish
DK players for working the “right way” when the other tanks
aren’t there yet. We also reduced the cooldown of Outbreak
for Blood DKs so that applying diseases doesn’t compete with
Death Strike runes as much, and we simplified Blade Barrier
so that there is less pressure to spend runes instead of sitting
on them.
For now all we have done is bumped Bone Shield’s charges.
We may still try out the “big hit dampening” described in the
“Bloody Mitigation” blog.
Death Knights get some love in 4.3 to fix survivability, Blood presence armor bonus is going to 55% from 30%. We don't want Death Knights to get killed in one GCD, but we don't want them to be the best tank by far