Icebound Fortitude no longer costs a Frost Rune.
Now, that wording is a little strange since IBF currently costs rp, not runes, but I assume that means IBF will now be free to dps dks. Thank GOD. It made absolutely no sense that our only method of physical damage reduction came at a resource cost, especially since its only 20% on a 3 min cd. I still believe the damage reduction it provides needs a buff, but this is a step in the right direction.
Anti-Magic Zone no longer has spec specific tooltips. Now reduces spell damage done to party or raid members inside it by 40%, down from 75%. Now lasts 3 sec, down from 10 sec / until damage absorbed.
Don't get me wrong, I'm happy that the absorption limit is gone, but that alone is not worth a 70% duration reduction AND cutting the magic mitigation nearly in half. Plus which, AMZ's real issue hasn't been fixed, that being it is next to worthless against heavy ticking damage. At least now it's useful against large bursts of damage like on lei shen, but if this change goes live, that won't even be true. If this change to AMZ makes it to live, I can guarantee most dks will avoid it like the Light.
Death Siphon damage and AP scaling increased by 10%.
So an ability already OP at lower levels will now be even more OP? Great...
As for max level, its hard to say whether this will be worth taking. I'm inclined to say no since it still costs a Death rune, but we'll have to see.
Dark Command now also increases threat that you generate against the target by 200% for 3 sec
This is part of a change to all taunts (even ones my lock/hunter pets) which doubles threat generated shortly after the taunt, effectively making tank switching a whole lot easier. Definitely a change I think a lot of tanks can get behind.
Sanguine Fortitude no longer makes Icebound Fortitude free.
Further evidence I believe that IBF is going free next patch.
Riposte (New) When you dodge or parry any attack, you gain 50% of your Parry and Dodge as additional Critical Strike for 20 sec. Death Knight - Blood Spec.
Now this is an interesting change. What this effectively does is take the average of you dodge and parry and converts it to crit. Its also worth noting that Prot warriors are getting this too, which makes sense, as Blood dks and Prot warriors seem to be the two specs having the toughest time holding threat against other tanks. So not only is this a dps boost to dk's and warriors, it makes dodge and parry actually worthwhile. That said, while this is amazing for warriors, I'm not too sure how beneficial this is to Blood dk's since the don't get much of a benefit from crit. I personally would rather have the dk version grant haste, but we'll have to see.
So, what do you all think about the changes coming in 5.4? Discuss.