The Death Knight class revealed

Via Gamespy and Worldofwar.net, we finally have a good idea of what rolling a Death Knight will be like. A lot of the rumors seem to have panned out, but others have not. All I know is that at this point, I am full speed ahead to make a Death Knight my new main come WoTLK. There's a lot of meaty info to dig into, so let's get to it after the break.
Creation and initial play:
- Death Knights will start in a floating citadel similar to Naxxramas at level 55, and go through a series of quests that will establish their story and background in the Eastern Plaguelands.
- All Indications are that Blizzard still plans to allow all races to be Death Knights, as Worldofwar.net's reporter saw Tauren, Dwarf, Gnome, and Orc Death Knights.
- You must have an existing character of level 55 or higher to create a Death Knight.
- You can create one Death Knight per realm per account.
- You will not need to do any unlocking quests or sacrifice a character before you can create a Death Knight.
- The Death Knight will start with a wide range of abilities, as it is assumed that someone with a level 55 character has the experience to handle them right off the bat.
- They will start with a 60% speed summoned Death Charger as a land mount, which be upgradable via quest much like Warlock and Paladin mounts.
The Rune system:
- The Death Knights' Rune meter will appear below the Health Bar.
- You will be able to place up to 6 runes in any combination of Unholy, Blood, and Frost on the meter.
- The Runes will be consumed by use of abilities, but will refresh like a Rogue's energy Meter.
- There will be a secondary bar called Runic Power, which will be filled on the use of Runic abilities, but will decay over time much like Warrior rage.
- Runic Power will be used with moves that drain all Runic power and have powers and effects that are stronger depending on how much Runic Power was used. In this way it will be much like the Warrior's Execute ability or the Rogue's finishing moves.
- According to Gamespy, Blood runes will mostly cover the tank abilities (which clashes with previous information saying Blood runes were DPS, as well as with the function of the Blood Presence blow), while Frost will deal with Crowd Control.
Death Knight Abilities:
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Presences: Much like Paladin Auras or Warrior stances, Presences will be powerful one-at-a-time self-buffs that will probably determine whether the Death Knight is taking on a Tank or DPS role in the group. Worldofwar.net reported on 3 presences, as follows:
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Blood Presence will increase the Death Knight's DPS and provide a small healing effect when the Death Knight is hit.
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Frost Presence will increase the Armor and Threat of the Death Knight.
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Unholy Presence will provide increased attack speed and decreased global cooldown, and is being billed as the PvP presence.
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Death Coil: It will not fear like the Warlock version, but will act like the WC3 version also used by Death Knights in that game, damaging enemies or healing friendly undead targets.
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Army of the Dead: This ability will temporarily summon a small army of Undead that will fight for you. It will apparently be channeled, which makes me think it will be closer to an AE attack like a Druid's Hurricane than an actual pet ability.
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Raise Dead: This will raise an actual nearby corpse, including one of a fallen ally (even in Arenas) to fight for you as a Ghoul. An ally so resurrected will have the option to control their character as a Ghoul. Ghouls will get abilities to cause diseases, stun, and fear among other things, but it seems like they will be temporary pets all the same - at least, I assume PCs will eventually be allowed to resurrect rather than stay slaves of the Death Knight.
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Grip of Death: Pulls the enemy toward you and forces it to attack you (Probably a taunt effect, though It'd be great if the pulling effect works in PvP).
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Blade Strike: Attacks the target and applies a disease.
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Blood Strike: Deals Damage based on how many diseases are on the target.
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Chains of Ice: Roots a target, then applies a snare that lifts gradually until the target regains full mobility
Death Knight Role:
As expected, Death Knights will be DPS/Tank Hybrids. As previously known, they will not use shields, but will rely on a high parry rating and the proper presence (likely the Frost one from worldofwar.net's report) to mitigate damage. As DPS, they will not do as much damage as a pure DPS class, but will bring extra flavor and utility to the table in the form of some minor crowd control, ghoul pets, and the use of diseases to deal extra damage and cause debuffs. Worldofwar.net also mentions that Tom Chilton, in his Death Knight presentation, told them that they are leaning toward letting all tank types do more DPS while tanking.
Final Thoughts:
For the most part, we got most of what we expected out of the DKs, plus a lot more clarification and a look into some intriguing new aspects of their abilities and mechanics such as Runic Power and Ghoul summoning. I did notice that some old leaked abilities such as the Unholy Aura spell didn't receive any play, but if that's because they were scrapped, fake, or just not mentioned, we probably can't say for sure until the Beta drops. All I know for sure is that I am hooked, and am more dedicated than ever to having a new main when WoTLK hits.
[Via Gamespy and Worldofwar.net]
Filed under: Analysis / Opinion, Blizzard, News items, Death Knight, Wrath of the Lich King






Reader Comments (Page 1 of 6)
Balasan May 9th 2008 4:32AM
But so long as the tanking system remains the way it is, we'd still have a lot of trouble getting a tank for a PuG.
Jessie May 9th 2008 6:06AM
I totally agree
Preston May 9th 2008 12:57PM
The rune system sounds like a knock-off off of Warhammer's tactic system, used by all the Warhammer careers.
Lars May 12th 2008 4:32PM
That's odd. I've been playing my lvl 70 protection warrior a lot recently. I look but I can't find a good PUG ever, so I just stick to guild runs.
I never ever get random group invites. On the occasions that I join LFG and get into a group, they often are retarded and I wind up leaving before we even get started. By retarded I mean they don't know how to play their classes, they're severely lacking in group tactics/CC, or they expect the impossible like doing Kara with one healer: a shammy.
Seajay May 9th 2008 4:36AM
I'd just like to say that reporting liek this is why I check wowinsider every 5 minutes risking my bosses displeasure!
Excellent reporting guys, great job :)
JaneLame May 9th 2008 5:44AM
I agree, thumbs up.
Hurode May 9th 2008 4:09PM
Gozer, they allow criticism, just not trolling. There is a difference.
Hurode May 9th 2008 4:09PM
Gozer, they allow criticism, just not trolling. There is a difference.
JaneLame May 9th 2008 4:44AM
I have to be 55 exactly to turn my char into a DK? What if I'm a few lvls higher? Can any class turn into a DK?
Daniel Whitcomb May 9th 2008 4:51AM
You don't "turn into" a DK, JaneLame. As long as you have a level 55 character, you can create a DK. You will not have to sacrifice your current level 55 to do so.
Daniel Whitcomb May 9th 2008 4:52AM
Oh, and just to clarify, the character doesn't have to be exactly level 55, just at least 55.
Prauche May 9th 2008 10:58AM
I don't think some folks are going to have a situation in which they can't go to Northrend with their new DK. I somehow expect that there will be some guild summonses and folks keeping DKs alive with healz, bubblez, etc. while getting mad xp and experiencing Northrend together.
Unless Blizz is too smart (o.O I didn't just say that?) and prevents that kind of summons...........
Onatel May 9th 2008 5:02AM
I'm not sure whether I like or don't like the fact that there wont be any quest needed to create a Death Knight, it's more fair without the quest, but it will lose some of the "wow" factor when everyone and their dog is running around on a Death Knight.
Bloodtrip May 9th 2008 5:29AM
Agreed
Sirg May 9th 2008 5:51AM
Yes, bad idea... it's all a marketing money making scheme
NO to all race DK!
I want a chain quest to enable a DK!
Seajay May 9th 2008 5:54AM
BUT!!!
If you create a DK then you'll have to level a whole 15 levels before experiancing the new content, while i do agree that many people will want to roll deathknights eventually I Highly doubt many people will roll one as soon as the expansion hits.
Just think about it logically, you can either go running off into Northrend and start experimenting with the new instances, quests and zones OR you can start levelling in plaguelands, Honor Hold, Zangamarsh, Nagrand... For the next 2-3 weeks (lets say 100 hours playtime).
Personally i dont think we'll see such a huge influx.
What i DO think we'll see is alot of people creating deathknights later on or Alts as a new character to level to 70 due to the increased starting level. The idea that we would all roll Deathknights on Expansion day is ridiculous.
New class
Zarzuur May 9th 2008 6:19AM
I don't know, the challenge of speed powerlevelling through a clear Outlands on a completely new class is attractive. It depends what talents/spells they give the other classes ofc.
Kalinga May 9th 2008 6:27AM
I was under the impression that there will be more heroic classes than just the DK. Hopefully everyone and their dog will not cause lag in the eastern plaguelands..
StabinOfTB May 15th 2008 10:28PM
We will probably see a flood of folk rolling DKs, then it will taper off as people realize one of two things.
-Tanking PuGs is not fun
-DK's DPS is less the warlock/rogue/mage/etc
Then I feel that we'll see a lot of those DK's vanishing in favor of the more pure DPS classes.
I for one enjoy tanking. The idea of tanking with a 2 hander makes me giggle ceaselessly. I will be rolling a DK tank, at the expense of my sweet little Tauren Warrior.
Clasifyd May 9th 2008 8:03AM
I agree that it would be severely annoying to see an army of Death Knights running around EPL (not unlike the BE/Draneai influx) , however I don't think that many of them would get much further than that. My reasoning behind this is the fact that it's largely a tanking class. With the severe shortage of tanks (on my realm, at any rate) and with having class mechanics that seem more complicated than any other we've seen so far, I think it will weed out the majority of them before 70/80, so we won't see a huge amount of endgame DKs.