WWI '08 Death Knight Demo: Blood spells and talents
However, it's also worth noting that the Blood tree provides quite a few healing skills and talents which may end up making it a useful type of tanking tree via allowing the Death Knight to keep himself healed and keep a bit of grief off his healers: for example, Death Pact will be useful for finishing off a ghoul who's about to die anyway and getting a bit of health back. Below is a selection of some of the spells and talents available to Death Knights in the WWI demo.
Blood Spells:
Blood Presence:
Requires level 55
Costs 1 Blood Rune
Instant cast, 1 second cooldown
Description: Strengthens the Death Knight with the presence of blood, increasing damage done by 15% and healing the Death Knight by 4% of damage dealt. Only one presence may be active at a time.
Blood Strike:
Requires level 55
Costs 1 Blood Rune
Instant cast, 1 second cooldown
Melee range
Description: Instantly strike the enemy, causing 60% weapon damage plus 55 for each disease effect on the target.
Blood Tap:
Requires level 64
Description: Immediately activates a blood rune and temporarily converts it into a death rune. this rune counts as a blood, unholy, or frost rune. lasts 10 seconds.
Death Pact:
Requires level 66.
Description: Sacrifice an undead minion, healing the Death knight for 1200 health
Blood Talents:
Rune Tap
Requires 10 talent points
Instant cast, 1 minute cooldown.
Description: Converts 1 Blood Rune into 10% of your maximum health.
Dark Conviction
Requires 10 talent points
Costs up to 5 talent points
Description: Increases your chance to get a critical strike with melee weapons by 1% per talent point.
Improved Rune Tap
Requires 15 talent points, Rune Tap
Costs up to 3 talent points
Description: Improves Rune Tap's health gain by 15% per talent point
Vendetta
Requires 15 talent points
Costs up to 2 talent points
Description: Heals you for 3% of your total health per talent point whenever you kill a target that yields experience or honor
Scent of Blood
Requires 20 talent points
Costs up to 3 talent points
Description: After being struck by a ranged or melee critical hit, you gain the Scent of Blood effect, causing your next 2 melee hits to steal life from the enemy. lasts for 12s. this effect can not occur more often than once every 12 seconds (Note: the effect of putting more than one talent point in this skill is not yet listed in the description).
Blade Barrier
Requires 20 talent points
Costs up to 3 talent points
Description: Whenever you have no runes active, your parry chance increases by 5% per talent point for the next 8 seconds.
Mark of Blood
Requires 20 talent points
Costs 1 Blood Rune, 1 Unholy Rune
Instant cast
30 yard range
Description: Place a mark of blood on an enemy. whenever the marked target is healed, all party members receive 5% of that healing (up to a maximum of 5% of the Death Knight's health). if a marked target that grants experience or honor is killed, all party members are healed for 10% of their total health. Lasts 3 minutes.
Hysteria
Requires 30 talent points
Costs 1 Blood Rune, 1 Unholy Rune
Instant cast, 2 minute cooldown
30 yard Range
Description: Induces a friendly unit into a killing frenzy for 30s, increasing their physical damage by 20% but causing them to suffer damage equal to 1% of their total health every second.
Heart Strike
Requires 40 Talent Points
Costs 1 Blood Rune
Requires melee weapon
Next Melee
Description: A debilitating attack that lowers the target's total health by up to 20% for 30 seconds.
Dancing Rune Weapon
Requires 50 talent points
Requires Runic Power
Requires melee weapon
Instant, 1 minute cooldown
Description: Unleashes all available runic power to summon a second rune weapon that fights on its own for 1s per 5 runic power, doing the same attacks that you do.
Filed under: Analysis / Opinion, News items, Talents, Death Knight, Worldwide Invitational, Expansions, Wrath of the Lich King







Reader Comments (Page 1 of 1)
Makoto99 Jun 30th 2008 9:38AM
Hysteria looks like it could be neat. I can see it as something I'd use a lot for humorous purposes too.
"Oh no, our mage got aggro. He's been kind of annoying all day... I think I'll use Hysteria on him."
vey_kos Jun 30th 2008 9:46AM
Mark of Blood and Heart Strike are going to be OP :Z
Ikarus Jun 30th 2008 4:56PM
Here's my prediction: DK's will be PvP gods (until they're nerfed). Ever since this whole arena frenzy/focus has been going on with blizz most of the changes we've seen in the game can be traced back to a PvP issue. The DK has been under development during this whole "PvP on the brain" thing so there's no doubt it's effected their design.
Mike Jun 30th 2008 10:17AM
I'm assuming Mark of Blood converts 5% of damage received to party healing, as opposed to the amount of healing the mob received.
Doesn't seem useful the way it's written now, hoping a typo. Thanks!
Asa Jun 30th 2008 11:57AM
It's incredibly useful in group PvP scenarios the way it's written. Mark the warrior, FF on him ... any attempts on the other team's part to heal them heals your entire group.
Ikarus Jun 30th 2008 5:07PM
I posted a reply to vey_kos that doesnt seem to showing up. Any way, in summary. This talent makes total since if your in the PvP-centric mindset Blizz has been in recently. As asa said, this is all about arena
BookhouseBoy Jun 30th 2008 11:22AM
Hysteria is going to be SO abused... I bet they nerf it heavily before release.
Saelorn Jun 30th 2008 1:03PM
Looks like death knights can recover health in exchange for runes, meaning their solo downtime is limited by rune recovery rate rather than food or water supply.
A slap in the face to all solo warriors.
I guess the real question is, how fast do runes recover?
Friday_Knight Jun 30th 2008 1:38PM
They said earlier that all runes have a 10 second cooldown.
jake Jun 30th 2008 1:48PM
10 seconds
Runes >>>>> Rage IMO
Pauly_K Jun 30th 2008 10:42PM
1 minute cooldown on the rune->heal ability.
Pretty weak, considering it eats up a rune that could be doing a several hundred--possibly over 1000 damage at 80. At 10 second rune cooldown, that's like trading 2 mortal strikes for half a health pot. It's not remotely capable of replacing food for solo health regen, since over the long run, even if you use it every minute, it will be more comparable to troll regen than food regen.
Lori Jun 30th 2008 1:05PM
"Strengthens the Death Knight with the presence of blood"
So, the Death Knight becomes errect?
theydidntnameme Jul 1st 2008 12:22AM
death pact is in! ballin!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! im so going to play wow again now!! i was just waiting to see death pact in the game. now watch months after release its nerfed and i lose the will to play lol