WWI '08 Death Knight Demo: Frost spells and talents
The Frost tree was originally designated the tanking tree, and the Frost Presence will likely still be the presence of choice for tanking Death Knights. Interestingly enough, very few of the other spells and talents in the Frost tree -- with the exception of Icebound Fortitude -- really scream "tanking." However, some of them do scream "crowd control," which may amount to the same thing in the end -- just freeze, slow, or silence extra mobs until you have a chance to focus on tanking them.
The "frozen" bonuses in some of the talents also suggest that Frost Death Knights may have a lot of good synergy with Frost Mages as well, assuming their frozen status afflictions are identical to each other. Below is a listing of some of the Frost spells and talents shown in the WWI Death Knight demo:
Frost Spells:
Icy Touch:
Requires level 55
Costs 1 Frost Rune
Instant cast, 6 second cooldown
20 yard range
Description: Deals 217 to 235 Frost damage modified by attack power and reduces the target's ranged, melee attack, and casting speed by 15% for 20 seconds.
Chains of Ice
Requires level 56
Costs 2 Frost Runes
Instant cast, 16 second cooldown
20 yard range
Description: Freezes the target in place for 3 seconds. the target regains 10% of their movement speed each second after breaking free of the chain
Frost Presence
Requires level 57
Instant cast
Description: The death knight takes on the presence of frost, increasing armor by 45% and threat generated by 25%.
Mind Freeze
Requires level 57
Requires Runic Power
10 second cooldown
Description: Strike the target's mind with cold, dealing 100 frost damage modified by attack power and interrupting spellcasting while also preventing any spell in that school from being cast up to a maximum of 4 seconds.
Obliterate
Requires Level 61
Costs 1 Blood Rune, 1 Frost Rune
Description: A brutal instant attack that deals 100% of weapon damage plus 330 and 122 additional damage for each of your diseases on the target, but consumes the diseases
Empower Rune Weapon
Requires level 68
3 Minute cooldown
Instant cast
Description: Empower your rune weapon, immediately activating one of each rune type
Icebound Fortitude
Requires level 72
Requires Runic Power
1 minute coooldown
Description: Consumes all available runic power, causing the Death Knight to become immune to stun effects and increasing armor by 50% for up to 12 seconds. Does not remove existing stun effects.
Frost Talents:
Frozen Rune Weapon
Requires 10 talent points
Costs 1 Frost Rune
Requires melee weapon
Instant cast
Description: Imbue your rune weapon with frost, causing 29.9 to 92 additional frost damage, based on the speed of your weapon. Also has a chance to cause your target to be vulnerable to frost damage. Lasts 10 minutes.
Deathchill
Requires 20 talent points
2 minute cooldown
Instant cast
Description: When activated, increases your critical strike chance with frost spells and abilities by 100% for the next 6 seconds.
Howling Blast
Requires 30 talent points
Costs 1 Frost Rune
30 second cooldown
Instant cast
20 yard range
Description: Blast the target with a frigid wind, dealing 278 to 302 frost damage to all enemies within 10 yards. Deals triple damage to frozen targets
Merciless Combat
Requires 35 talent points
Costs up to 3 talent points
Description: Your frost spells and abilities do an additional 20% damage per talent point when striking targets with less than 20% health.
Frost Strike
Requires 40 talent points, Merciless Combat
Costs 1 Frost Rune
Requires melee weapon
Next Melee
Description: A strong attack that deals weapon damage as frost damage. Has a 10% chance to freeze the target.
Hungering Cold
Requires 50 talent points
Requires runic power
1 minute cooldown
Instant cast
Description: Unleashes all available runic power to eradicate all heat from around the Death Knight, freezing enemies within 10 yards and preventing them from performing any action for 2s per 10 runic power. Enemies are considered frozen, but any damage will break the ice.

The "frozen" bonuses in some of the talents also suggest that Frost Death Knights may have a lot of good synergy with Frost Mages as well, assuming their frozen status afflictions are identical to each other. Below is a listing of some of the Frost spells and talents shown in the WWI Death Knight demo:
Frost Spells:
Icy Touch:
Requires level 55
Costs 1 Frost Rune
Instant cast, 6 second cooldown
20 yard range
Description: Deals 217 to 235 Frost damage modified by attack power and reduces the target's ranged, melee attack, and casting speed by 15% for 20 seconds.
Chains of Ice
Requires level 56
Costs 2 Frost Runes
Instant cast, 16 second cooldown
20 yard range
Description: Freezes the target in place for 3 seconds. the target regains 10% of their movement speed each second after breaking free of the chain
Frost Presence
Requires level 57
Instant cast
Description: The death knight takes on the presence of frost, increasing armor by 45% and threat generated by 25%.
Mind Freeze
Requires level 57
Requires Runic Power
10 second cooldown
Description: Strike the target's mind with cold, dealing 100 frost damage modified by attack power and interrupting spellcasting while also preventing any spell in that school from being cast up to a maximum of 4 seconds.
Obliterate
Requires Level 61
Costs 1 Blood Rune, 1 Frost Rune
Description: A brutal instant attack that deals 100% of weapon damage plus 330 and 122 additional damage for each of your diseases on the target, but consumes the diseases
Empower Rune Weapon
Requires level 68
3 Minute cooldown
Instant cast
Description: Empower your rune weapon, immediately activating one of each rune type
Icebound Fortitude
Requires level 72
Requires Runic Power
1 minute coooldown
Description: Consumes all available runic power, causing the Death Knight to become immune to stun effects and increasing armor by 50% for up to 12 seconds. Does not remove existing stun effects.
Frost Talents:
Frozen Rune Weapon
Requires 10 talent points
Costs 1 Frost Rune
Requires melee weapon
Instant cast
Description: Imbue your rune weapon with frost, causing 29.9 to 92 additional frost damage, based on the speed of your weapon. Also has a chance to cause your target to be vulnerable to frost damage. Lasts 10 minutes.
Deathchill
Requires 20 talent points
2 minute cooldown
Instant cast
Description: When activated, increases your critical strike chance with frost spells and abilities by 100% for the next 6 seconds.
Howling Blast
Requires 30 talent points
Costs 1 Frost Rune
30 second cooldown
Instant cast
20 yard range
Description: Blast the target with a frigid wind, dealing 278 to 302 frost damage to all enemies within 10 yards. Deals triple damage to frozen targets
Merciless Combat
Requires 35 talent points
Costs up to 3 talent points
Description: Your frost spells and abilities do an additional 20% damage per talent point when striking targets with less than 20% health.
Frost Strike
Requires 40 talent points, Merciless Combat
Costs 1 Frost Rune
Requires melee weapon
Next Melee
Description: A strong attack that deals weapon damage as frost damage. Has a 10% chance to freeze the target.
Hungering Cold
Requires 50 talent points
Requires runic power
1 minute cooldown
Instant cast
Description: Unleashes all available runic power to eradicate all heat from around the Death Knight, freezing enemies within 10 yards and preventing them from performing any action for 2s per 10 runic power. Enemies are considered frozen, but any damage will break the ice.

Filed under: Analysis / Opinion, Events, News items, Expansions, Talents, Death Knight, Wrath of the Lich King, Worldwide Invitational







Reader Comments (Page 1 of 1)
Logan Jun 30th 2008 9:41AM
Well best 2v2 team in wrath arenas, Frost speced DK and a Frost Mage, talents compliment each other a lot for those two specs it seems.
Eternalpayn Jun 30th 2008 11:03AM
Or a Unholy DK and a rogue, because they can lower the max health on a clothie by 20%, then the rogue can burst damage it to the ground.
Wulf Jun 30th 2008 11:15AM
I think Blizz might actually mean it when they say they dont want specific trees to necessarily have certain roles. Its looking like Frost has a lot of CC, whereas Blood has more in the way of damage mitigation and self-healing. It could be that both will be perfectly viable methods of tanking. Do you want to tank by being rock-hard, or tank by keeping all the mobs under control? I like it if this is the case!
Friday_Knight Jun 30th 2008 1:41PM
If this is indeed the direction that Blizz is trying to take tanking I have only two words:
UNRELENTING JOY
dan Jun 30th 2008 2:00PM
This is only applicable for DKs. Warr and druid trees very much have specific roles in mind. The trick here is that virtually any DK tree has tanking talents in it which means you'll never be able to dodge tanking with a DK.
Eisengel Jun 30th 2008 2:47PM
Hungering Cold + Deathchill + Howling Blast = guaranteed crit to all targets in melee range with base damage of ~1k (3x 300+), also known as; 'where did all the mobs go?'.
C lab Cpn Jun 30th 2008 9:17PM
Holy crap...
Looking over the new Mage spells and talents (particularly Deep Freeze and Frostfire Bolt which deals frost instead of fire damage to frost-weakened targets) is making me think that a Frost/Unholy DK + Ice Mage is going to be a ridiculous 2v2 Arena team.
Insane amounts of CC
Insane burst potential
Excellent outlast (DK self-healing + undispellable Ice Barrier and Shatter Shield)
DK/Mage, the new Rogue/Mage???
C lab Cpn Jun 30th 2008 9:19PM
Oh forgot to add:
How much do you guys think a Shatter + Deathchill combo is going to hurt?