Must-have PvP talents for death knights in 4.0.1, part 2
Unholy Commonly regarded as the DK PvP tree, all trees are viable in a battleground environment, so the choice merely becomes a matter of preference or playstyle. Unholy is a micromanagement spec that demands paying attention to your pet as well as your debuffs on an enemy. Here are some of the best PvP talents in the tree:
In our next installment, we'll take a look at the best PvP talents and glyphs for druids. We'll also make sure to poke some fun at their new tree form, while we're at it.
Zach delivers your weekly dose of battlegrounds and world PvP in one crazy column. He talked about how to prepare yourself for Cataclysm in the weeks to come, as well as how to build your battleground premade. Also get excited as he discusses the shape of Cataclysm battlegrounds PvP.
- Unholy Command A talent that appeals to most PvP players, this gives an offensive pull every 25 seconds and allows you to immediately swap to another opponent. It's also usable as an interrupt in a pinch, so a shorter cooldown opens up your options considerably.
- Desecration This is perhaps one of the most annoying death knight abilities in PvP because it's a basic proc and is an AoE effect that requires opponents to get out of the area or put up an immunity. It's a great investment that simply procs and requires no upkeep, which is great because you'll have other things to worry about.
- Shadow Infusion and Dark Transformation Unholy gives ample opportunity to dump your runic power into Death Coil, so the bonuses from Shadow Infusion are just gravy. What we're really after is Dark Transformation, which transforms your ghoul into a true terror for 30 seconds and all its abilities become boosted versions. It's something of a death knight version of the hunter's Bestial Wrath. While the replacement abilities are cool, what you're after in PvP is Monstrous Blow, which is a 4-second stun, and Shambling Rush, which is both an interrupt and a 2-second root. Just be mindful that Shambling Rush is a Leap replacement and has a minimum range, preventing its use in melee. These abilities are pretty simple to use -- see a stack of five Shadow Infusions? Turn that ghoul into a behemoth. Profit. Glyph of Raise Dead (Prime) should ensure that your monstrosity hits stronger and stays longer on the field.
- Magic Suppression and Anti-Magic Zone Although not necessarily no-brainers in a PvP spec, these talents provide an additional layer of mitigation against the damage type to which death knights are highly susceptible. Magic Suppression also provides another means to generate runic power for more Death Coil goodness. Glyph of Anti-Magic Shell (Major) can also extend immunity to magical crowd control and other harmful effects to 7 seconds.
- Unholy Blight Because your diseases play an integral part in your playstyle, it's imperative that they aren't dispelled. Unholy Blight prevents any such dispel shenanigans as long as you consistently dump your runic power into Death Coils, which should naturally be empowered by Glyph of Death Coil (Prime). More than in PvE, your Death Coils will work to keep your ghoul alive on the field, so always be ready to use it defensively as well as offensively.
In our next installment, we'll take a look at the best PvP talents and glyphs for druids. We'll also make sure to poke some fun at their new tree form, while we're at it.






Reader Comments (Page 1 of 1)
Harvoc Oct 15th 2010 8:24PM
Hey Zach, for a while there the link to the second page didn't work but I'm glad it's been fixed. Nice article! :)
kyle Oct 15th 2010 8:29PM
ok, this is awesome, the new best 2v2 team is going to be a unholy dk and a frost dk woot!
Hangk Oct 15th 2010 10:26PM
Resilience no longer keeps you from being crit, making crit a much better PvP stat than it used to be. I am therefore having a blast with my crit-heavy Frost PvP build running around blowing things up.
Re Chillblains: Somehow I can never shake the suspicion that this talent secretly sucks, especially when Chains of Ice applies Frost Fever and is a much better snare. In Cata, Frost DKs will be able to talent into Desecration, which is better in every conceivable way.
Zach Oct 15th 2010 11:09PM
Chains of Ice is an excellent snare, but it also costs 1 Frost rune, so it will severely limit your options if you want to keep it permanently applied. More Chains of Ice = Less Obliterates. Investing in an empowered Frost Fever is worth it because you'll always have it applied on your opponent, anyway.
Zach Oct 15th 2010 11:16PM
Also, while crit is definitely an improved stat in PvP, the power you're enjoying now won't necessarily hold true for Cataclysm, where Stamina values will jump significantly and healing will be scaled better.
Brian Oct 16th 2010 1:28PM
Chains adds FF to the target meaning they also get Chillblains added to them when CoI is used. Just a thought...
Dan Oct 15th 2010 11:02PM
Glyph of pillar of frost sucks. Sure you might be immune to everything but to not be able to move might be ok if we were a caster. We have nothing to root them in place, we might be able to snare them and keep them in range for one maybe two hits but it's definatly not worth it considering it takes up another glyph spot. The ability itself though is hilarious to watch as boomkins try to push you off mid in eots and you just slap therer dropped jaw afterwards.
Zach Oct 15th 2010 11:08PM
The self-root is a perfect tradeoff for an extra cc break. At worst, you can use it as a quick cc-break and cancel the ability; at best, you can use it to beat down on an ensnared opponent or another melee class without fear of peels.
norm Oct 16th 2010 4:12AM
Sorry Zach, but I'm going to disagree. It seems like a waste of a glyph slot to me. I would use this CD either for burst or to prevent knock backs from boomkins or ele shams. In both situations the glyph hurts because DK's are melee classes and are severely hampered by snares.
Zach Oct 16th 2010 4:25AM
@norm - your call entirely. the way i see it, you're trading mobility for immunity against fears, stuns, mind control, and polymorph effects. i think it's an acceptable trade. would you rather be rooted of your own volition? or crowd controlled at the whim of another player? your answer to that should determine whether the glyph is worth it.
don't forget, you're STILL immune to knockbacks.
there also isn't a major glyph for burst damage except for Glyph of Chains of Ice -- which you won't be using that much because you're probably better off using that Frost rune for Obliterate.
Arek Oct 22nd 2010 11:39PM
Actually, I would look at as an iceblock for DKs. If you have a macro you can use it to clear cc's, and when that guy runs away you can have a macro to get rid of it.
Dan Oct 24th 2010 5:35AM
I'm sure there are circumstances where it can be usefull as you have mentioned but there are very curcumstantial. Zach remember we do have lichborne to keep of fears. If used correctly AMS can also keep off fears/sheep and mind control. Usually if a caster class like that is targeting me i engage them and if i see them casting that I'll use mind freeze, stragulate etc. But remember other classes have abilities that does this effect to us. This is somthing they want to happen to us, granted we say when it happens and not them but still.
@ Arek: Nothing like an ice block, Ice block is more of a dump player threat ability. With this ability we still take damage. Sure you could use it to break cc, but I'd usually use my trinket (unless it can be broken by lichborne), if its a rogue cc'ing me ill get my ghoul to gnaw the rogue, use trinket, apply icebound fortitude.
@ Both, it does have some uses for sure, but it's not worth al lthe trade off. What you are sacrificing is Mobility (very important in pvp, especially for melee), strength boost and a glyph slot.