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Posts with tag Disease

Breakfast Topic: Death by death knight

I was running through Borean Tundra recently, leveling my death knight alt, when a rather morbid thought hit me. That thought was this: death by death knight must suck. With all of the diseases, a ghoul often gnawing a limb off and the DK himself hacking into you with his weapon of choice, dying from a death knight may be the worst death that you could receive from a player class. With a max-level paladin as my main, I know that pallys are a relatively quick and painless death (so long as they're not fighting an undead mob, at which point it would have to be a terrible way to go). I've not played any other classes to high levels, so I can't say for them. The closest to me would have to be the warlock, what with sucking your soul straight out of you.

Which class do you think would bestow the most painful death, and which the most merciful? Are death knights the masters of suffering, or are they merely pretenders to the throne? Are warriors or rogues, with their bleed tactics, a worse way to go? Would it be better just to get one-shot? Is there a particular spec that rules the roost? Let the debate begin.

This article has been brought to you by Seed, Aol's guest writer program that brings your words to WoW.com. Watch for the next call for submissions and a chance to submit your own article. The next byline you see here may be yours!

Filed under: Breakfast Topics, Death Knight, Guest Posts

Swine Flu strikes Azeroth!

I'm sure you all will be quite happy to hear that the Swine Flu has struck Azeroth.

Yes, you read that right.

Out in the Borean Tundra, Unliving Swines near Warsong Hold will cast the debuff Swine Flu on you when you're fighting them. The pigs are dirty little creatures, and luckily anyone can cure the disease that has such an ability.

The Swine Flu disease itself is benign, however every time you attack something it has a chance at triggering an Outbreak. An Outbreak of Swine Flu will cause a fever that inflicts 120 nature damage every 2 seconds for 8 seconds total, and reduces movement speed to 70% of normal. Like Swine Flu, Outbreak is a disease that can be cured.

We should note that this isn't some joke recently put into the game. It's existed since Wrath of the Lich King released, so all the conspiracy theorists that are suggesting Blizzard manufactured the real swine flu in order to make more people stay home and play their game are clearly wrong. Clearly.

Oh noes! There's a knock at the door... I think Ghostcrawler and Belfaire are here with an offer I can't refuse.

Filed under: Virtual selves, News items, Humor

Design a disease timer for DeathKnight.info


DeathKnight.info is having a Death Knight Disease Design contest (say that three times fast) -- they're working on putting together a disease-timer addon for you former slaves of the Lich King, but they need a little design help with it. What you've got to do is take the graphic above (you should probably take the one off of their site, just to be safe, because it's got to be a certain size), and design a way to use it as a disease timer -- it's got to show all the info you'll need in an addon, and it's got to "look awesome," too.

I'm terrible at design, but maybe there are some budding designers out there with some kickass ideas. If you win, not only do you get your ideas included in the Runes addon, but you will pick up a free 60 day gamecard as well. Hit up their dev thread if you have questions about how the mod works -- hopefully we'll see some creative entries here when the times come to vote for a winner next month.

Filed under: Fan stuff, Add-Ons, Screenshots, Classes, Death Knight, Wrath of the Lich King

The Art of War(craft): Dreaming about Death Knight PvP


I know, I know. It's too early to actually figure out how Death Knights will work in PvP. Humor me for a bit. The new class, with its juicy talents and abilities, even if they will get changed before Wrath of the Lich King hits the shelves, have got me really excited. They have some pretty cool spells and a new resource mechanic that promises to shake things up as far as gameplay is concerned. I'm not big on alts, and I play mostly on my main and a secondary toon that really needs more love, but I actually want to make a Death Knight. I'm not an alt-o-holic, but I think I'll be taking it all the way to Level 80.

Of course, while I tell all my friends that I'm finally making a toon I'll be happy to tank with, what I'm really thinking about is PvP. I had initially wanted to make a Death Knight class when the game was announced, Death Knights being my favorite Hero in Warcraft 3. I thought Warlocks were the going to be it, considering the Death Coil spell, but I ended up never making a Warlock at all. But now here's the real deal. Plate armor, badass Rune weapons, Deathchargers, and all things ooky, spooky, and vile. Sounds like a lot of fun to me.

Read more →

Filed under: Analysis / Opinion, Death Knight, Wrath of the Lich King, The Art of War(craft) (PvP)

Death Knight Gameplay Movies: Frost and more Blood leveling

We bought you Jadefury's Unholy and Blood Death Knight game play videos yesterday, and now he's released another batch. This time, his Death Knight is a bit higher level, and he puts two new talent builds through their paces.

In the video above, he focuses on the Frost tree. You can see the control that Frost provides specifically - the freezing effects actually seem to last a remarkably long time, certainly long enough to set up a nice chain of abilities and spells for maximum damage. A Hungering Cold followed by a Deathchill and finished up with a Howling Blast can be particularly devastating. Jadefury also points out that if you have any lingering diseases on any of your targets, you can use Blood Boil to quickly wipe them out, doing extra damage and making them susceptible to being frozen again.

Frost, reports Jadefury, is probably the least solo-friendly build. Because you need to go very deep into the frost tree to get all the abilities you need for maximum control and damage, You can't get the self-sustainability talents in the Blood tree such as Vendetta. That said, Frost should still be amazing for groups, since you'll be able to provide some very passable crowd control and damage, and I myself am still looking forward to seeing what a good Frost Mage/Death Knight team can do in PvP.

Now that his Death Knight is a bit higher level, Jadefury also released a second Blood tree video that showcases a higher level build.

Read more →

Filed under: Analysis / Opinion, Machinima, News items, Expansions, Leveling, Talents, Death Knight, Wrath of the Lich King

The Arena is about to get diseased

As we're already starting to see, our good friends the Death Knights juggle some abilities centered around an as-of-yet unrepresented PC damage type: Disease. There is a variety of plagues and diseases which will obviously have direct application in the arena. I wonder if, as PvP-guru Zach put it, Death Knights might be the rock to the Druid's scissors.

This isn't the first time we've seen Blizzard willing to put a strong counter to Resto Druids in the hands of a single class. (Arguments about Hunters/Druids being the strong counter to Warrior/Druids are kind of aside here - both comps still have Druids.) You don't see how this new damage type is the Druid counter? It's pretty simple -- Druids don't have a cleanse that works against Disease.

If Death Knights become a favored arena class, then the presence of Disease in the Arena could help provide solid reason to go Paladin or Priest over Druid. Of course, that assumes the disease effects are significant enough to matter. And cleansing all that Disease is still going to be a pain even for our Paladins: they can only cleanse one at a time, and they'd blow through quite a few global cooldowns trying to clear their partners.

I don't know if this dynamic was intentional, but I would find it hard to believe that Blizzard's ignorant of it. They tend to have an idea about what's going on. We don't know what new gear will be available to combat diseases (Resistance? Resilience?), and it's still way early to be hedging bets -- but introducing the Death Knight and their diseases should certainly mix things up.

Edit: I've not forgotten about Shamans, but I was mostly focused on Druids in this article. My apologies to any Shaman who issued a rightful reminder for the call out.

Filed under: Druid, Analysis / Opinion, Classes, Death Knight, Arena

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.


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

WWI '08 Death Knight Demo: Unholy spells and talents


Unholy was originally touted as the PvP DPS tree. What it appears to do rather well, though, are diseases and minions. If your vision of a Death Knight is close to a Diablo 2 Necromancer type, leading an army of undead minions and spreading plague and exploding corpses across the land, Unholy is probably going to be the tree for you. Of course, your crowd control is probably going to be a little peeved at you with all those DoTs, but that's what AE spells like Death and Decay and Unholy Blight are for, right?

Unholy also seems to include quite a bit of utility, including the ability to resist lots of spells and status effects, and some debilitating debuffs, so it could be called a utility tree of sorts as well. Here's a list of some of the Unholy spells and talents available in the WWI Demo:

Unholy Spells:

Death Gate
Requires level 55
Costs 1 Unholy Rune
10 second cast, 15 minute cooldown
Description: Returns you to Ebon Hold (Note: Since Ebon Hold is not yet implemented, in the demo it returned you to Tirion Fordring).

Death Grip
Requires level 55
Costs 1 Unholy Rune
Instant cast, 35 second cooldown.
30 yard range
Description: Harness the unholy energy that surrounds and binds all matter, drawing the target toward the Death Knight and forcing the enemy to attack the Death Knight for 3 seconds.

Plague Strike
Requires level 55
Costs 1 Blood Rune and 1 Unholy Rune
Instant cast
Melee range
Description: A vicious strike that deals weapon damage plus 37 and plagues the target, dealing 350 shadow damage over 12 seconds.

Raise Dead
Requires level 56
Costs 2 Unholy Runes
Instant cast
30 yard range
Description: Raises a ghoul from a corpse to fight by your side. if the target corpse is not humanoid, Corpse Dust must be supplied to complete the spell.

Death Strike
Requires level 58
Costs 1 Unholy Rune
Description: A deadly attack that deals 60% weapon damage. if the target dies within 6 sec and yields exp or honor, Death Strike heals the Death Knight for 406 damage.

Death and Decay
Requires level 60
Costs 1 Unholy Rune, 1 Blood Rune, 1 Frost Rune.
30 second cooldown
30 yard range
Description: 100 shadow damage modified by Attack Power is inflicted every 2 seconds to all targets in the affected area for 10 seconds. Has a chance to cause affected targets to cower in fear

Degeneration
Requires level 62
Costs 1 Unholy Rune
Description: Instantly attack the target, dealing 60% weapon damage and inflicting a disease dealing 91 damage over 21 seconds. Any existing heal over time spells on the target become corrupted, dramatically increasing the damage done by the disease and removing the healing effect. Stacks up to 3 times.

Unholy Presence
Requires level 70
Description: Imbues the Death Knight with unholy fury, increasing attack speed by 15% and reducing the global cooldown on all Death Knight abilities by 0.5 seconds.

Anti-Magic Shell
Requires level 75
Costs 1 Unholy Rune
20 second cooldown
Description: Surrounds the Death Knight in an anti-magic shell, absorbing 75% of the damage dealt by the next harmful spell. Damage absorbed by anti-magic shell energizes the Death Knight with additional runic power. Lasts 5 seconds.

Army of the Dead
Requires level 80
Costs 2 Unholy Runes
10 minute cooldown
Description: Summons an entire legion of your best ghouls to fight by your side.

Unholy Talents:

Lichborne
Requires 10 talent points
Instant cast, 5 minute cooldown
Description: Draw upon unholy energy to become undead for 30 seconds. While undead, you are immune to charm, fear, and sleep effects, and your horrifying visage causes melee attacks to have an additional 25% chance to miss you (Will of the Forsaken, eat your heart out!).

Corpse Explosion
Requires 20 talent points
Requires Runic Power
Instant cast
20 yard range
Description: Unleashes all available runic power to cause a targeted corpse to explode for 3.6 nature damage per 10 runic power to all enemies within 20 yards.

Improved Corpse Explosion
Requires 25 talent points, Corpse Explosion
Costs up to 2 talent points
Description: Exploded corpses cause 25% additional damage and have a 50% chance per point to cast a disease on enemy targets that deals 36% of the explosion Damage over 9 seconds.

Magic Suppression
Requires 25 talent points.
Costs up to 5 talent points
Description: You take 1% less damage from all magic per talent point. In addition, your anti-magic shell absorbs an additional 5% of spell damage.

Anti-Magic Zone
Requires 30 talent points, 5 points in Magic Suppression
Costs 1 Unholy Rune
Instant cast, 2 minute cooldown
20 yard range
Description: Places a large, static, anti-magic zone which can protect any party members inside it. The anti-magic zone absorbs 75% of the damage dealt by the next harmful spell. absorbs up to 10000 damage. lasts 30 seconds.

Crypt Fever
Requires 35 talent points
Costs up to 5 talent points
Description: Your diseases also cause crypt fever, which reduces an enemies attributes by 1% per talent point. Crypt Fever lasts for 18 seconds and can stack up to 3 times

Ebon Plaguebringer
Requires 40 talent points, 5 points in Crypt Fever
Costs up to 3 points.
Description: Your Crypt Fever morphs into Ebon Plague, which increases vulnerability to magic by 1% per talent point in addition to reducing attributes by 5%. Ebon Plague lasts for 18 seconds and can stack up to 3 times.

Summon Gargoyle
Requires 40 talent points
Requires Runic Power
Instant Cast, 5m cooldown
30 yard range
Description: A gargoyle flies into the area and bombards the target with shadow damage modified by the Death Knight's attack power. Persists for 1 second per 8 runic power up to 1 minute.

Unholy Blight
Requires 50 talent points
Requires Runic Power
Instant Cast, 1 minute cooldown
Description: A creeping swarm of unholy insects surrounds the caster for a 10 yard radius. all enemies caught in the swarm take 34 damage and are plagued with a disease that can stack up to 3 times. persists for 1s per 10 runic power.

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

The rise of disease

Death Knights. Seems like they're all the rage these days, and they haven't even been released yet. It was revealed that Death Knights start at Level 55, the only requirement being that the player has an existing Level 55 character. Daniel has even declared his intention to make a Death Knight his main when the time comes. I wouldn't be surprised to see a proliferation of Death Knights when Wrath of the Lich King is finally released. When that time comes, prepare to get inoculated because the class is the first to finally use diseases as a core class mechanic.

Aside from Undead Priests and their Devouring Plague, there are no player abilities that inflict the disease Dispel Type. So far, two disease-based abilities have been revealed: Blade Strike and Blood Strike. Designed to work off each other, Blade Strike is an attack that applies a disease on the target in addition to base damage while Blood Strike deals damage based on the number of diseases on the target. Death Knights are also able to raise Ghouls to fight for them and are projected to have an ability that applies a disease on their targets. Load up on Airborne, because it's going to get pretty toxic in Northrend.

Read more →

Filed under: Analysis / Opinion, Odds and ends, Death Knight

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