Skip to Content

WoW Insider has the latest on the Mists of Pandaria!

Posts with tag blood-presence

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)

More leaks from the Alpha forums on Shamans, Warriors, and Death Knights

Deathknight.info has just posted another batch of info from the Alpha forums, this time with Wryxian and Slorkuz talking about Shamans, Warriors, and Death Knights. Primarily, they focus on the tanking abilities of Death Knights and Warriors and delve into some possible improvements to the Shaman Enhancement tree in WoTLK, including possible new talents:

Shamans

Enhancement Shamans, says Wryxian, will probably see further review. It looks like a lot of the new Enhancement talents will see some changes as well:

  • Weapon Specialization (which gives special abilities based on which weapon type the Shaman uses) will likely be removed
  • Improved Shamanistic Rage (which made Shamans using SR immune to all movement impairing effects and stuns at 2 points) will also probably be removed.
  • Wryxian mentioned a possible replacement for Weapon Specialization: Each melee critical hit would give a stacking buff that reduces cast time by 20% and lasts for 15 seconds. That would mean that at 5 stacks, you'd get a free instant cast spell.
  • Feral Spirit, the 51 point enhancement ability that summons ghost wolves to aid the Shaman, may be getting a second look as well.

For Enhancement DPS, they hope that totems and shocks make up for the lack of melee abilities to keep it interesting, though they may consider a new melee move for Shamans as well. In addition, he promises new totem changes soon.

Read on for some juicy information on Warriors, Death Knights, and Blizzard's vision for tanking in WoTLK.

Read more →

Filed under: Shaman, Warrior, Analysis / Opinion, News items, Expansions, Classes, Talents, Death Knight, Wrath of the Lich King, Rumors

WWI '08 Death Knight Demo: General Impressions


We learned at the Q&A panel on Saturday that Death Knights will be starting at a new area just off Eastern Plaguelands called Ebon Hold, but for now, it remains unimplemented. Thus, these demo Death Knights start at Tirion Fordring's house in the west of Eastern Plaguelands.

On Death Knight Gear and Gear Mechanics:

They start with a complete outlay of green gear with DPS Warrior type stats: strength, agility, critical strike rating, and stamina. Their sword itself is blue quality 2 hander named the Massacre Sword. It does 127-191 damage at at a speed of 3.1 seconds, giving it 51.3 DPS. It also provides 22 strength and 23 hit rating.

It should be noted that the gear did not have spellpower, and it doesn't look like Death Knights will need it at all. Almost every spell that did magic damage specifically stated that the damage was modified by attack power. This is perfectly in line with Blizzard's recent trend to simplify and consolidate gear, which they discussed in relation to Retribution Paladins at Saturday's class panel. Perhaps we'll even see this mechanic show up on other magical melee hybrids in the future.

The Death Knight came loaded with 6 runes on their rune weapon bar: 2 Blood Runes, 2 Unholy Runes, and 2 Frost Runes. Talents points were unavailable with this demo, although we could see the talent descriptions themselves.

Death Knight Starting Spells and Playstyle:

The Death Knights started with a few basic skills:

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.

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.

Death Coil
Requires Level 55
Requires Runic Power
Instant cast
30 yard range
Description:Unleashes all available runic power, causing up to 460 shadow damage modified by attack power to an enemy target or healing up to 460 damage from a friendly undead target.

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.

Casting these spells uses up the listed runes, which have a cooldown of 10 seconds. Our (lucky) play tester reported that the system felt a bit like having 3 seperate mana pools with their own spells, but that the pacing seemed to work well, and that she was now interested in actually trying one out in when beta rolls around where she hadn't been before.

Introducing the Knights of the Ebon Hand

After roaming about a bit and killing stuff, Elizabeth stumbled upon Light's Hope Chapel. This venerated base of the Argent Dawn had some new guests known as the Knights of the Ebon Hand, lead by a night elf named Siouxsie the Banshee, a Death Knight trainer. It's likely, of course, that these NPCs will be gone and moved to Ebon Hold once it's implemented, but for now, they gave us a sneak peek at the new Death Knight faction and some of the spells Death Knights will get post-55.

Filed under: Items, Analysis / Opinion, Events, Expansions, Leveling, Death Knight, Wrath of the Lich King, Worldwide Invitational

WWI '08 Death Knight Demo: Blood spells and talents


The Blood tree was originally designated as the primary DPS tree, and a lot of the talents still reflect that, such as Dark Conviction, the ever-present critical strike talent, and Dancing Rune Weapon, the 51 point talent.

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, Expansions, Talents, Death Knight, Wrath of the Lich King, Worldwide Invitational

Blizzard changes the description of the Death Knight talent trees

Curse has noticed a very intriguing change to the Death Knight information page. The descriptions of each of the talent trees has been changed. Here are the old descriptions:

  • Blood: Talents in this tree focus on damage dealing abilities. Blood Presence increases damage output by a percentage.
  • Frost: Talents in this tree focus on tanking abilities. Frost Presence increases threat and lowers damage taken by a percentage.
  • Unholy: Talents in this tree have a variety of functions including summons, diseases, and PvP-focused abilities. Unholy Presence increases attack speed and reduces the global cooldown on death knight abilities.

And now, the new descriptions:

  • Blood: Talents in this tree focus on weapons, armor, and strikes.
  • Frost: Talents in this tree focus on control, counters, and combos.
  • Unholy: Talents in this tree focus on spells, summons, and diseases.

This is quite a drastic change, but what could it mean? Let's look at the possibilities after the break.

Read more →

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

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.

Read more →

Filed under: Analysis / Opinion, Blizzard, News items, Death Knight, Wrath of the Lich King

WoW Insider Show 

Subscribe via  iTunes for our latest show.

Hot Topics


 

Upcoming Events

Event Date
Hallow's End 10/18 - 11/1
Day of the Dead 11/1 - 11/3
Darkmoon Faire 11/2 - 11/9
BlizzCon 2014 11/7 - 11/8

Around Azeroth

Around Azeroth

Featured Galleries

It came from the Blog: Pandamonium
The gaming artwork of Jessica Dinh
Mists of Pandaria Raid DPS Analysis
Mists of Pandaria Collector's Edition
Death Knight plague epidemic
Mega Bloks: Goblin Zeppelin Ambush
Mists of Pandaria Beta: Ruins beneath Scarlet Halls
Mists of Pandaria: New warlock pets
Female Pandaren Customization

 

Categories