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Posts with tag chains-of-ice

Lichborne: Proving grounds, proc rate bugs, and more patch 5.4 news

Lichborne Energy changes, proc rate bugs, and more patch 54 news
Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

Patch 5.4 continues on the test server, introducing new class changes, new features, and more. Today, we'll keep looking at what the latest changes are, both those specific to death knights and those that affect death knights. Do proving grounds prove useful to death knights? What's the latest one weird bug that does weird things for death knights? Read on for the answers to these and other questions.

A ghoulish energy

While most of the major death knight class changes appeared done a few weeks ago, Blizzard just dropped another one that should be a nice game changer for unholy death knights. Gnaw and Leap, as well as their Dark Transformation equivalents, no longer have an energy cost. This means more energy available for Claw, and the ability for death knights to use those two skills freely without having to worry that they won't have the energy.

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Filed under: Death Knight, (Death Knight) Lichborne

Lichborne: More death knight glyphs in Mists of Pandaria and patch 5.0.4

Lichborne More death knight glyphs in Mists of Pandaria and Patch 504 TUESDAY 14TH
Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

Last week, we started our discussion of the redesigned glyph system for Mists of Pandaria. This week, we'll finish out that discussion, covering the remaining major glyphs as well as minor glyphs.

The glyph system continues to look remarkably alien compared to what we have had before, but there are still some familiar glyphs, as well as a few long sought-after cosmetic additions. As we mentioned last week, there are very few mandatory glyphs, so a lot of this is going to come down to your personal preferences and playstyle. Be sure to read part 1 of this guide if you haven't already, then read on for the rest.

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Filed under: Death Knight, (Death Knight) Lichborne

Lichborne: Death knight glyphs in Mists of Pandaria and patch 5.0.4

Lichborne Death knight glyphs in Mists of Pandaria and patch 504
Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

In redesigning the glyph system for Mists, Blizzard's taking away the prime glyph tier. More than that, though, they've essentially gutted the system, removing many glyphs and changing others in incredibly drastic ways. In the case of death knights, what this has done is leave us with very few mandatory]glyphs and even fewer glyphs that greatly affect our ability to do our jobs or climb higher on the damage meters in any meaningful way.

With this in mind, lets take a look at death knight glyphs in Mists of Pandaria as they stand. You will be able to use three major glyphs and three minor glyphs at any given time. There's a lot of glyphs to cover, so we'll do this in two installments. We'll cover most of the major glyphs today, and next week we'll finish off the major glyphs and talk about the minor glyphs.

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Filed under: Death Knight, (Death Knight) Lichborne

Recent in-game fixes for 12/14/2009

Bornakk has just posted a new round of in-game hot fixes, some bug fixes, some actual quick balancing fixes. They include some relief for Affliction Warlocks after that last hotfix nerf, as well as a nerf to 10-man Lord Marrowgar. For a complete list of hotfixes, check after the break.

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Filed under: Druid, Warlock, Patches, Bugs, Odds and ends, News items, Death Knight

Lichborne: Death Knight tips for Trial of the Crusader, Part I

Welcome to Lichborne, your weekly foray into the news, strategy, and zen of being a Death Knight, with your host, Daniel Whitcomb.

So. You've conquered Ulduar and Naxxramas. Or maybe you've just collected a lot of badges and got some nice shiny gear. Either way, you're ready to go humor that old codger Fordring and fight and die in his silly little Arena. Even if the whole thing is obviously a waste of good time that could be spent killing the Scourge, the Ebon Blade's agreed to cooperate, so you'd better be ready too, death knight. So today, we'll give you a few tips about surviving the first few bosses of the Trial of the Crusader the death knight way.

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Filed under: Analysis / Opinion, Tips, Tricks, Instances, Raiding, Bosses, Guides, Death Knight, (Death Knight) Lichborne

Lichborne: Death knight leveling 68-80


Welcome to Lichborne, WoW.com's column for all things deathly, knightly, and death knightly.
So, death knight. You're through with Outland. You just dinged 68 in Nagrand and want to move on to whiter, snow covered pastures. Maybe those pastures are in Northrend. Maybe those pastures are in Alterac Valley. Either way, let's discuss getting through those final levels and pushing you through to the end game.

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Filed under: Items, Analysis / Opinion, Tips, Tricks, Walkthroughs, PvP, Leveling, Guides, Death Knight, Battlegrounds, (Death Knight) Lichborne

Lichborne: Patch 3.2 Death Knight changes in-depth

See how nerfed I am?
Welcome to Lichborne, the Death Knight column, with your host, Daniel Whitcomb.

On my first read-through of the Patch 3.2 Death Knight patch notes, I had to chuckle a bit. If the theme of the Retribution overhauls was making Retribution DPS a bit more complicated, it was definitely very much about the simplification for Death Knights. Simplification is a relative term, of course, given that rune rotations are still in full effect, but there has been some streamlining of techniques and adjustment of cooldowns that will lead many of us to do some tuning up on our rotations. Let's take a deep look at the changes and see what they'll mean for us going forward into Patch 3.2.

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Filed under: Patches, Analysis / Opinion, News items, Classes, Talents, Death Knight, (Death Knight) Lichborne

Lichborne: PvP pointers for Death Knights


Welcome to Lichborne, Your weekly peek into the world of the Death Knight.

Death Knights have it pretty good in PvP. Thanks to big whomping two-handers and magic damage strikes and spells, we can do massive burst damage and tear through armor defenses pretty easily. On the control front, we have Strangulate, Mind Freeze, Chains of Ice, and, depending on spec, maybe even a few other ways to silence, slow, or shut down an enemy player. Finally, our plate armor and defense cooldowns assure that should we the unlucky target of the burst train, we can hold out a lot longer than many.

Still, it's not just being a Death Knight alone that gets you PvP fame and godhood. It does help to have the right talents, gear, and strategy. So we're going to talk about that a bit, focusing mostly on the talents. Here's two popular PvP Talent builds.

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Filed under: Items, Analysis / Opinion, Tips, PvP, Guides, Death Knight, Battlegrounds, Arena, (Death Knight) Lichborne

Lichborne: Death Knight glyphs

Welcome to Lichborne, your weekly weekend look at the first hero class, the Death Knight. Daniel Whitcomb is back after dealing with some light administrative work back at the Ebon Hold.

Inscription seems to be coming on to the beta server in bits and pieces, especially when it comes to the much looked for glyphs. One or two classes seem to trickle in each build, and in the latest build, it is the Death Knight's turn. Today, we'll take a quick look at the new Death Knight glyphs, and figure out how useful they'll be to the various playstyles and specs of the Death Knight. As always, it's worth noting that these are beta numbers, so things could change by the time Inscription and Death Knights see the light of day on live servers.

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Filed under: Patches, Analysis / Opinion, News items, Expansions, Death Knight, Wrath of the Lich King, Inscription, (Death Knight) Lichborne

Lichborne: PvP, grinding, the Unholy tree, and you

Every weekend in Lichborne, Daniel Whitcomb will take you through the ever-changing (Beta) world of World of Warcraft's first hero class, the Death Knight.

With a new Beta Build on the test servers, Death Knights have received a massive amount of talent changes. Many of them have been hinted at on the test servers for eons, and I've covered much of them in last week's Lichborne. The new disease changes are in, as is the changing of Chains of Ice's Snare component to an undispellable physical effect. You can check out the full list of changes here.

Among the new changes is a very extensive revamp of the Unholy tree, which features quite a bit of talent consolidation and quite a few new and interesting mechanics and abilities. In fact, I'd have to say that the current build may very well mark the rise of the Unholy Tree, with the changes making it an amazing tree for grinding and PvP.

As a disclaimer, there's still lot of bugs in this build. Many abilities don't seem to be working quite right, especially Blood Caked Blade (which only hits for 1-4 damage based on the number of diseases instead of 60% weapon damage per disease), Raise Dead, and Night of the Dead. Because of that, it's often hard to say how or if an ability would be better or worse if it actually worked. Therefore, I'll be discussing the abilities based on if they actually did work, backed with some feel for them from Death Knight play on the Beta Servers.

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Filed under: Analysis / Opinion, News items, PvP, Expansions, Leveling, Talents, Death Knight, Wrath of the Lich King, (Death Knight) Lichborne

Lichborne: State of the Death Knight

Welcome to Lichborne, WoW Insider's newest class column. Every week in Lichborne, Daniel Whitcomb will explore the ins and outs of Blizzard's newest class, the Death Knight.

It's Wrath of the Lich King Beta time, and finally time to meet the new Death Knight class. Unfortunately, we can't really guarantee you'll be meeting the same class that you'll see in the live game, per se. It's not that the class isn't shaping up well or isn't quite distinctive, it's more that there's just so much that's changing.

The next build that's scheduled to hit the Beta servers is a perfect example. Not only will talent trees be changing extensively, with some talents becoming baseline and some baseline abilities becoming talents, some talents switching tiers, and others even switching trees, but the very way we inflict and stack diseases will be getting some tweaking as well. In addition, many of the Death Knight's baseline abilities, especially related to disease and damage rotations, are changing as well.

So with all these changes, what can you say about a class that's changing drastically on a weekly basis, and may look completely different from how it does now by the time Wrath goes live? Is it really possible to speak about an overarching unifying theory of Death Knights?

Well, let's try. Welcome to the first annual State of the Death Knight address.

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Filed under: Analysis / Opinion, Expansions, Talents, Death Knight, Wrath of the Lich King, (Death Knight) Lichborne

Death Knight Frost tree changes in latest Wrath Beta build

Between Blood's lack of downtime and Unholy's AE abilities and Ghoul control, Frost is starting to feel a bit like the unwanted orphan of the Death Knight trees. While it's heavy on the tanking talents and has some burst potential, we've been there done that, perhaps, already have Frost Mage alts, and so on and so forth.

Luckily, Blizzard recently made some changes to the tree on Beta which look like they may be nudging the tree in the right direction toward equality with the other two trees. Here's a concise list of the changes via MMO-Champion:

  • Improved Icy Touch now increase the damage of your Icy Touch by 10/20/30/40/50% and its damage against Frozen Targets by 20/40/60/80/100% (Old version : Reduces the cooldown of your Icy Touch spell by 1/2/3/4/5 sec and increases its critical strike damage bonus by 10/20/30/40/50%)
  • Nerves of Cold Steel has been moved from Tier 3 to Tier 2.
  • Annihilation has been moved from Tier 6 to Tier 3.
  • Aneurysm has been moved from Tier 8 to Tier 7.
  • Merciless Combat has been moved from Tier 8 to Tier 6.
  • New Talent - Blood of the North - Tier 8 (5 Points) - Whenever you use a Blood Strike there is a 20/40/60/80/100% chance that the Blood Rune will become a Death Rune when it activates
  • Frost Aura increases your Frost Resistance by 32/65 instead of 22/45.
  • Frost Strike prerequisites have been removed. (Merciless Combat was required before)

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

Death Knight Gameplay Video: Unholy PvP

Jadefury continues to deliver with the Death Knight videos. This time, he runs around in one of the Northrend starting zones and preys upon unsuspecting Alliance. It's a bit of a gank video, so fair warning if you're not into that. He uses this level 73 Unholy/Blood build.

Jadefury himself admits, of course, that the first thing he had going for him was the element of surprise -- not only ganking, but people panicking as they had to face down an unfamiliar class. We wouldn't be surprised if PvPing with a Death Knight for the first few months of Wrath is easy if only because of that deer in the headlights phenomenon.

Still, he also showcases some very nice uses of Death Knight PvP skills. My favorite is his use of Death Grip, which looks like it's fast becoming the signature Death Knight move -- not only does it take care of people trying to run away, but he uses it as a spell interrupt in a pinch. There's also some freezing action going on as well with what looks to be Chains of Ice. Of course, having Magic Suppression probably helps a lot as well.

Of course, it's worth noting that he leapt upon people in combat (with some rather sweet looking Nerubians at that, we can't believe we'll be able to solo those, Wrath is going to be so epic), and this is only at level 73, so level 80 organized PvP may look somewhat different. Still, it's yet another good look at Death Knight gameplay to prepare all of us rerollers.

Filed under: Analysis / Opinion, PvP, Expansions, 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.

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

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

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