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Posts with tag dancing-rune-weapon

Lichborne: The Underhold raid loot for death knights

Lichborne The Underhold loot for death knights
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.

The Underhold is the third section of the Siege of Orgrimmar, and will be opening up for Flex raiders this week. With that in mind, today we'll look at the loot that drops for the 3 bosses contained within. As before, the same disclaimers from the last two weeks apply. While "Best in Slot" is all well and good, "Best in Slot" also assumes you are playing at the top of your game, using very specific rotations, talents, and glyphs, and using cooldowns at the proper times, and that the gear you're picking up is mostly heroic or heroic warforged gear. Also, upgrades are upgrades, so if you're wielding Raid Finder gear from Throne of Thunder, even non-optimal flex gear from Siege of Orgrimmar is probably going to be an upgrade. Keep that in mind when grabbing gear as well.

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Filed under: Death Knight, (Death Knight) Lichborne

Lichborne: A final look at the patch 5.4 patch notes for death knights

Lichborne The death knight and patch 54
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.

While we've certainly discussed the patch 5.4 changes for death knights in the past, this week is the big week when patch 5.4 finally comes out and we put it all in action. With that in mind, today will be devoted at look at the patch notes from a death knight point of view and making some quick pronouncements about what we can expect when the servers the come back up.

The short version of the changes is this. All 3 specs are buffed overall, DPS more so than tanking. In PvE, blood is about the same, while unholy and frost specs are close enough together that you can either stick with your usual choice, or go with whatever you have the best weapons for. Unholy is slightly behind frost, but not so much that you'll suffer greatly.

For a more in-depth look at what's changed, read on.

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Filed under: Death Knight, (Death Knight) Lichborne

Lichborne: Possible new death knight glyphs and trinkets in patch 5.4

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.

Over the past couple of weeks, Blizzard added a few interesting new items to the patch 5.4 PTR in the forms of new glyphs and possible trinket drops for the Seige of Orgrimmar raid. Now, in both cases, these are pretty tentative. The trinkets don't have proper names yet, and the glyphs are all marked as NYI (Which stands for not yet implemented). This means they may not make it to live servers, or may not make it in the same form. Still, the information's intriguing enough that it's worth taking a look at it.

New beglyphings

Glyph of Regenerative Magic is looking like a very strong choice that may make it into a lot of glyph slots. If you misfire your Anti-Magic Shell and it doesn't completely absorb all possible damage, this glyph gives you a second chance by reducing the cool down. I can see this being useful on magic-damage-heavy boss fights and PvP for sure.

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Filed under: Death Knight, (Death Knight) Lichborne

Lichborne: Patch 5.4 set bonuses and legendary cloaks

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.

While we haven't seen many major death knight class changes for death knights on the patch 5.4 PTR since the last column, we have seen a lot of information on items that we have yet to cover. With that in mind, today we are going to examine the new tier 16 set bonuses for death knights, along with Wrathion's new legendary rewards.

Celestial Blessings

Rather than weapons (unless Gorehowl gets made into a legendary, which seems possible), we'll be getting legendary cloaks this patch. The final reward from Wrathion's quest line will include cloaks with some very intriguing procs.

Flurry of Xuen is a proc that will let DPS do extra damage as weapon damage over time. While the language suggests its channeled, it looks like it won't prevent you from using other abilities. It does, however, require the enemies to be in front of you, so once you have this, you will need to pay more attention to your positioning -- which you should be doing already, to be fair.

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Filed under: Death Knight, (Death Knight) Lichborne

Lichborne: Patch 5.4 patch note analysis for death knights

Lichborne Patch 54 patch note analysis for death knights
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.

The patch 5.4 PTR has seen its first round of updates, and with those updates has come a handful of death knight changes. We had most of our earth-shattering changes in patch 5.2, so while there's nothing completely major here, there are some welcome surprises and good quality of life changes, mostly focusing on making it easier for tanks, both in general and blood tanks in specific, to keep threat. Today, we'll take a look at the patch 5.4 patch notes as they stand at this writing. As always, this is the PTR, so class balances may change pretty drastically before the final patch goes live.

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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

Lichborne: The care and feeding of pets


Welcome to Lichborne, your weekly peek into the world of the death knight from WoW.com's resident undead slave, Daniel Whitcomb.

While we're not strictly a pet class, per se, no-one can deny that we probably have the largest menagerie outside of Hunters and Warlocks, depending on how we're specced. It could stand to be a bit more diverse (where's my glyph of the geist, Blizzard?), and it could stand to smell a bit nicer, but it does the job quite admirably. As a long time lover of the use of death knight pets, I've decided that this week is as good as any other to take a peek at those pets, both the common and the talented.

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Filed under: Analysis / Opinion, Tips, Guides, Talents, Death Knight, (Death Knight) Lichborne

World of Warcraft Patch 3.2 Death Knight Guide


WoW.com has covered patch 3.2 extensively. Everything from the surprising changes to flying mounts, to the latest and greatest loot, and all the changes in between. In our patch 3.2 class, raiding, and PvP guides we take a look at exactly what changes and how the changes will affect your playing.

With the arrival of Patch 3.2, let's take stock of what's going on with Death Knights and how things have turned out for us. The Patch 3.2 PTR's been the testing grounds for a few major changes to various trees and play styles, and now it'll be interesting to see how things play out on the live server. You can see the basic size of the Death Knight changes in this original analysis of the patch changes, but some things have changed since then, as we will note below.

Tanking

We do get a couple hits to tanking this patch. Frost Presence will be switching from a health buff to a stamina buff, and Veteran of the Third War will be nerfed to only a 3% stamina gain at the top level. Toughness is also dropping from 15% to 10% armor buffed at its top level. Honestly, I don't think these changes alone will be so bad as to drop us too low on the tanking totem pole, especially since we've been up at the top so long.

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Filed under: Patches, Items, Analysis / Opinion, PvP, Instances, Raiding, Guides, Talents, Death Knight

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: More emergent builds on the 3.1 PTR

The builds and changes and tweaks seem to be coming faster and more furious, but at the same time seem to have settled down to changing things in a very final and deliberate way, if that makes sense. Whether we're a week or a month from 3.1 going live though, things are likely to change a little bit.

Still, my gut tells me that most of the major tree shifts and mechanics changes are probably out there, and it's just a matter of tweaking numbers. So it may be a good chance to take a look at what newish builds are getting some buzz in the Death Knight community for being the new hotness in 3.1. In specific, let's look at a Blood Build that reacts to some of the latest changes for that tree, and a stacked Unholy build.

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

Lichborne: Talents for catching up


Welcome to Lichborne, where Daniel Whitcomb is doing some last minute agonizing over what face to give his Death Knight on Thursday.

So there are quite a few of us, I imagine, who are still on track to switch to a Death Knight, or at least play one quite extensively, immediately when Wrath of the Lich King hits the live servers. But the fact remains that you'll be 15 levels behind everyone to start, and if you have friends to catch up to, you're going to want to get up there pretty quickly, most likely. Even if you plan to take it slow, you'll still want a good effective leveling build, most likely. So today, we'll look at three solid solo DPS builds from each tree, and discuss how to use them most effectively for grinding and leveling.

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Filed under: Analysis / Opinion, Tips, Leveling, Talents, Death Knight, Wrath of the Lich King, Inscription, (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: On Blood leveling and Beta

Welcome to Lichborne, where every week Daniel Whitcomb makes sense of the amazing, ever-changing betatastic Death Knight class

So here's yet another example of how mutable Death Knights are at the moment: This week, I decided to spec Blood all week and make a genuine effort to learn all the ins and outs I could so that I could bring you a good solid overview of Blood for this weekend's column.

Then build 8820 came along, and Blood, while having the same basic mechanics, got a rather big hit to its health regeneration and DPS abilities, and I'm left trying to figure out the extent of the damages. In the end, I don't think Blood was horribly nerfed in this build, but it might have been slightly overnerfed.

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

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

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