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Posts with tag frost-rune

Lichborne: Frost tanking 101


Welcome to Lichborne, WoW.com's weekly death knight column.

This week on Lichborne, we're looking at yet another endangered death knight play style: frost tanking. Frost tanking is one of those strangely misunderstood specs in that many players consider it to be the only tanking spec, or at least the only viable one. This is based on the old pre-beta outline of the death knight class that dedicated frost as the tank tree. Blizzard decided to allow all three trees to tank well before even the alpha was over, but the myth of frost tanking supremacy persisted. Now, there really will be only one tank tree, but instead of frost, it's going to be blood. That means that if you want to experience the original death knight tanking tree, you only have a few more months max to do it. That's why we have this guide.

This a 101 guide, so the usual disclaimers apply. This is meant to get people well on their way to being a viable frost tank, but it's not a be all, end all guide, so there are additional tricks and talenting tweaks experienced tanks will know and pick up. These are just the basics.

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Filed under: Death Knight, (Death Knight) Lichborne

Lichborne: The Future of Death Runes in Patch 3.2

Welcome to Lichborne, the Death Knight class column, with your host, Daniel Whitcomb, who's still wearing mourning black for AE Unholy Blight. And also because black looks awesome.

I admit to being a bit underwhelmed by the Death Knight Q&A. To be fair, this is primarily because most of the things covered were already in the 3.2 patch notes, and the rest was pretty common sense stuff. However, one little comment by Ghostcrawler did catch my attention: His praise of Death Runes.

This caught me more than a bit by surprise, since, if anything, the Death Knight changes in Patch 3.2 seem tailor made to discourage the use of Death Runes, at least for Frost and Unholy.

Between the damage buff to Blood Strike and diseases, and the nerf to Scourge Strike, we have a pretty good chance of seeing people move away from using Death Runes. The major reason to use Blood Strike in both trees right now is to create Death Runes so you can use higher damage abilities on your next refresh cycle. If Blood Strike becomes the higher damage ability, it's not worth it to use the Death Runes on something else. There's a off-chance, I suppose, that you might want the Death Runes handy for an emergency use of Ghoul Frenzy, in theory, but that chance is so slim that no-one's going to want to waste the talent points in Reaping, at the very least.

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

Lichborne: Leveling through Outland (Levels 58-68)


Welcome to Lichborne, your weekly look at the mechanics, issues, and zen of the Death Knight class.

With 3.1 sort of leveling out for now, It's probably a good time to switch our views to leveling. It's a good a time as any to welcome any new Death Knights into the fold and give them a few tips for getting through that silly old Outland content and into Northrend.

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Filed under: Items, Analysis / Opinion, Tips, How-tos, Quests, Leveling, Guides, Talents, Alts, Death Knight, (Death Knight) Lichborne

Lichborne: The Rise of Blood in 3.1


Welcome to Lichborne, your weekly Death Knight news and analysis fix.

The Blood tree often gets a bad rap among those not in the know. It's a decent leveling tree, but it's generally considered not to have the tanking power or AoE DPS Potential of Unholy or Frost. By all indications, that has changed in 3.1, especially in the latest patch. Not only have many key Blood talents and skills received key buffs or changes, but the very nature of Armor Penetration has changed, with the 25% benefit buff making Blood's mostly physical damage dealing style well suited to take advantage of the change. This is quite a shift from just before 3.1, when many were afraid disease-less Blood would be wiped out and leave the tree with no viable hassle-free DPS specs.

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

The Queue: The patoot edition

Welcome back to The Queue, WoW Insider's daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.

Hey, everyone! How did you all hold up over the last week? A whole week with Adam? Did you miss your ray of sunshine? No? Oh... well, that's okay. I'm back anyway! If you don't read Ask a Lore Nerd, I was more or less out of the office the last week moving into my swank new apartment, so that's why I haven't been around. It's all good now though, so Adam and I are back on our rotating schedule.

We also have a cool little guest appearance from our resident Death Knight Daniel Whitcomb, so that'll be a treat! Hopefully!

Cholestria asked...

Are there any titles I can achieve with my level 1 bank alt? She has an outfit from the Brewfest and usually participates in any of the holiday she can, but all the titles seem to require some leveling. Is there any title she could get without leveling?

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Filed under: Analysis / Opinion, Talents, Death Knight, The Queue

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: Of Cabbages and Kings

The time has come, the walrus said, to talk of other things...
Welcome to Lichborne, where each weekend, Daniel Whitcomb helps you keep pace with the ever-changing Death Knight class.

This week, While Death Knight tweaks continue, there's no big piece of news that really stands out. We got a nice bump in damage to our base weapon strikes, Death Coil, and the abilities that mimic them in the talent trees in the latest build. Unfortunately, poor Plague Strike still sits at a sort of dismal 30% weapon damage, meaning it still doesn't feel like it scales as well as it should. But preliminary reports are still that it's a noticeable DPS increase.

At the same time, our PvP utility and survivability was nerfed, but not in completely unexpected ways. Chains of Ice is dispellable again, as the devs felt that between it and Death Grip, it was far too hard to get away from a Death Knight. Again, this nerf is somewhat expected, if not needed, although some argue the nerf is unfair in the face of other classes that have similar abilities to ensnare and entrap opponents. I have to admit that I'm hoping we see, at the least, Chains of Ice getting put on Virulence. If nothing else, that Glyph of Blood Boil is looking a lot nicer.

Still, none of the news really jumps out and grabs me, and with the beta patches coming fast and furious, it's hard to write with any authority on something that may be changed next week. With that in mind, I've decided this week to post on a potpourri of odds and ends from around the World of Warcraft as they relate to Death Knights, both stuff that refers back to previous columns and new observations. Read on:

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

Skill Mastery: Army of the Dead

Ever since we first heard about the spell, I have been without a doubt drooling over Army of the Dead. This level 80 Death Knight spell allows you to summon an army to your beck and call. In specific, it's a 6 second channel spell that summons several weak undead to taunt and fight your enemies. In addition, you take less damage equal to your dodge plus parry chance. It costs one of each basic rune type, and has a 10 minute 20 minute cooldown (You see how swiftly things change in the Beta?).

You can see the spell in action above (video found on Deathknight.info). You may notice some problems. For example, some the ghouls stand around and do nothing. In addition, the damage reduction on channeling does not seem to be working. Still, it's pretty cool seeing all those ghouls decend on the enemy, even if they are lowbie scarlets.

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Filed under: Tips, Guides, Classes, Death Knight, Wrath of the Lich King

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

Death Knights gain new rune set, new cosmetic changes

It's been said that Death Knights are supposed to be a specifically recognizable class, part of their heroic bearing coming in that distinctness. We've already seen some of it with the inclusion of glowing eyes, and now there's more implemented with these beta builds.

All Death Knight Races have the option of taking on a selection of darker skins and gaunt, undead, or angry looking faces. In addition, the Death Knight's glowing eyes now look more more integrated and natural on almost every race, in my opinion. The changes look better on some races. Humans, especially, look very much changed, to the point where Human females can look a lot like Forsaken females without the hunchback or protuding bones.

You can see some of the new looks in the Gallery below, courtesy of tipster Damir.

Death Knights also got another small cosmetic change in the form of new runes. The new runes are a bit bigger and more distinct, and I personally find them easier to keep track of. I'm glad to see the change. You can see the runes here (thanks to tipster chaud and wotlkwiki for that picture).

EDIT: There are no Forsaken pictures in the gallery because there do not seem to be any new looks for Forsaken Death Knights. This is understandable -- They're already dead, after all. You can check our older Death Knight gallery for Forsaken shots, if you wish.

Filed under: News items, Expansions, Death Knight, Wrath of the Lich King

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

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

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: 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

Hands-on with the WWI '08 Death Knight demo

One of the most anticipated features of the Worldwide Invitational for us here at WoW Insider was the promise of playable WoTLK demos, so you know our team was all over that as soon as they hit the convention floor. We got a chance to sit down at a Death Knight demo station for a while, and we're bringing you all the information we got from the experience on how WoW's new class is shaping up. Follow the links of a look at the gameplay, skills, and talents of the Death Knight:
If you missed the Worldwide Invitational in Paris, WoW Insider has you covered. Check out our complete roundup for articles covering every angle of all the new WoTLK news from the WWI, and check back with us for more features and analysis later today!

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

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