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Posts with tag hysteria

Lichborne: Elementary death knight macros

Welcome to Lichborne, your weekly peek into the world of the death knight. Your host, Daniel Whitcomb, is enjoying the most wonderful time of the year, when a death knight can hang around in his natural habitat all day long without seeming creepy. Or no creepier than usual, at least.

As you approach the end game of WoW, one thing you may find out quickly is that the proper use of macros is a great way to take your game to the next level. Sometimes they streamline moves, other times they allow you to perform actions that would be otherwise impossible. Death knights are definitely no exception, and though we'd be here all week if I went through all the ins and out of macro theory, or even death knight macro theory, I figure right now is still a good time to get you started.

Let's look at a few basic essential macros for the various roles and trees of the class.

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Filed under: Tips, Tricks, How-tos, Instances, Raiding, Guides, Death Knight, Macro Anatomy, (Death Knight) Lichborne

Encrypted Text: Rogue arena comps in the 2v2 bracket

Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we'll discuss the best arena compositions for Rogues in 2v2.

Ask anyone; Rogues are an easy choice for the DPS component of almost any 2v2 arena team. We've got the cooldowns to tip short fights in our favor and we have the burst capacity to drop a target even with enemy healers furiously spamming Holy spells. I believe that as some of the truly overpowered spells are toned down (I'm looking at you Explosive Shot, Sacred Shield, and Chains of Ice) that Rogues will claim their stake as one of the top PvP classes worldwide.

Rogues have the luxury of being one of the most potent classes in small-scale PvP environments. While we often make little difference in a vast war scenario like Wintergrasp, we are the masters of isolated combat. Due to our flexibility in both offensive and defensive abilities, we can hold our own with or without a healer to support us. This allows us to choose from a vast range of partners and playstyles. Read on to see what team compositions (comps) work best to compliment a Rogue's abilities.

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Filed under: Rogue, PvP, (Rogue) Encrypted Text, Wrath of the Lich King, Arena

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

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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