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Posts with tag mind-freeze

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

Encrypted Text: Why does Kick cost energy?

kicked
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here.

Rogues have always been the premier interrupters of World of Warcraft. Back in the day, druids and paladins didn't have any interrupts, much to their chagrin. Warriors couldn't interrupt from Berserker Stance, which left them unable to interrupt effectively. Up until recently, death knights and monks didn't even exist. Shamans have been valuable in the past with their short-CD interrupts, but the main job of locking down a target always fell to the rogues.

Rogues have been tirelessly interrupting spells since WoW's launch 8 years ago. Individual mobs use spells quite frequently. You're bound to find an array of dangerous casters in a dungeon. Interrupts have been a crucial raid mechanic from the days of Molten Core. Other players are also notorious for trying to cast spells at rogues. Kick has been a featured part of the rogue arsenal for years. So why has it failed to evolve alongside the other interrupts?

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Filed under: Rogue, (Rogue) Encrypted Text

Death knight glyph changes in patch 5.0.4

Glyphs in Patch 504 Death Knights
When the new 5.0 patch flips over on Aug. 28, will you be ready with glyphs? Blizzard is recycling old glyphs instead of making new spell IDs and charring old ones. Some glyphs are staying the same, some are new, but some share IDs with old Cataclysm glyphs.

Below is our list of new or changing glyphs for death knights. This is not a list of changing tooltips, just which glyphs you ought to have if you want to automatically have the new glyphs when the patch flips over.

There are no brand new death knight glyphs.

Glyphs that are changing into new majors:
Glyphs that are changing into new minors:

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Death Knight, Mists of Pandaria

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: Preliminary patch 4.1 PTR impressions for death knights

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. Join World of Warcraft's first hero class as we head into a new expansion and shed the new kid on the block label.

Greetings, one and all, and welcome to the patch 4.1 PTR, where I am happily testing out the new death knight flying ability -- that, or I'm lagged to hell. I'll let you believe what you want. Seriously though, the PTR for patch 4.1 is out and active, and there are death knight changes to be had. These changes are large enough that I figure it'd be a good use of our time this week to take a quick look at them and figure out what they do and what they'll mean for our class if they go live.

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Filed under: Death Knight, (Death Knight) Lichborne

Lichborne: Death knight rookie tips and tricks


Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. Join World of Warcraft's first hero class as we head into a new expansion and shed the new kid on the block label.

Daniel Whitcomb, our death knight extraordinaire, is out on vacation and unable to fulfill his undeathly duties this week. In his absence, we're going to try something a little different. We're going to learn together, you and I. Veteran death knight players be warned, today's edition of Lichborne is aimed at the rookie death knight, though you may still learn something ... or teach us something, perhaps?

My main is not a death knight, but I do have a level 85 death knight alt. If I'm allowed to say so myself, I think that one of my strengths as a player is my ability to pick up little tricks of a class just by observing those around me. Just by watching my guildmates in heroics or my raidmates in ... well, raids, I can pick up an alt of a class I've never played and do a pretty good job with it. Not great right away, but pretty good.

Death knights were a fascinating class to try this with, because while they're easy to pick up and go, they're not a particularly straightforward class. You can push A button to achieve X result, but you're much better off pushing A and combining it with B (and possibly C) to achieve Y. The combinations aren't always obvious, especially to brand new players. I've picked up some of these tricks and polled our Twitter audience for more. Let's dig into them, shall we?

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Filed under: Death Knight, (Death Knight) Lichborne

The Art of War(craft): Must-have PvP talents for death knights in 4.0.1


Every week, WoW Insider brings you The Art of War(craft), covering battlegrounds and world PvP, and Blood Sport for arena enthusiasts. Want to crush your enemies, see them driven before you and hear the lamentation of their women? Battlemaster Zach Yonzon, old-world PvP grinder and casual battleground habitué, rambles on about anything and everything PvP.

So the bomb finally dropped. As expected, Patch 4.0.1 finally made it to live realms and players are scrambling to get used to everything new. For most players, that first free respec is used for PvE to enable them to join the latest PUG looking to down the week's raid boss. This is when reality bites -- that spec you've been fiddling around with over at Wowhead or wowtal.com isn't delivering the way you thought it would. That's OK. If you're doing some PvP, understand that there are a number of bugs out there, so things aren't behaving exactly as they should. Add to that the fact that the game is balanced around being level 85, that stamina is low, and resilience has taken a hit ... things are going to be somewhat wonky. So don't write off that spec you've theorycrafting on for weeks just yet.

Since specs are pretty complex and fluid at this point, we'll take a look at vital PvP talents instead. The fun thing is that at this point in the game, all specs are good to go for PvP -- although your mileage may vary. There isn't much room for variation, unlike before, when players could reach deep into two trees, especially for PvP. But inevitably, there are talents that are extremely useful in a PvP environment. Today we'll take a look at core PvP talents for each spec for death knights, just in case you were wondering what to do with those last few talent points. For this exercise, we won't bother discussing any 31-point talents because, well, you're supposed to pick those up, anyway.

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

Lichborne: Buttons more death knights should push


Welcome to Lichborne, WoW.com's weekly death knight column. Daniel Whitcomb sort of wanted to call this week's column "Neener neener, I can stand in the fire and you can't," but the editors weren't too enthused with it.

One of the most important things you can do to become a good death knight is to solidify your damage (or threat) rotation or priority system so that you can consistently keep your runes on cool down and your damage high. That said, it's far from the only thing that marks a good DPS or tank. Another thing is flexibility.

Death Knights have a wide variety of tools and tricks that can turn the tide of a battle. These tricks can be hard to weave into your existing system without giving up your rotation, but there are tricks to making it easier, and sometimes the benefit outweighs having to mess up your rotation for a few seconds. Let's take a look at 5 specific buttons that more death knight should be pushing.

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Filed under: Death Knight, (Death Knight) Lichborne

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

Tips for new Death Knights from a fellow tank, part 2


Dear corpsified bundles of beautifully-armored joy (but more particularly those who tank Azjol Nerub while wearing Expedition Bracers of the Bandit),

We had a little bit of controversy in the first installment, so I'm just going to state this as baldly as possible; if you hated what I wrote last time, there's a good chance you'll walk away from this one thinking I eat babies. Delicious, delicious babies. While I never mean to offend people, I reserve the right to tell them the truth, or at the very least a highly entertaining and plausible lie.

Truth, she be at times an ugly mistress. And she ain't gettin' any prettier as we move from DPS to tanking.

Tanks have significantly more responsibility, both in groups and raids, and they face the competing directives of maximizing mitigation (to keep their healers happy) and maximizing threat production (to keep their DPS happy). I've healed dozens of Death Knight tanks at this point, and while the average pugged DK tank has gotten noticeably better, there are still a few trends you'd want to be aware of as a healer. The problems in beta right now are made worse by Blizzard unintentionally overselling the ease of tanking on a Death Knight in 5-man runs. Many people seem to have interpreted the statement that they should be able to tank well with Blood, Frost, or Unholy specs as being tantamount to saying they can tank well regardless of how their talent points are spent in those trees.

Any experienced tank can tell you right now that this is not true, but people believing that it is is how you wind up with 11K-life Death Knights taking 7-8K enraged hits from Keristasza in the Nexus. If you've never tanked before but you're interested in tanking on a Death Knight -- or pragmatic enough to know you'll probably wind up tanking a certain number of 5-mans on your DPS Death Knight -- I hope this article helps you avoid what I went through in May 2007 when I started tanking and sucked at it.

I came to the beta to slowly lose my mind trying to heal insane tank damage and gulp Extra Strength Tylenol. And I'm all out of Extra Strength Tylenol.

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Filed under: Analysis / Opinion, Tips, How-tos, Instances, Expansions, Features, Humor, Raiding, Guides, Classes, Talents, Death Knight, Wrath of the Lich King

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

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

More Death Knight news and clarifications

Having had a few hours to sleep and then a few more to digest the new information on the Death Knights, I'm finally getting a clearer picture of what the Death Knight will be able to do and how they'll fit into the existing hierarchy of classes, and I have to say, I'm still just as excited. There's a lot of questions that have risen from a lot of corners, but new information has come to light that may answer at least a few of them.

First, let's look at some of the clarifications the CMs have been offering, and clear up some other questions from the comments of this morning's article about how creating a Death Knight will work:

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

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