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Posts with tag plague-strike

Lichborne: Death knight group utility in Mists of Pandaria

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.

So Mists of Pandaria just got a pretty huge info dump, and while there weren't large amounts of class information in there, who am I to buck the trend and talk about something else? Luckily, there's plenty of gold still be mined from what we do know about death knights. This week, we'll be looking at a couple of the skills, talents, and mechanics coming our way and how you can use them to add a little extra utility and fun to your group experience, outside the normal tanking or DPSing.

Control Undead

Control Undead is honestly something I'm pretty excited for. Coming to us as a new level 69 skill, it allows us to take temporary control of almost any basic (or, I assume, elite) undead mob. Sure, it could be seen as mostly fluff, but it's awesome fluff, and I expect it to have some unexpected benefits.

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Filed under: 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: 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

Arena players say they can't compete with Death Knights

A Korean Arena team named Kill e A has dropped out of the upcoming Extreme Masters tournament and claimed that they just can't compete with Death Knights in the Arenas. "Due to recent balance changes resulting from the 3.0.9 patch, we believe that it is no longer possible for the Mage and Rogue character classes to remain competitive in a high-level PvP setting," says the statement posted on the ESL's site. They go on to say that "our testing has shown that it is now impossible for other classes to compete effectively with the Death Knight." Since they don't have a DK player and their team's strategy is based around using a Mage and Rogue, they're out, and another team from SK Gaming is in. The SK Gaming team will be running with a DK, and they say they're certain they won't be the only ones.

And Kill e A isn't the only team dealing with the power of the Death Knight. Gotfrag has an interview up with Rumay "Hafu" Wang of Fnatic/Orz, winners of two big tournaments last year. She too says Death Knights are a force to be reckoned with, though the recent changes might bring them down a notch. Plague Strike, as even the NPC Death Knights say, is a Lifebloom-killer, and Hafu says that as a Resto Druid in the Arenas, she can't match them.

Blizzard will definitely be watching during the upcoming Arena tournament -- if Death Knights are as overpowered as these players claim they are, we might see some PvP-based nerfs in their future.

Filed under: Analysis / Opinion, Blizzard, PvP, Classes, Death Knight, Arena

Ask a Lore Nerd: Like finding a needle in a boneyard


Welcome to Ask a Lore Nerd, where each week blogger and columnist Alex Ziebart answers your questions about the lore and history of the World of Warcraft. Ask your questions in the comments section below, and we'll try to answer it in a future edition.

Welcome to another fine Sunday evening! Things are going to be shorter and sweeter than usual this week, as I've only recently gotten the internet back. Moving into a new apartment has its drawbacks, and needing to wait a week for Time Warner to get things installed is one of the worst. It's done now though, so next week will be grand, I just need to get my bearings back.

Remember, the entire history of Warcraft is fair game in this column, not just Wrath of the Lich King. If you have a question that's a blast from the past, that's fine! We'll take it. Now, on with the show.

Jardal
asked...

What's going on in the Ebon Hold where the DK trainer is killing a druid to explain how plague strike is the lifebloom eater? Wouldn't the alliance kind of frown on killing their allies or is this kind of a "what they don't know won't hurt them" thing?

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Filed under: Analysis / Opinion, Lore, Wrath of the Lich King, Ask a Lore Nerd

The Queue: Last rites


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.

Another day, another Queue! Let's jump right in, hm?

meme
asked...

What's the situation about the aesthetic minor glyphs? Could we see them in a future? What's the last thing Blizzard told us about them? Are people in the official forums still demanding them?

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Filed under: Analysis / Opinion, Blizzard, PvP, 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: Unholy Blight, or I spent 51 points for this?

Welcome to this week's edition of Lichborne, where Daniel Whitcomb is totally bumming out that he won't be getting a sweet axe on his Death Knight.

I know a few of you have been asking for some good solid builds for powerleveling your Death Knight through Outland and through to Northrend, and I'm hoping to deliver soon enough, but unfortunately, it's hard for me to recommend something when it could very well change another couple times before release.

We're getting down to the wire, though, so it's likely the trees will solidify soon, and I'm hoping to have some recommendations on good Death Knight builds in the next week or two. For now, I've decided to take a look at one of the 51-point Death Knight talents to give you a taste of how things change in Beta. Specifically, I'm talking about Unholy Blight.

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

Lichborne: Dual wielding and weapon scaling

Welcome to Lichborne, your (slighty late this week) weekly window into the zen of being a Death Knight.

As the dev team works to firm up Death Knights and get them ready for release, there is a debate that rages on among beta testers and the Death Knight community at large. I don't mean whether the recent huge nerf to Death Knight damage was justified. Rather, the argument I'm talking about is over the clash of 2-handers and dual wielding.

2-handers have been the Death Knight weapon of choice in the modern era of the game up until recently. Frostmourne, the ultimate Death Knight weapon, is a massive two-handed claymore. In the early to middle part of the classic end game, Baron Rivendare was the Death Knight that loomed large in everyone's thoughts, and he too wielded a much coveted two-handed runeblade.

Because of this, many Death Knights have no plans to ever pick up 2 weapons. The massive bloody two-handed runeblade is the classic Death Knight emblem. It's part of the lore and the feel of the class and, they say, there's no reason to change it.. At the same time, many other Death Knights say that dual wielding is here to stay. New prominent Death Knights such as Lord Darion Morgraine dual wield. It's now part of the lore, and 2-handed lovers should just suck it up.

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Filed under: Items, Analysis / Opinion, Expansions, Raiding, Death Knight, Wrath of the Lich King, (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 Knights and the new design directive


I've been having fun with Wowhead's new Wrath of the Lich King talent calculators lately. Since I couldn't fiddle around with my favorite class' talents just yet, I decided to play with the Death Knight talent trees. Although I have yet to actually playtest the class (keeping my fingers crossed for that elusive Beta key...), studying the new talents and spells made it apparent to me that Blizzard was now working on a completely different level. The class design is so bold, fresh, and completely unlike any class we've seen before.

With each patch and expansion, Blizzard has demonstrated a keen sense of learning. One of the things I truly enjoy about their talks, such as the panels during the Worldwide Invitational event in Paris, France last month, is when they illustrate their learnings and what they've come up with in response. For the most part, each iteration of their designs is progressively better than the last. Take World PvP, for example. Their first attempts were silly and laughable, such as the sandlol in Silithus. In Outlands, however, they implemented several World PvP objectives that were more successful, particularly Halaa and the Bone Wastes. In Blizzcon 2007, they talked about the things they learned so far, which make me truly excited for Lake Wintergrasp.

The Death Knight is another matter altogether. It's a new class. With the Burning Crusade, Blizzard simply added new races, which wasn't too difficult to balance. With the coming expansion, they've designed a class from the ground up -- and from what I can see so far, they've broken the mold and created something that doesn't quite follow the conventions we're become accustomed to. If anything, the Death Knight is a shock to the system. Looking through the talents and spells, a few key design points stood out for me.

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

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