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Posts with tag unholy-aura

Lichborne: Death knight group utility in Mists of Pandaria

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.

Death knights are not always the first class you think of when you think group utility. They don't have a long-term crowd control method, they can't summon food or Healthstones, and they don't have one of those long term castable stat buffs like Mark of the Wild or Power Word: Fortitude.

That said, you shouldn't sell them short. We have a lot of little things we contribute to a group in a ways people may not think of. This week, we're going to look at some of the buffs, debuffs, and group utility moves death knights contribute, with an emphasis on things that or new or significantly changed in Mists of Pandaria.

Bringing the Buffs

Horn of Winter has long been a valuable buff that you should never neglect, and it's changed in some interesting ways in Mists. Instead of a flat buff to strength and agility, it now adds 10% attack power to you and your group. This ends up being pretty handy since it should scale as gear levels increase.

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Filed under: Death Knight, (Death Knight) Lichborne, Mists of Pandaria

Lichborne: Death knight DPS presences get some major changes

Lichborne Death knight DPS presences get some major changes
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.

If you've been following death knight news at all, you know that presences -- specifically, the interplay between Frost Presence and Unholy Presence -- have been a hot button issue for some time now. The flames only got hotter in the Mists of Pandaria beta, as massive changes to presences caused severe issues in our class mechanics and rotations. Luckily, Blizzard's heard our pleas and recently released a huge overhaul to the DPS presences on the beta. This week, we'll take a look and see what they did.

The basic rundown
  • The base global cooldown for all death knights is now 1 second. As a result, Unholy Presence no longer provides this bonus.
  • Unholy spec death knights now get Improved Unholy Presence, which provides an extra 10% rune regeneration and attack speed when in Unholy Presence.
  • Frost Presence lost a good chunk of its extra runic power regeneration (it's down to 20% from 100%), as well as the extra 30 base runic power.
  • Frost spec death knights now get Improved Frost Presence, which reduces the cost of Frost Strike by 15 runic power when in Frost Presence.
  • Might of the Frozen Wastes no longer generates 15 runic power per a hit but does make your Obliterates cause 50% more damage while using a two-handed weapon.
  • Threat of Thassarian no longer has an off-hand damage bonus but does increase your Frost Strike damage by 50%
  • Improved Icy Talons is now Unholy Aura, and both DPS specs gain use of it.

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Filed under: Death Knight, (Death Knight) Lichborne

Ghostcrawler explains the DK aura changes

When the first set of 3.1 patch notes popped up, many Death Knights were surprised to see that their auras were being reworked into something that, well, just isn't an aura at all.

Instead, the effects are being rolled into talents so that, if talented, the Death Knight herself still gains the benefit, but does not extend it to party or raid members.

Although they will now be called, for example, Improved Blood Presence, the benefits will be applied regardless of the presence assumed by the character.

I have to admit that my first reaction to the change was a negative one. It feels weird to me switching from a Holy Paladin to a character that simply does not have a comparable range of buffs and auras to offer.

That's when my roomie and addict of WoW forums and websites, piped in with the why. Today, Ghostcrawler gives an official explanation.

Unholy Aura, which grants a 15% movement speed increase, was slowly "becoming mandatory as a raid buff." The ability is not only handy for long corpse runs, as well as fights where movement speed and reaction time are critical, but it seriously impacts the overall damage done by the meleeing crowd.

Melee characters spend an annoying amount of time backing out of range because of AoE or ground effects, running around the mobs to always stay behind them, following after a mobile tank, and the like. This disrupts their damage, and because this has always been the case, classes and encounters are balanced assuming that this is still going on.

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Filed under: Patches, Analysis / Opinion, News items, Talents, Death Knight

The Queue: Death Knight jamboree


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.
Yesterday the topic of profession daily quests came up, and there was a little confusion around it. The way the question was phrased combined with how my response was phrased made it sound like most professions have daily quests in Wrath of the Lich King with a couple of exceptions. That is, unfortunately, not true. Of the primary professions, I believe only Jewelcrafting has daily quests. Of the secondary professions, only Cooking has daily quests. Skinners can sometimes skin an Arctic Fur off of beasties in Northrend, and those are used as tokens to purchase recipes. Enchanters do something similar with Dream Shards. They have no normal daily quests, though.

Now with that cleared up, the Q&A! We'll start with Stormscape's question...

Does Crusader Aura or On A Pale Horse affect vehicle speed?

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Filed under: Analysis / Opinion, Mounts, Death Knight, Wrath of the Lich King, The Queue

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

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