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Posts with tag unholy-tree

Lichborne: Unholy DPS in Wrath of the Lich King

Welcome to Lichborne, your weekly peek into the ins and outs of the death knight class.

With the last announced content patch of Wrath of the Lich King released, and the devs stating that they don't plan to make any major class changes until patch 4.0 and the Cataclysm expansion, It's a good time to start taking a look at how our trees have fared this expansion. Yes, I know that death knights were technically introduced this expansion. Certainly this means there's a comparative breadth to what we have experienced, but Wrath was a time of great change and turmoil for all of our mechanics and trees as well. Let's start our look back with Unholy, specifically by looking at two of its most volatile abilities: Unholy Blight and Scourge Strike.

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

Lichborne: Unholy issues in Patch 3.2

If there's one thing that researching the Death Knight class changes for patch 3.2 has done for me, it's reconfirmed my hatred of all these extra annoying little combat stats. You know expertise, armor penetration, haste, all those little things they added to the game for seemingly no other reason than to make determining best in slot gear a master's thesis level task or to make quest rewards suck worse than they first appear. Really, I long for the days when your choices were hit rating, AP, and spell power, heal power and spell or physical critical strike rating.

I mean, I guess if I sat down and thought about it, I can deal, especially since the system tweakage has also bought us more awesome stuff like consolidated spell power and critical rating. Still, times like this, I really long for the old days. In particular, I'm talking about the Unholy tree.

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

Ebon Plague to get some multiple user loving, says Ghostcrawler

So there's a slight problem affecting Unholy Death Knights in groups and raids these days: When there's multiple Unholy Death Knights, only one can put Ebon Plague on a mob.

This wouldn't seem to be an issue at first glance. After all, Multiple Curses of the Elements from multiple Warlocks don't stack, right? Here's the deal though. The Ebon Plague counts as a third disease for the purpose of Death Knight abilities that count diseases to deal damage, such as Scourge Strike and Blood Strike. When only one Death Knight can have Ebon Plague up, the other Unholy Knights are left out in the cold and have a part of their damage stripped away.

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Filed under: Analysis / Opinion, News items, Instances, Raiding, Bosses, Talents, Buffs, Death Knight

A Death Knight's first dungeon: Dos and don'ts, part one

Since day one of Wrath of the Lich King, people have been rolling Death Knights. While many seem to be getting along just great, many others are in need of guidance.

This will be a two-part article, and will focus on the things that you will need to know when working with others in a dungeon setting.

Today, I will be discussing the basic things that any meleer should know when entering a dungeon.

Many Death Knights have never had a melee character, and may not know how to avoid aggro while dealing high damage and staying out of the tank's way.

In part two, I will discuss your AoE abilities and their place in a dungeon setting, as well as covering the buttons you should never, ever push while in an instance.

I will also run down some very basic rule of thumbs for your gear and talents, as well as including a discussion about some of the group-oriented talents that you could acquire.

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Filed under: Analysis / Opinion, Tips, Expansions, Features, Guides, Classes, Alts, Death Knight, Wrath of the Lich King

The Wrath of the Lich King Death Knight roundup


Good Thursday morning, everyone. I'm sure by now that many of you rushed home from your midnight openings, installed the game, and started up a new Death Knight. Many others may, like me, be expecting to do that tonight after work or school, while others are looking at rolling a Death Knight in a few weeks or months after the rush has died down or they get a main to 80. Whatever your plans, if you're playing a Death Knight anytime in the future, you'll want to read on. We have a nice selection of some of the best news, information, and analysis of the Death Knight class after the break, including a lot of information that the new Death Knight will find useful.

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Filed under: Items, Tips, Leveling, Guides, Talents, Death Knight, Wrath of the Lich King

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

Skill Mastery: Mark of Blood


While Blood is not quite as as powerful as it once was, it remains, at the least, a solid DPS tree and one quite a few Death Knights will probably choose to level with. The wide array of self healing abilities means that a Blood Death Knight has a very hard time dying, and nothing interrupts a good grinding session quite like a death.

In Skill Mastery today, we'll look at one of the Blood Death Knight's signature talent abilities, the 21-point talent Mark of Blood. Mark of Blood is placed on an enemy, and every time that enemy deals damage, their target is healed for 4% of their max health. It costs 1 Blood Rune. It lasts for 30 seconds, and has a cool down of 3 minutes.

It's a straightforward skill to use. Throw it on your target and keep fighting. Using it effectively, however, may take a little bit of thought. Here's some tips to figuring out the best way and time to make your mark:

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Filed under: Analysis / Opinion, Tips, Talents, Buffs, Death Knight, Wrath of the Lich King

Lichborne: On Blood leveling and Beta

Welcome to Lichborne, where every week Daniel Whitcomb makes sense of the amazing, ever-changing betatastic Death Knight class

So here's yet another example of how mutable Death Knights are at the moment: This week, I decided to spec Blood all week and make a genuine effort to learn all the ins and outs I could so that I could bring you a good solid overview of Blood for this weekend's column.

Then build 8820 came along, and Blood, while having the same basic mechanics, got a rather big hit to its health regeneration and DPS abilities, and I'm left trying to figure out the extent of the damages. In the end, I don't think Blood was horribly nerfed in this build, but it might have been slightly overnerfed.

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

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

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

Blizzard changes the description of the Death Knight talent trees

Curse has noticed a very intriguing change to the Death Knight information page. The descriptions of each of the talent trees has been changed. Here are the old descriptions:

  • Blood: Talents in this tree focus on damage dealing abilities. Blood Presence increases damage output by a percentage.
  • Frost: Talents in this tree focus on tanking abilities. Frost Presence increases threat and lowers damage taken by a percentage.
  • Unholy: Talents in this tree have a variety of functions including summons, diseases, and PvP-focused abilities. Unholy Presence increases attack speed and reduces the global cooldown on death knight abilities.

And now, the new descriptions:

  • Blood: Talents in this tree focus on weapons, armor, and strikes.
  • Frost: Talents in this tree focus on control, counters, and combos.
  • Unholy: Talents in this tree focus on spells, summons, and diseases.

This is quite a drastic change, but what could it mean? Let's look at the possibilities after the break.

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

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