Posts with tag plague-strike
Lichborne: Talents for catching up

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.
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.
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
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.
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

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:
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.
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.
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.
Analysis / Opinion, News items, PvP, Expansions, Leveling, Talents, Death Knight, Wrath of the Lich King, (Death Knight) Lichborne
Lichborne: State of 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.
Analysis / Opinion, Expansions, Talents, Death Knight, Wrath of the Lich King, (Death Knight) Lichborne
Death Knights and the new design directive
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.
Analysis / Opinion, Blizzard, Death Knight, Wrath of the Lich King
WWI '08 Death Knight Demo: General Impressions
On Death Knight Gear and Gear Mechanics:
They start with a complete outlay of green gear with DPS Warrior type stats: strength, agility, critical strike rating, and stamina. Their sword itself is blue quality 2 hander named the Massacre Sword. It does 127-191 damage at at a speed of 3.1 seconds, giving it 51.3 DPS. It also provides 22 strength and 23 hit rating.
It should be noted that the gear did not have spellpower, and it doesn't look like Death Knights will need it at all. Almost every spell that did magic damage specifically stated that the damage was modified by attack power. This is perfectly in line with Blizzard's recent trend to simplify and consolidate gear, which they discussed in relation to Retribution Paladins at Saturday's class panel. Perhaps we'll even see this mechanic show up on other magical melee hybrids in the future.The Death Knight came loaded with 6 runes on their rune weapon bar: 2 Blood Runes, 2 Unholy Runes, and 2 Frost Runes. Talents points were unavailable with this demo, although we could see the talent descriptions themselves.
Death Knight Starting Spells and Playstyle:The Death Knights started with a few basic skills:
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.
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.
Death Coil
Requires Level 55
Requires Runic Power
Instant cast
30 yard range
Description:Unleashes all available runic power, causing up to 460 shadow damage modified by attack power to an enemy target or healing up to 460 damage from a friendly undead target.
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.
Casting these spells uses up the listed runes, which have a cooldown of 10 seconds. Our (lucky) play tester reported that the system felt a bit like having 3 seperate mana pools with their own spells, but that the pacing seemed to work well, and that she was now interested in actually trying one out in when beta rolls around where she hadn't been before.
Introducing the Knights of the Ebon Hand
After roaming about a bit and killing stuff, Elizabeth stumbled upon Light's Hope Chapel. This venerated base of the Argent Dawn had some new guests known as the Knights of the Ebon Hand, lead by a night elf named Siouxsie the Banshee, a Death Knight trainer. It's likely, of course, that these NPCs will be gone and moved to Ebon Hold once it's implemented, but for now, they gave us a sneak peek at the new Death Knight faction and some of the spells Death Knights will get post-55.
Items, Analysis / Opinion, Events, Expansions, Leveling, Death Knight, Wrath of the Lich King, Worldwide Invitational
WWI '08 Death Knight Demo: Unholy spells and talents
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.

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.
Analysis / Opinion, Events, News items, Expansions, Talents, Death Knight, Wrath of the Lich King, Worldwide Invitational



































