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[Guide]Death Knight 101 (Updated for 7.03)
This if for all the really new Death Knights; my guide on the class overall. In this guide I'll be covering our resource system, what abilities you have, how they work and what they do. I'll also throw in some suggestions on gameplay that should make things somewhat easier for you. It's worth nothing that Death Knights, at lower levels, are ridiculously powerful which is a state of affairs I found to be really dull when leveling my latest Death Knight; it's not much fun when you're immortal and killing things with 2-3 attacks, but anyway, here goes. First thing's first; Resources -We have two different resources; Runes and Runic Power. We have a total of 6 runes which can be used for any attack that costs Runes; Obliterate, Howling Blast, Festering Strike, Marrowrend etc. -Runic Power is generated from used runes and the amount of runic power generated is based on the rune cost abilities, for example, Howling Blast cost 1 rune, and therefore will generate only 10 runic power, Marrowrend costs 2 runes and will generate 20 runic power. Pretty straight forward on paper. Now we get to how they interact with each other. Runes begin a regeneration cycle of no more than 10 seconds when used; Haste will decrease this time but not by much. If all 6 runes are used in succession, the first 3 runes to be used will begin their recharge, while the remaining 3 will not. The second set of 3 runes will begin their recharge only when the first set is completely recharged. There are certain talents and built in passive abilities to speed this process up; these talents and abilities differ from spec to spec. Blood - Soulgorge; consumes Blood Plague from everything in 30 yards to increase rune recharge. -Blood Tap; restores 1 rune per use, limited to 2 charges. Unlike Frost or Unholy, there is no passive ability that will assist the rune recharge time. Frost - Runic Empowerment; passive, has 1% chance per runic power spent to activate on Frost Strike. After some time testing, I've found it's about 50% chance (5 in 10 Frost Strikes). -Murderous Efficiency; using the Killing Machine effect has a 50% chance to to restore 1 rune. -Horn of Winter; restores 2 runes and generates 10 runic power. -Hungering Rune Weapon; Horn of Winter restores 2 runes and generates 10 runic power while Hungering Rune Weapon restores 1 rune and 5 runic power instantly and then restores runes and runic power every 1.5 seconds for 12 seconds. Unholy - Runic Corruption, passive, has 1.25% chance per runic power spent to activate, granting 100% rune regeneration for a short time. Requires Death Coil. After testing I've found that this works out that +/- 1 in 3 Death Coils will activate Runic Corruption. Abilities - How They Work Each ability a Death Knight has has a rune or runic power cost. The following are abilities that cost only 1 rune and will generate 10 runic power per use. -Blood Spec:Heart Strike, Death's Caress, Rune Tap, Death and Decay (if talented) Note: Heart Strike generates 15 runic power. -Frost Runes; Howling Blast, Frostscythe (if specced),Remorseless Winter, -Unholy Runes; Scourge Strike (Clawing Shadows, talent), Death and Decay, Epidemic (talent), Outbreak, Chains of Ice, Defile(talent) The following cost two runes and will generate 20 runic power when used. -Blood Spec: Marrowrend -Frost Spec: Obliterate -Unholy: Festering Strike Unholy retains Army of the Dead at a cost of 3 runes which generates 30 runic power. Runic Power - will activate Runic Empowerment or Runic Corruption via the use of Frost Strike or Death Coil respectively. -Death Coil; usable Unholy spec. It's a ranged attack with 30 yard range and costs 35 runic power. This will also restore 10 energy to your ghoul per Death Coil fired. -Frost Strike; exclusive to Frost spec, single target melee attack. Death Coil and Frost Strike are often best used when you're at, or approaching, 100 runic power, but are ideally used when spaced out across your "rotation" which brings me neatly to the next part of the guide. Abilities - What to use and When This will require in-depth guides of their own but there are certain universal abilities you can make use of. -Anti-Magic Shell - use to soak high incoming magic damage; it generates runic power. -Icebound Fortitude - use when you're taking high damage or are about to, or to break and become immune to stuns. -Death Grip - when you need to close the distance to your target or interrupt a crucial cast. The adds on Kilrogg Deadeye is a good example of the uses of Death Grip -Wraith Walk - useful for closing distances and clearing root or slow effects. I'll be preparing basic guides for Blood, Frost and Unholy specs, but those aren't coming before Legion release. For now, as I said, this was meant to cover the very basics of the class for people who haven't played Death Knight before.34
Making a Guide?
Here in the class forums, players often put together awesome guides to help the rest of the community. However, due to the high number of sticky request we receive each day, these guides sometimes fall off the front page before we can sticky them. If you have just posted a guide or if you’d like to nominate a guide here on the European forums to be stickied, please send an email to the Community team, including a link to the guide you'd like stickied, at: CMTeamEU-WoW@Blizzard.com Alternatively, guide writers can help us spot their threads by putting [Guide] in the title :)0
Perseverance of the Ebon Martyr problems
I haven't seen any changes to this item on the PTR so far, so i'm going to highlight some major issues with it. First of all, the remorseless winter debuff can't be applied to slow-immune targets => the helm gives you no damage against any boss. On the other hand, the optimal way to do AoE damage as a frost DK right now is to spam frostscythe on 3+ targets. In this case you don't get any rime procs => the helm gives you no damage on 3+ targets. You can pick other talents instead of frostscythe just to see increased howling blast numbers, but you are going to do more AoE damage with frostscythe even when using the helm. More than that, big trash mobs in dungeons that come in packs of 1 or 2 mobs(bears in darkheart thicket, golems in court of stars, big fearing guys in maw of souls etc.) are also immune to slows. So in all of the pve content of the game there are literally no situations where you can get any benefit from the helm's effect. I understand that some legendaries are supposed to be better than others. There are legendaries in the game that only give you AoE damage and they don't have much use in raids. But having an item that says: "You get no benefit at all in dungeons and raids" is extremely frustrating. Another problem with this helm: the wording is unclear. I'm sure that a lot of players who look at this item think: "hey, both remorseless winter and howling blast are core abilities in our rotation, we can easily combine remorseless winter casts with rime procs for a nice damage boost". Guess what: it doesn't work this way, because remorseless winter debuff can't be applied to slow-immune targets. I didn't know about this myself until i actually got the helm and noticed it. And then the initial excitement of getting a "dps" legendary quickly turned into a huge disappointment. Suggestions: 1) Make the remorseless winter debuff applicable to any target like the winter is coming debuff, or change the effect to: "when you have remorseless winter active, howling blast deals 40% increased damage". 2) Rework the effect completely, for example, make it a damage bonus to remorseless winter instead, because you actually use this ability regardless of number of targets and talent choice. It will be more dps gain with some talents than others, but at least the benefit will always be there, while the current effect does nothing if you are playing with frostscythe. It's fine when legendaries affect talent choice, but the situation where a talent completely negates legendary item's effect seems really wrong to me.2
Hunter Pets (Yes i know...)
Alright, let me get this bit out of the way. Yes I use decent addons to manage threat, yes I am newish at tanking, yes I understand dungeon mechanics and no i'm not hating on hunters at all. In my time getting Kellerai to 110, I've obviously been questing and doing some dungeons... which brings me to my question; are other Death Knight tanks (well, any tanks) still experiencing the infamous hunter agro vs tank agro/ pet taunt issue? I thought it was widely known now that if you play a hunter (my main used to be a hunter) that you make sure your pet doesn't taunt during a dungeon. I want to ask, are you guys finding this a problem STILL? I understand we have new players and such, maybe people rolling out a hunter, or boosting a hunter or whatever - all fine with me (if you are new, welcome!)... but... for the love of all things good and tanky, tell me why before I roll my face on my keyboard with frustration... a) am I constantly losing agro to pets because maybe they're new... and b) why do hunters INSIST their pet isn't taunting... when it's painfully obvious they are? Bit of a rant, and like I said, i'm not hating on hunters at all, I just want to know... if i'm in the minority? Maybe because i'm still levelling? When I get into heroics people 'calm down' a little? Thanks for reading Kellerai1
Please help me decide.
Hello Awesome Death Knights! I decided to start levling my old Death knight (to have as a alt). But unfortunatly i can't decide wheter i wanna go Frost or Unholy. My main is a Brewmaster, and my supposedly first alt (Paladin) was Retri at first, but i later went Prot with it, so i prefer NOT to have a third tank, hence why Blood is out of the question. I don't really care about "Best DPS" or anything like that, i just want to know what you think. "Fun" is ofcourse subjective, and what you find funny might not appeal to me, and vice versa. But if YOU were leveling a Death knight in hindsight, and you would not really care about end-result, what would you level as, and why? To my (EXTREMLY limited knowledge) Frost is "easier", but i don't really care about how hard/easy the speecs are. What suits the lore the most, which artifact gets the "funniest" perks, which artifact is funnier to use, which artifact is the most fun to chase (since i usually don't chase the second or third before i'm 110), and which spec would you consider "funnier" (still subjective)? Thanks for straigth answers.1