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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
How is DK atm?
Hello guys! Im in the situation where i dont know what to run as my alt.. Currently i have my shadowpriest as the class i want to put the most effort in, therefore my main i'd say. (However i also have a rogue, which i've put lots of time into, and its pretty good geared (895)), but i recently started to feel like i'd leave the rogue a bit behind for either a DK or DH.. However i have no idea what i should go for.. I have a 110dh, which i've enjoyed tanking on, but i havent played too much DPS on my DH.. Its ok, but thats about it, however frost dk seems fun, but how about blood? The class would mainly be used as DPS for raids etc, but offspec tank. Hoping to get some serious answers. I know this is based on preference, but i figured it might help if someone could come with some valid arguments, pros, cons etc. Best Regards25
Mindless "balancing". Blood DKs are STILL behind.
With all the data Blizzard must have at their disposal, like how many people have Death Knights, How many Blood Dks performed in mythic kills versus other tanks, and what talents people are choosing, it just baffles me how even after 7.1.5, Blood DKs are so far behind. There is virtually no competition in talents. Tanking on my paladin is pretty cool because I am always changing talents as they are all equally as good (mostly). On Blood DK I have changed talent to Blooddrinker from Heartbreaker for one week only, because the now reasonable and not useless Blooddrinker is once again becoming useless. I missed the extra runic power when swapping out, and the difference was very very clear, I was getting a lot less Runic Power.... I traded more Death Strikes for Blooddrinker, still roughly the same power but via a different method. But Blizzard who made this class, did not realise the trade-off and so thought Blooddrinker was OP when it really clearly wasn't... It was AMAZING to have even one extra choice and to change up my rotation a little bit, but the talent will once again become sub-par and the talent "choices" for that tier will no longer become a choice. You might as well just remove Blooddrinker and Bloodworms. Blizzard, please apply a hotfix and buff us somewhere. I am not the most experienced Blood DK, but I have seen a lot on the topic. See that throughout the community, on the forums, in the game, on Reddit, on YouTube, EVERYWHERE, the position of Blood DKs remains at the bottom. Ideas: 1) Keep Death Strike healing the same but double the absorption 2) Remove the need for critical auto attack on bloodworms, when crit is so bad for Blood DKs. 3) Buff our artifact, its useless for single target, which is terrible for raids. Just have it scale for the number of targets it hits, so if the number of targets is over 6, it remains the same power it is now. 4) Half the cooldown again of Wraith Walk to bring it closer to 20 seconds baseline. Readjust the talent to work with this. (Paladins get double sprint) (Druids get sprint, leaps and blinks) (Monks get blinks, sprints)(DHs get leaps, blinks, leaps and blinks) 5) Buff boneshield damage reduction. 6) Buff Heart Strike damage. I like the spell on its own, and the synergy with Death and Decay from the talent that makes it hit more targets. Good for aggro and to buff are low DPS. Not an experienced DK, but just stuff like which just sees more raw power can bring us up to speed with the other tanks, since they aren't being nerfed are they?! Druids even got buffed which is just LUDICROUS! Off topic: Bring druids down to where paladins and monks are at, and bring Blood DKs up to where paladins and monks are at. Blooddrinker this week at least made Blood a bit better for a time. But Blizzard JUST don't get it. Listen to your community for a change, not just your colleagues!!82
DK - whine as the meaning of life
I heard somewhere, that whine on eu forums can make life better. Ok. Why blizzard hate dk? Or you think, how funny make in 7.0. unh better than frost and 7.1 make frost better than unh. Ofc very ez make respec, when you have 0 orange items on frost and 30 artifact. Oh, it's so funny, when i tried loot any legendary item on frost, and take Aggramar's Stride. This was monthly farm, with 15-19 priority m+ and myth raids. Yes, one month down the drain. My guild says, that if I dont have playable frost, i can go relax on the replacement. Well, I put up with this. But...blizzard announced T20. And that i see? Item - Death Knight T20 Unholy 2P Bonus (New) Death Coil causes one of your Army of the Dead ghouls to explode, dealing [ 150% of AP ] damage to up to 0 nearby enemies. Item - Death Knight T20 Unholy 4P Bonus (New) Each rune you spend reduces the cooldown of Army of the Dead by 3.0 seconds. Blizzard, you know, that unholy dk it's not BM hunter? No? If what I say, that my dk NOT BEAST MASTERY HUNTER. Why every update, in every content you up my Coil and nerf my legendary bracers? Maybe you delete all abilities from unholy, leave alone Death Coil and give him damage: "-20% from tanks place in skada\recount\details"? It's will be funny, how do you like. When frost was !@#$, youre up him damage +10-15% every updatepack, and when we have %^-* unholy youre...stop, you dont up unholy. I did not see dk in change logs from 7.1.5, and it's rly make me cry. I dont wanna lose half-year for farm legendary on frost. And unh dk community, if we will be silent, damage will be at the level of tanks. Please, leave your opinion, what would the topic gained momentum and blue post's guys saw her.7
Unholy DK mind boggling state(pvp)
I'll be totally frank with you: I'm not totally sure at all what's Blizzard view on unholy dks, since every time I see new changes they make little sense, so feel free to enlighten me, if any of you understands this better than I do. But every change we're getting in pvp makes me wonder: does Blizzard envision the current iteration of unholy as extremely strong? Cause... yeah, doesn't feel that way to me, even if I still love the spec. Corpse shield feels like it should be baseline and improved through a talent, considering the drawbacks it comes with when you use it. Death strike feels like a desperate attempt to stay alive, compared to all the self healing the rest dps classes gets. The survivability artifact traits are laughable at best. ...by the way, why did our self healing get complitely obliterated, while every other dps class and spec got themselves several self healing and survivability talent/skills? Why is our damage dealt in a very spread out way through the fight, if we struggle to survive to see it happening? Why do I have to pray baby jesus for unholy crusader heals while I "spam" death strike to stay alive hoping my partner calls the ambulance? Why going toe to toe with other melee almost feels like a bad idea compared to clawing shadows kiting and apocalypse hit and run? I also am totally clueless at our pvp talents. Was crypt fever really that intimidating that it had to be nerfed(wow, 30k damage on that holy light is scary as !@#$ dude!), considering every healer class can remove our diseases? What's the deal with wandering plague and pandemic? How are they still there and unchanged, does Blizzard really think these talents are strong or useful(or maybe it's me not getting their "true potential"...)? How is reanimation STILL there unchanged after all this time? I mean, it's fun to pull out zombie bombs... shame that it only works on very inexperienced players. How is unholy mutation still just passable and not getting any improvements like other classes(or even frost) did? Why does necrotic strike have all of those drawbacks? Consumes festering wounds, lasts 8 seconds, can be instantly cleansed... still, it is our real choice to be mildly relevant in pvp. Yes, I know. Respec frost, L2P. Maybe that's the issue, but please do comment and say how do you feel or how wrong I am about the whole issue.1
[Request/Suggestion] Please update our SFX and GFX!
Hey everybody, I've liked the DK since release and they are one class I keep coming back to repeatedly. Sadly, I'm really not having fun anymore, not after playing some of the other classes. I thought about it for a while, and I really started noticing how the DK just feels - underwhelming to play. I also noticed that this wasn't due to gameplay mechanics, but actually just the feedback and delivery! Our sound effects (not voice, just skill SFX) are downright anemic. They mostly have no presence. They lack bass, and they also lack character. Yeah, sure, they do sound a bit like something out of the crypts, but they're still fairly generic. Not fit for purpose, if you consider that the DK is a hero class. The same with the graphic effects. Most of these are just really small. You barely even notice them. Yes, Death & Decay looks awesome, but this look gets ruined by that talent in the Unholy spec, the one that makes it grow over time. Well, generally, I would really like to ask Blizzard to make DK awesome again. :D If you've ever read the Discworld novels by Terry Pratchett, you'll remember DEATH. DEATH has the ability to make His voice sound in ways best described as STONE SLABS ON THE LIDS OF TOMBS, or CONCRETE BLOCKS RUBBING TOGETHER. You get the idea, I'm not just looking for the DK's voice to sound like that, but for every skill, every SFX to have that sort of finality to it. Please discuss, and Blizzard, it'd be awesome if this could be done! :)2
"In combat"...and mobility of minions
The title says about two topics that are my main issues. Because of my minion/s attacking I'm constantly in combat. I'm not sure if this is related but many times in BGs I'm flagged in combat as soon as I resurrect on the GY. Clicking on pet to go passive and then to assist every time I want to go away from battle is a problem, and if virulent plague is ticking somewhere, my pet will go to attack, and I will be flagged in combat no matter how far I am from the actual battle. I mean... do I need to point out that this is a problem? Other thing is pet mobility. Sometimes, for some reason it gets stuck in the middle of the filed or something and has difficulties to follow up. Also, switching to another target is a slow process for it. Jumping of cliffs or areas that are not directly connected to the platform that I just jumped to, can be a problem to pets to follow. And this directly leads to engaging in combat without my pet! At that point I cannot summon another one because the pet is already summoned but away from battle. The only thing I can do in that situation is to dismiss my pet, but at that point it seriously hurts my dps. Summon ghouls either from the army or from the Apocalypse, is way to slow process. It takes roughly 2 seconds until they become responsive and actively engage in combat. This is a big problem since DK is the slowest class in the game. I feel that Dark Transformation shouldn't be on the global cd because it works as a buff rather than a direct damage ability. Because of this, I tend to activate it before the combat begins, or else I would lose some dps due to that GCD. For example if I drop DnD (or Defile) I can't waste precious seconds on activating DT and need to maximize dps potential that DnD provides.1
Remorsless Winter, 1 tick less since 7.1.5?
It seems that the initial tick got removed from Remorsless Winter and it start dealing damage 1 second after activation, doing 8 instead 9 ticks. Now one can say: well, as long as it deals the intended damage, who cares? The question is, is this a bug or is this intended. Because it's a matter of timing for the stun with the "Winter is Coming" talent, and I don't want to have to check every time, if it is still the same or not, because it maybe got "fixed". No need to say, that as DK I prefer the 9 ticks, since I get faster to the stun. Cheers2
Death Knight Quality Of Life Cosmetics
A couple of ideas for Death Knight quality of life cosmetics. Firstly; New in Legion we have a trinket 'Shalrala's Engraved Goblet'. While it's stats are alright, it's true greatness lies in its passive effect. The passive effect turns your character ethereal, identical to how Wraith Walk turns you ethereal. My suggestion, is create a glyph (Or something similar) which would allow you to be in this form without needing a cooldown. This can be done similar to our Wraith Walk glyphs, 3 colour variant glyphs for the specs but they can be kept on for as long as the player wants. Secondly; Ideal animations, they're a fun little thing for those of us who do other things while playing. I suggest creating specific ones for the specs. Frost - Ice forms beneath the Death Knight Blood - Blood worms are see crawling about the Death Knights feet (Having a pool of blood beneath them would be too open to jokes) Unholy - The ground beneath the Death Knight is rotten and blighted. Thirdly; Character customization is a large part of the game for many of use, to the point where the limited options for our character's body is slightly disheartening. Yes, transmog is an amazing tool, but if you're going for a certain look, you might not be the only one. My suggestion? Frost - The facial areas (Or any exposed flesh) looks frozen and icy. Blood - Stumped on ideas for blood, I'm sure other Blood DKs will chime in with their ideas. Unholy - The Death Knight actually looks like they're actively rotting, possibly even exposing little or large amounts of bone. These are just a few ideas, please add your own ideas, give the devs plenty of ideas to work with in the future. Add constructive criticism if you must, but also try and provide solutions, not just answers. Suffer well.1