The Complete Death Knight Guide by Skryer Councilor - December 12, 2008
The Death Knight
(Blood, Ice, and the Devil)
Hyacintha here, and today we are going to talk about Death Knights. Thank goodness I do not have a real Death Knight to interview, but I do have some first hand information that has been privately released (I cannot name my sources or they would have to kill me…)
At any rate, today I am going to share what I have learned with you and we will start from the top.
DEATH KNIGHT BASICS (Setting the facts straight)
At this time, the criteria for creating a Death Knight will be the existence of a level 55+ character on the player's account. Once that criterion is met, the player can create one Death Knight per realm. Personally, I like it this way. That way we will not see too much overflow of noobies playing big bad hunks with big bad weapons. But, that's just me. Anyway -
The death knight combines martial prowess (like a Warrior) with dark, necromantic energies (kind of sort of like a Warlock). You might just be familiar with the death knight from previously released Warcraft games. Most recently, in the campaigns for Warcraft III: Reign of Chaos and the Warcraft III: The Frozen Throne expansion, the former paladin Arthas became a death knight (oh man) and wrought havoc across Azeroth before becoming one with the spirit of Ner'zhul to become the Lich King. It is important to note that these particular Death Knights are based upon those created by the Lich King in Warcraft III, not those of Orcish origin as seen in WarCraft II. Lore has really shifted as of late - and if you are a role player like me, these are good things to know.
The death knight is the first hero class in World of Warcraft. This is pretty exciting! It makes me wonder how many more hero classes we will see and what they will be about.
Keep in mind that this is a second and separate character from your original character and can be created as soon as one of the existing characters on each individual server reaches level 55. After making a death knight, you will not lose the access to any of your existing characters.
The death knight will start at level 55 in Acherus: The Ebon Hold over the Eastern Plaguelands, with multiple spells and abilities ready to go, and a set of uncommon (green) gear. When you leave Ebon Hold you will have a full set of rare (blue) gear ready for Outland. Through the death knight-specific quests in this necropolis and the surrounding areas, the character learns to master the power of the death knight and learns to use this new power for the will of the Lich King. Quests will take them outside the necropolis and into an area within the Scarlet Enclave.
This fact makes me wonder why Death Knights are playing along side other players. If a Death Knight is using the will of the Lich King, and players are fighting against the Lich King, how does this make sense? We will get into that later.
Furthermore, the Death Knight can be seen as a hybrid class that combines damage dealing and tanking. They will wear plate armor, and be able to dual wield or use two-handed blade weapons, and more recently made available, maces. Quite like Druids, they will tank without shields, making them less like a sterotypical Warrior. Their tanking mechanics will most likely be high armor as indicated by Frost Presence (which we will discuss later) and by having a high chance to parry against attacks.
My source has stated that their tanking specialty will be caster-type enemies, a nice change.
A common assumption among eager soon to be Death Knights is that Hero Classes will be overpowered, however as it was said when they announced the Death Knight, they plan on keeping this new class of similar strength and value to existing classes. Like other classes, this new one will have their own unique abilities, which we will get into later.
APPERANCE, RACE, AND MORE
So, who can be a Death Knight? Well, like I said, any player that has a level 55+ character can make a Death Knight. The bonus? Any race can be a Death Knight!
The only difference you will see is that your skin will look more dead (yummy!) and your eyes will glow blue. Also, your voice will be remodulated to be more evil and sound more like you would imagine a Death Knight to.
TRAINERS
Throughout The Ebon Hold, you will find three trainers where you canyou’re your abilities. Though each of the trainers represent one of the death knight's schools of magic, all abilities can be learned from either trainer.
Location Trainer School
Acherus : The Ebon Hold Lady Alistra Unholy
Acherus : The Ebon Hold Amal'thazad Frost
Acherus : The Ebon Hold Lord ThorvalBlood
HOW TO EXCAPE THE LICH KING'S GRASP ON YOUR SOUL! (Spoiler Alert!)
I brought it up earlier. Why would someone who is a Death Knight turn against the Lich King and actually become a good guy? Well, here are the quests to explain why it is that Death Knights are not another faction!
When creating a death knight, players will begin in an instanced version of the Eastern Plaguelands (called the Scarlet Enclave) in the necropolis Ebon Hold. Death Knights are required to complete a fairly extensive quest chain before leaving the instance and joining the rest of the players on their realm, teaching them the skills of their class, upgrading their armor and weapons, and informing them of their place in the world while under the Lich King's power. This is a darn good idea if you ask me because it means that people have to get to know their class before they get out of the 'starter area'.
QUESTS
1. Neutral [55] In Service of The Lich King
- Report to Instructor Razuvious in the Heart of Acherus.
2. Neutral [55] The Emblazoned Runeblade
- Search the weapon racks in Ebon Hold for a Battle-worn Sword and then use it on a runeforge to craft a Runebladed Sword.
- Return the Runebladed Sword to Instructor Razuvious in Ebon Hold.
3. Neutral [55] Runeforging: Preparation For Battle
- Instructor Razuvious in Ebon Hold has commanded you to use your Runeforging ability to engrave a rune [of your choosing] upon your[Runed Soulblade].
- You may freely replace the engraving upon your weapon at any time, so long as you are near a Runeforge.
4. Neutral [55] The Endless Hunger
- Instructor Razuvious in Acherus has commanded you to free an Unworthy Initiate and then kill the Unworthy Initiate in cold blood!
5. Neutral [55] The Eye of Acherus
- Report to the Lich King in Ebon Hold.
6. Neutral [55] Death Comes From On High
- The Lich King commands you to use the Eye of Acherus to analyze the Scarlet Hold, New Avalon Forge, New Avalon Town Hall and the Chapel of the Crimson Flame.
- Control the Eye of Acherus by using the Eye of Acherus Control Mechanism.
7. Neutral [55] The Might Of The Scourge
- The Lich King commands you to carry his orders to Highlord Darion Mograine at Ebon Hold.
- Use the glowing transporter behind the Lich King to reach Highlord Darion Mograine in the Hall of Command.
8. Neutral [55] Report to Scourge Commander Thalanor
- Report to Scourge Commander Thalanor at the balcony on the first floor of Ebon Hold.
9. Neutral [55] The Scarlet Harvest
- Report to Prince Valanar at Death's Breach.
10. Neutral [55] If Chaos Drives, Let Suffering Hold The Reins
- Prince Valanar at Death's Breach commands you to slay 10 Scarlet Crusaders or Scarlet Peasants and 10 Citizens of Havenshire.
* Side quest: Neutral [55] Grand Theft Palomino & Neutral [55] Into The Realm of Shadows
- Salanar the Horseman asks that you steal a horse from the Havenshire Stables and return it to him at Death's Breach.
AND/OR Salanar the Horseman at Death's Breach has challenged you to slay the Dark Rider of Acherus and take his Acherus Deathcharger.
- Should you succeed return the Acherus Deathcharger to Death's Breach and use the Horseman's Call to summon Salanar.
* Side quest: Neutral [55] Tonight We Dine In Havenshire
- Orithos the Sky Darkener at Death's Breach wants you to recover 15 Saronite Arrows
* Side quest: Neutral [55] Death's Challenge
- Olrun the Battlecaller has ordered you to win 5 duels against other death knights.
- You may choose to battle death knight initiates or players.
* Side quest: Neutral [55] Abandoned Mail
- Starts from the Abandoned Mail atop the mailbox in Havenshire, south of the Havenshire Stables.
11. Neutral [55] Gothik the Harvester
- Speak with Gothik the Harvester at Death's Breach.
12. Neutral [55] The Gift That Keeps On Giving
- Gothik the Harvester at Death's Breach has given you the[Gift of the Harvester] to use on Scarlet Miners. Create 5 Scarlet Ghouls with the device and return the ghouls to Gothik.
13. Neutral [55] An Attack Of Opportunity
- Speak with Prince Valanar at Death's Breach.
14. Neutral [55] Massacre At Light's Point
- Prince Valanar at Death's Breach has commanded you to slaughter 100 Scarlet Defenders.
15. Neutral [55] Victory At Death's Breach!
- Deliver Prince Valanar's Report to Highlord Darion Mograine in Acherus: The Ebon Hold.
16. Neutral [55] The Will Of The Lich King
- Return to Death's Breach and report to Prince Valanar.
* Side quest: Neutral [55] The Power Of Blood, Frost And Unholy
- Within the Hall of Command you will find the schools of blood, frost and unholy. Each school has a trainer that can provide you with knowledge in the various dark arts.
17. Neutral [55] The Crypt of Remembrance
-Report to Prince Keleseth at the Crypt of Remembrance.
* Side quest: Neutral [55] The Plaguebringer's Request & Neutral [55] Noth's Special Brew & Neutral [55] More Skulls For Brew
- Noth the Plaguebringer has requested that you bring him 1 Empty Cauldron, 1 Iron Chain, and 10 Crusader Skulls.
- Place the Pile of[Crusader Skulls] inside the Plague Cauldron.
- Place more [Crusader Skulls] in the Plague Cauldron.
18. Neutral [55] Nowhere To Run And Nowhere To Hide & Neutral [55] Lambs To The Slaughter
- Prince Keleseth at the Crypt of Remembrance has ordered you to kill Mayor Quimby and recover the New Avalon Registry.
OR - Baron Rivendare at the Crypt of Remembrance has commanded you to slay 10 Scarlet Crusade Soldiers and 15 Citizens of New Avalon.
19. Neutral [55] How To Win Friends And Influence Enemies
- Prince Keleseth at the Crypt of Remembrance has ordered you to discover the truth about the "Crimson Dawn."
- Remove[Keleseth's Persuaders] from the[Ornately Jeweled Box] and use them to "persuade" the Scarlet Crusade into talking.
20. Neutral [55] Behind Scarlet Lines
- Report to Orbaz Bloodbane at the Scarlet Tavern in New Avalon.
21. Neutral [55] The Path Of The Righteous Crusader, Neutral [55] Brothers In Death
- Orbaz Bloodbane at the Scarlet Tavern in New Avalon has ordered you to steal the New Avalon Patrol Schedule from the Scarlet Hold.
OR - Search for Koltira Deathweaver in the Scarlet Hold.
22. Neutral [55] Bloody Breakout
- Slay High Inquisitor Valroth and take Valroth's Head to Thassarian at the Scarlet Tavern in New Avalon.
23. Neutral [55] A Cry For Vengeance!
- Report to Knight Commander Plaguefist at the Chapel of the Crimson Flame.
24. Neutral [55] A Special Surprise
- Knight Commander Plaguefist at the Chapel of the Crimson Flame has ordered you to execute an NPC, an Argent Dawn prisoner inside the nearby prison house.
25. Neutral [55] A Sort Of Homecoming
- Return to Thassarian at the Scarlet Tavern in New Avalon with news of your victory.
26. Neutral [55] Ambush At The Overlook
- Orbaz Bloodbane at the Scarlet Tavern in New Avalon has ordered you to kill the Scarlet Courier and retrieve the Scarlet Courier's Belongings and the Scarlet Courier's Message.
27. Neutral [55] A Meeting With Fate
- Orbaz Bloodbane has commanded you to deliver the Scarlet Courier's Message to High General Abbendis at King's Harbor.
28. Neutral [55] The Scarlet Onslaught Emerges
- Deliver The Path of Redemption to Orbaz Bloodbane at the Scarlet Tavern in New Avalon.
29. Neutral [55] Scarlet Armies Approach...
- Deliver The Path of Redemption to Highlord Darion Mograine at Acherus: The Ebon Hold.
30. Neutral [55] The Scarlet Apocalypse
- Seek out the Lich King at Death's Breach.
31. Neutral [55] An End To All Things...
- The Lich King has commanded you to eradicate the Scarlet Crusade.
- Use the[Horn of the Frostbrood] to call forth a Frostbrood Vanquisher and with it slay 150 Scarlet Soldiers and destroy 10 Scarlet Ballistas. Avoid incoming projectiles by moving out of their line of fire!
32. Neutral [55] The Lich King's Command
- Report to Scourge Commander Thalanor at Browman Mill.
33. Neutral [55] The Light of Dawn
- Defeat the forces of the Argent Dawn and uncover the Light of Dawn.
- Return to Highlord Darion Mograine should you survive.
34. Neutral [55] Taking Back Acherus
- Use your Death Gate spell to return to Acherus: The Ebon Hold. Report to Highlord Darion Mograine once you arrive.
35. Neutral [55] The Battle For The Ebon Hold
- Slay 10 Scourge and help kill Patchwerk. Return to Highlord Darion Mograine should you succeed.
36. Alliance [55] Where Kings Walk or Horde [55] Warchief's Blessing
- Deliver the letter to King Varian Wrynn of the Alliance at Stormwind Keep at Stormwind City.
OR - Deliver the letter to Thrall, Warchief of the Horde at Orgrimmar.
DEATH KNIGHT ABILITIES
What kind of class is without abilities? In addition to the ability to summon a Death Charger (fast mount), these are the abilities that are received by the Death Knight to date.
Blood Presence
55
Strengthens the Death Knight with the presence of blood, increasing damage by 15% and healing the Death Knight by 2% of damage dealt. Only damage dealt to targets that grant experience or honor can trigger this heal. Only one Presence may be active at a time. Costs 1 Blood Rune.
Blood Strike
55
Instantly strike the enemy, causing 50% weapon damage plus 191, and an additional 95.5 bonus damage per disease. Costs 1 Blood Rune.
Icy Touch
55
Chills the target for 227 to 245 Frost damage and infects them with Frost Fever, a disease that reduces melee and ranged attack speed by 14% for 12 sec. Costs 1 Frost Rune.
Death Coil
55
Fire a blast of unholy energy, causing 443 Shadow damage to an enemy target or healing 664.5 damage from a friendly Undead target. 30 yard range. Costs 40 Runic power.
Death Gate
55
Opens a gate which the Death Knight can use to return to Ebon Hold. 10 second cast, 1 minute cooldown. Costs 1 Unholy Rune.
Death Grip
55
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 sec. Instant cast. 30 yard range. 35 sec cooldown. Costs no power.
Plague Strike
55
A vicious strike that deals 30% weapon damage plus 113.4 and infects the target with Blood Plague, a disease dealing Shadow damage over time. The strike removes one heal over time effect from the target. Instant cast. Melee range. Costs 1 Unholy Rune.
Chains of Ice
56
Shackles the target with heavy chains, reducing their movement to zero. The target regains 5% of their movement each second. Lasts for 20 sec. Instant cast. 20 yard range. Costs 1 Frost Rune.
Pestilence
56
Causes 65 to 79 Shadow damage to the target and all targets within 10 yards and spreads any diseases on the target to the additional targets. Instant cast. 10 sec cooldown. Melee Range. Costs 1 Blood Rune.
Raise Dead
56
Raises a Ghoul to fight by your side. If no humanoid corpse that yields experience or honor is available, you must supply Corpse Dust to complete the spell. If the corpses of friendly players are raised, they will have control over the Ghoul. You can have a maximum of one Ghoul at a time. Lasts 2 min. Instant cast. 30 yard range. 5 min cooldown. Costs no power.
Frost Presence
57
The death knight takes on the presence of frost, increasing total health by 10%, armor contribution from items by 60%, and reducing spell damage taken by 5%. Increases threat generated. Only one Presence may be active at a time. Instant. Costs 1 Frost Rune.
Mind Freeze
57
Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec. Instant cast. 10 second cooldown. Melee range. Costs 10 Runic Power.
Blood Boil
58
Causes any of the Death Knight's diseases on the target, and all enemies within 30 yards of the target, to painfully erupt, dealing 117 to 143 Shadow damage. Instant cast. Costs 1 Blood rune.
Death Strike
58
A deadly attack that deals 60% weapon damage plus 178.2 and heals the Death Knight for a percent of damage done for each of <his/her> diseases on the target. Instant cast. Melee range. Costs 1 Unholy Rune and 1 Frost Rune.
Strangulate
59
Strangulates an enemy, silencing them for 5 sec, and deals 180 Shadow damage at the end of the effect. Instant cast. 30 yard range. 2 min cooldown. Costs 1 Blood rune.
Death and Decay
60
Corrupts the ground targeted by the Death Knight, causing 62 Shadow damage every sec that targets remain in the area for 10 sec. This ability produces a high amount of threat. Instant. 30 yard range. 30 sec cooldown. Costs 1 Blood rune, 1 Unholy rune and 1 Frost rune.
Obliterate
61
A brutal instant attack that deals 100% weapon damage plus 292, and an additional [1.46e + 006 / 10000] bonus damage per disease, but consumes the diseases. Having 3 points in the Frost talent Annihilation gives you a 100% chance for the diseases to stay on your target. Instant. Melee range. Requires melee weapon. Costs 1 Unholy rune and 1 Frost rune.
Blood Tap
64
Immediately activates a Blood Rune and temporarily converts it into a Death Rune. This rune counts as a Blood, Unholy, or Frost Rune. Lasts 20 sec. Costs 6% of the Death Knight's base health. 1 Min Cooldown.
Death Pact
66
Sacrifices an undead minion, healing the Death Knight for 20% of <his/her> maximum health. Instant cast. 30 yard range. 2 min cooldown. Costs 40 Runic power.
Empower Rune Weapon
68
Empower your rune weapon, immediately activating all your runes and generating 25 runic power. Instant cast. 5 min cooldown.
Unholy Presence
70
Infuses the death knight with unholy fury, increasing attack speed by 15%, movement speed by 15% and reducing the global cooldown on all abilities by 0.5 sec. Only one Presence may be active at a time. Instant. Costs 1 Unholy rune.
Icebound Fortitude
72
The Death Knight freezes <his/her> blood to become immune to Stun effects and reduce all damage taken by 50% for 12 sec. Does not remove existing Stun effects. Instant. 1 min cooldown. Costs 20 Runic power.
Anti-Magic Shell
75
Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by harmful spells and preventing application of harmful magical effects. Damage absorbed by Anti-Magic Shell energizes the Death Knight with additional runic power. Lasts 5 sec. Costs 20 Runic power. 1 Minute Cooldown.
Army of the Dead
80
Summons an entire legion of Ghouls to fight for the Death Knight. The Ghouls will swarm the area, taunting and fighting anything they can. While channelling Army of the Dead, the Death Knight takes less damage equal to <his/her> Dodge plus Parry chance. 20 min cooldown. Channeled. Costs 1 Blood rune, 1 Unholy rune and 1 Frost rune.
Talent Abilities
Blood
Ability
Requirements
Description
Rune Tap
Blood 10
Converts 1 Blood Rune into 10% of your maximum health. 1 Minute Cooldown. Costs 1 Blood Rune.
Mark of Blood
Blood 20
Place a Mark of Blood on an enemy. Whenever the marked enemy deals damage to a target, that target is healed for 4% of its maximum health. Lasts for 20 sec. Costs 1 Blood Rune. 3 Minutes Cooldown. 30 yards range.
Hysteria
Blood 30
Induces a friendly unit into a killing frenzy for 30 sec. The target is Enraged, which increases their physical damage by 20%, but causes them to suffer damage equal to 1% of their maximum health every second. Costs 1 Blood Rune. 2 Minutes Cooldown. 30 yards range.
Vampiric Blood
Blood 35
Increases the amount of health generated through spells and effects by 50% for 20 sec. Costs 1 Blood Rune. 1 Minute Cooldown.
Heart Strike
Blood 40
Instantly strike the enemy, causing 60% weapon damage plus 220.8, and an additional 110.4 bonus damage per disease. Prevents target from using haste effects for 10 sec. Costs 1 Blood Rune
Dancing Rune Weapon
Blood 50
Unleashes all available runic power to summon a second rune weapon that fights on its own for 10 sec plus 1 sec per 5 additional runic power, doing the same attacks as the Death Knight. 30 yrd range. 3 minutes cooldown. 50 Runic Power.
Frost
Ability
Requirements
Description
Lichborne
Frost 10
Draw upon unholy energy to become undead for 15 sec. 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. 3 Minutes Cooldown.
Deathchill
Frost 20
When activated, makes your next Icy Touch, Howling Blast, Frost Strike or Obliterate a critical hit. 2 Minutes Cooldown.
Howling Blast
Frost 30
Blast the target with a frigid wind dealing 259 to 281 Frost damage to all enemies within 10 yards. Deals double damage to targets infected with Frost Fever. Costs 1 Frost and 1 Unholy Rune. 6 seconds Cooldown. 20 yards range.
Unbreakable Armor
Frost 35
Increases your armor by 25%, your total Strength by 10% and your Parry chance by 5% for 20 sec. Costs 1 Frost Rune. 1 Minute Cooldown.
Frost Strike
Frost 40
Instantly strike the enemy, causing 60% weapon damage plus 150 as Frost damage. Can't be dodged, blocked, or parried. Costs 10 Runic Power.
Hungering Cold
Frost 50
Purges the earth around the Death Knight of all heat. Enemies within 10 yards are trapped in ice, preventing them from performing any action for 10 sec and infecting them with Frost Fever. Enemies are considered Frozen, but any damage other than diseases will break the ice. 1 Minute Cooldown. Costs 60 Runic Power.
Unholy
Ability
Requirements
Description
Corpse Explosion
Unholy 10
Cause a corpse to explode for 220 Shadow damage to all enemies within 20 yards. Will use a nearby corpse if the target is not a corpse. Does not affect mechanical or elemental corpses. Costs 1 Unholy Rune. 20 yards range.
Summon Gargoyle
Unholy 20
A Gargoyle flies into the area and bombards the target with Nature damage modified by the Death Knight's attack power. Persists for 1 sec per 8 runic power up to 1 min. 3 Minutes cooldown. Costs 10 Runic Power. 30 yards range.
Anti-Magic Zone
Unholy 30
Magic Suppression 5
Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by 75%. The Anti-Magic Zone lasts for 30 sec or until it absorbs [10000 + 2 * AP] spell damage. 2 Minutes Cooldown. Costs 1 Unholy Rune.
Bone Shield
Unholy 35
The Death Knight is surrounded by 4 whirling bones. While at least 1 bone remains, <he/she> takes 40% less damage from all sources and deals 2% more damage with all attacks, spells and abilities. Each damaging attack that lands consumes 1 bone. Lasts 5 min. 1 Minute Cooldown. Costs 1 Unholy Rune.
Scourge Strike
Unholy 40
An unholy strike that deals 60% of weapon damage as Shadow damage plus 190.5, and an additional 95.25 bonus damage per disease. Costs 1 Unholy and 1 Frost Rune.
Unholy Blight
Unholy 50
A vile swarm of unholy insects surrounds the Death Knight for a 10 yard radius. Enemies caught in the area take 37 Shadow damage per sec and are considered diseased. Lasts 20 sec. Costs 60 Runic Power.
RUNES
Another important, and unique aspect, of being a Death Knight are the runes. There are eight different runes that can be affixed to your weapon. Four are for both one- and two-handers, two are for one-handers only, and two are for two-handers only. Only one rune may be affixed to a weapon at a time, and they can only be changed at the runeforge in Acherus or Shadow Vault in Icecrown. So choose wisely, and have fun!
Rune of
Type
Level
Description
Cinderglacier
Frost
55
Affixes your rune weapon with a rune that has a chance to increase the damage by 20% of your next 2 spells that deal Frost or Shadow damage. Lasts 30 sec.
Razorice
Frost
55
Affixes your rune weapon with a rune that causes 2% extra weapon damage as Frost damage and has a chance to increase Frost vulnerability.
Spellbreaking
Unholy
57
Affixes your one-handed rune weapon with a rune that deflects 2% of all spell damage.
Spellshattering
Unholy
57
Affixes your two-handed rune weapon with a rune that deflects 4% of all spell damage.
Lichbane
Blood
60
Affixes your rune weapon with a rune that adds 2% extra weapon damage as Fire damage or 4% versus Undead targets.
Swordbreaking
Blood
63
Affixes your one-handed rune weapon with a rune that increases Parry chance by 2%.
Swordshattering
Blood
63
Affixes your two-handed rune weapon with a rune that increases Parry chance by 4%.
Fallen Crusader
Unholy
70
Affixes your rune weapon with a rune that has a chance to heal you for 3% and increase total Strength by 30% for 15 sec.
TALENTS
Just like everyone other class, Death Knights have talent trees. Of course, theirs are a little different, seeing as they start at level 55. You still get the same points at level 80, but you do not have to level grind to get them. Nice, eh? They are pretty neat though, and you should check them out. There is an Arms Warrior like spec (Blood), a Warrior Tank like Spec (Frost), and then a lovely magical mash up (unholy).
Blood
Talents in this tree focus on weapons, armor, and strikes. Blood Presence increases damage output by a percentage and restores a percentage of damage dealt as health.
Talent
Points
Requirements
Description
Butchery
2
None
Whenever you kill an enemy that grants experience or honor, you generate up to 10/20 runic power. In addition you generate 1/2 runic power per 5 sec while in combat.
Subversion
3
None
Increases the critical strike chance of Blood Strike, Heart Strike and Obliterate by 3/6/9% and reduces threat generated while in Blood or Unholy Presence by 8/16/25%.
Blade Barrier
5
None
Whenever you have no Runes active, your Parry chance increases by 2/4/6/8/10% for the next 8 sec.
Bladed Armor
5
Blood 5
Increases your Strength by 1/2/3/4/5 for every 400 armor value you have.
Scent of Blood
3
Blood 5
You have a 15% chance after being struck by a ranged or melee hit to gain the Scent of Blood effect, causing your next 1/2/3 melee hits to generate 5 runic power. This effect cannot occur more often than once every 20 sec.
Two-Handed Weapon Specialization
2
Blood 5
Increases the damage you deal with two-handed melee weapons by 2/4%.
Rune Tap
1
Blood 10
Converts 1 Blood Rune into 10% of your maximum health.
Dark Conviction
5
Blood 10
Increases your chance to critically hit with weapons, spells and abilities by 1/2/3/4/5%.
Death Rune Mastery
3
Blood 10
Whenever you hit with Death Strike or Obliterate there is a 33/66/100% chance that the Frost and Unholy Runes will become Death Runes when they activate.
Improved Rune Tap
3
Rune Tap 1
Blood 15
Increases the health provided by Rune Tap by 33/66/100% and lowers its cooldown by 10/20/30 sec.
Spell Deflection
3
Blood 15
You have a chance equal to your Parry chance of taking 10/20/30% less damage from a direct damage spell.
Vendetta
3
Blood 15
Heals you for up to 2/4/6% of your maximum health whenever you kill a target that yields experience or honor.
Bloody Strikes
3
Blood 20
Increases the damage by 6/12/18% and the bonus damage from diseases by 20/40/60% of your Blood Strike and Heart Strike.
Veteran of the Third War
3
Blood 20
Increases your total Strength and Stamina by 2/4/6%, and your expertise by 2/4/6.
Mark of Blood
1
Blood 20
Place a Mark of Blood on an enemy. Whenever the marked enemy deals damage to a target, that target is healed for 2% of its maximum health. Lasts for 20 sec.
Bloody Vengeance
5
Dark Conviction 5
Blood 25
Gives you a 1/2/3/4/5% bonus to Physical and Shadow damage you deal for 30 sec after dealing a critical strike from a weapon swing, spell, or ability. This effect stacks up to 3 times.
Abomination's Might
2
Blood 25
Your Blood Strikes and Heart Strikes have a 25/50% chance and your Obliterates have a 50/100% chance to increase the attack power by 10% of raid members within 20 yards for 10 sec. Also increases your total Strength by 1/2%.
Bloodworms
3
Blood 30
Your weapon hits have a 3/6/9% chance to cause the target to spawn 2-4 Bloodworms. Bloodworms attack your enemies, healing you as they do damage for 20sec or until killed.
Hysteria
1
Blood 30
Induces a friendly unit into a killing frenzy for 30 sec, increasing their physical damage by 20%, but causing them to suffer damage equal to 1% of their maximum health every second.
Blood Aura
2
Blood 30
In addition, all party or raid members within 45 yards of the Death Knight are healed by 1/2% of the damage they deal. Only damage dealt to targets that grant experience or honor can trigger this heal.
Sudden Doom
5
Blood 35
Your Blood Strikes and Heart Strikes have a 4/8/12/16/20% chance to make your next Death Coil consume no runic power and critically hit if cast within 15 sec.
Vampiric Blood
1
Blood 35
Increases the amount of health generated through spells and effects by 50% for 20 sec.
Will of the Necropolis
3
Blood 40
Reduces the cooldown of your Anti-Magic Shell by 1/2/3sec. In addition when you have less than 35% health, your total armor is increased by 10/20/30%.
Heart Strike
1
Blood 40
Instantly strike the enemy, causing 50% weapon damage plus 109, and an additional 54.5 bonus damage per disease. Prevents target from using haste effects for 10 sec.
Might of Mograine
3
Blood 40
Increases the critical strike damage bonus of your Blood Boil, Blood Strike, Death Strike, Heart Strike and Obliterate abilities by 15/30/45%.
Blood Gorged
5
Blood 45
When you are above 75% health, you deal 2/4/6/8/10% more damage. Also increases your expertise by 1/2/3/4/5.
Dancing Rune Weapon
1
Blood 50
Unleashes all available runic power to summon a second rune weapon that fights on its own for 10 sec plus 1 sec per 5 additional runic power, doing the same attacks as the Death Knight.
Frost
Talents in this tree focus on control, counters, and combos. Frost Presence increases threat and lowers damage taken by a percentage.
Talent
Points
Requirements
Description
Improved Icy Touch
3
None
Your Icy Touch does an additional 10/20/30% damage and your Frost Fever reduces melee, ranged and casting speed by an additional 1/2/3%
Glacier Rot
2
None
Diseased enemies take 5/10% more damage from your Icy Touch, Howling Blast and Frost Strike spells.
Toughness
5
None
Increases your armor value from items by 3/6/9/12/15%.
Icy Reach
2
Frost 5
Increases the range of your Icy Touch, Chains of Ice and Howling Blast by 5/10 yards.
Black Ice
5
Frost 5
Increases your Frost and Shadow spell damage by 3/6/9/12/15%.
Nerves of Cold Steel
3
Frost 5
Increases your chance to hit with one-handed melee weapons by 1/2/3% and increases the damage done by your off-hand weapon by 5/10/15%.
Icy Talons
5
Improved Icy Touch 3
Frost 10
You leech heat from targets of your Icy Touch, so that when their melee speed is reduced, yours increases by 4/8/12/16/20% for the next 20 sec.
Lichborne
1
Frost 10
Draw upon unholy energy to become undead for 30sec. 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.
Annihilation
3
Frost 10
Increases the critical strike chance of your melee special abilities by 1/2/3%. In addition, there is a 30/60/100% chance that your Obliterate will do its damage without consuming diseases.
Scaling runic power abilities behave as if you had an additional 10/20/30% runic power.
Killing Machine
5
Frost 15
After landing a critical strike from an autoattack, there is a 20/40/60/80/100% chance your next Icy Touch, Howling Blast, or Frost Strike will be a critical strike.
Frigid Dreadplate
3
Frost 20
Enemies who hit you in melee have a 5/10/15% chance to become unsettled, decreasing their attack speed by 50% for the next 3 swings.
Chill of the Grave
2
Frost 20
Your Icy Touch, Chains of Ice and Howling Blast generate 25/50% additional runic power.
Deathchill
1
Frost 20
When activated, makes your next Icy Touch, Howling Blast, Frost Strike, or Obliterate a critical hit.
Improved Icy Talons
1
Icy Talons 5
Frost 25
Your Icy Talons effect increases the melee speed of the entire raid by 20% for the next 20 sec.
Merciless Combat
2
Frost 25
Your Icy Touch, Howling Blast, Obliterate and Frost Strike do an additional 30/60% damage when striking targets with less than 20% health.
Frost Rune Mastery
1
Frost 25
When you hit a victim of Frost Fever with a spell, there is a 25% chance that the time it takes for your Frost Runes to activate will be cute in half for the next 5 sec.
Chilblains
3
Frost 25
Victims of your Frost Fever disease are Chilled reducing movement speed by 10/20/30% for 6 sec.
Endless Winter
3
Frost 30
Your Chains of Ice and Frost Strike have a 30/60/100% chance to cause Frost Fever.
Howling Blast
1
Frost 30
Blast the target with a frigid wind dealing 278 to 302 Frost damage to all enemies within 10 yards. Deals double damage to targets infected with Frost Fever.
Frost Aura
2
Frost 30
Increases your Frost Resistance by 0.4/0.8. While in Frost Presence, all party members within 45 yards take 2/4% less damage from magic.
Aneurysm
1
Chilblains 3
Frost 30
The Chill effects of Icy Touch and Mind Freeze lasts an additional 2 sec. In addition, Mind Freeze consumes no runic power.
Blood of the North
5
Frost 35
Whenever you use a Blood Strike, there is a 20/40/60/80/100% chance that the Blood Rune will become a Death Rune when it activates.
Unbreakable Armor
1
Frost 35
Increases your armor by 25% and your Parry chance by 5% for 20 sec.
Acclimation
3
Frost 40
When you hit by a spell, you have a 10/20/30% chance to boost your party's resistance to that school of magic for 18 sec. Stacks up to 3 times.
Frost Strike
1
Frost 40
Instantly strike the enemy causing 100% weapon damage plus 6 as Frost Damage.
Guile of Gorefiend
3
Frost 40
Increases the critical strike damage bonus of your Blood Strike, Obliterate, and Frost Strike abilities by 15/30/45% and increases the duration of your Icebound Fortitude by 2/4/6 secs.
Tundra Stalker
5
Frost 45
Your spells and abilities deal 2/4/6/8/10% more damage to targets infected with Frost Fever.
Hungering Cold
1
Frost 50
Unleashes all available runic power to suddenly purge the earth around the Death Knight of all heat. Enemies within 10 yards are trapped in ice, preventing them from performing any action for 1 sec per 5 runic power and infecting them with Frost Fever. Enemies are considered Frozen, but any damage other than diseases will break the ice.
Unholy
Talents in this tree focus on spells, summons, and diseases. Unholy Presence increases attack speed and reduces the global cooldown on death knight abilities.
Talent
Points
Requirements
Description
Vicious Strikes
2
None
Increases the critical strike chance by 3/6% and critical strike damage bonus by 15/30% of your Plague Strike, Death Strike and Scourge Strike.
Virulence
3
None
Increases your chance to hit with your spells by 1/2/3% and reduces the chance that your spells and diseases you cause can be cured by 10/20/30%.
Anticipation
5
None
Increases your chance to dodge by 1/2/3/4/5%
Epidemic
2
Unholy 5
Increases the duration of Blood Plague and Frost Fever by 3/6 sec.
Morbidity
3
Unholy 5
Increases the damage and healing of Death Coil by 5/10/15% and reduces the cooldown on Death and Decay by 5/10/15 sec.
Unholy Command
2
Unholy 5
Reduces the cooldown of your Death Grip ability by 5/10 sec and the cooldown of your Blood Boil ability by 2/4 sec.
Ravenous Dead
3
Unholy 5
Increases the total Strength of you and your Ghouls by 1/2/3% and increases the duration of Raise Dead by 30/60/90 sec.
Outbreak
3
Unholy 10
Increases the damage done by your Plague Strike and Scourge Strike by 5/10/15% Pestilence and Blood Boil by 10/20/30%.
Necrosis
5
Unholy 10
Your autoattacks deal an additional 5/10/15/20/25% Shadow damage.
Corpse Explosion
1
Unholy 10
Cause a corpse to explode for 216 Nature damage modified by attack power to all enemies within 20 yards. Will use a nearby corpse if the target is not a corpse. Does not affect mechanical or elemental corpses.
On a Pale Horse
2
Unholy 15
You become as hard to stop as death itself. The duration of all Stun and Fear effects used against you is reduced by 10/20%, and your mounted speed is increased by 10/20%. This does not stack with other movement speed increasing effects.
Blood-Caked Blade
3
Unholy 15
Your autoattacks have a 5/10/15% chance to cause a Blood-Caked Strike, which hits for 60% weapon damage times the number of your diseases on the target.
Shadow of Death
1
Unholy 15
Increases your total Strength and Stamina by 2%. In addition, whenever you die, you return to keep fighting as a Ghoul for 45 sec.
Summon Gargoyle
1
Unholy 20
A Gargoyle flies into the area and bombards the target with Nature damage modified by the Death Knight's attack power. Persists for 1 sec per 8 runic power up to 1 min.
Impurity
5
Unholy 20
Your spells receive an additional 5/10/15/20/25% benefit from your attack power.
Dirge
2
Unholy 20
Your Plague Strike, Scourge Strike and Death Strike generate 25/50% additional runic power.
Magic Suppression
5
Unholy 25
You take 1/2/3/4/5% less damage from all magic. In addition, your Anti-Magic Shell absorbs an additional 5/10/15/20/25% of spell damage.
Unholy Rune Mastery
1
Unholy 25
When you cause damage to a diseased victim there is a 10% chance that the time it takes for your Unholy Runes to activate will be cut in half for the next 5 sec.
Master of Ghouls
1
Shadow of Death 1
Unholy 25
Ghouls summoned by your Raise Dead spell are considered pets and are under your control.
Desecration
5
Unholy 30
Your Obliterates have a 20/40/60/80/100% chance to cause the Desecrated Ground effect for 7 yards around the target. Targets in the area are slowed by 50% by the grasping arms of the dead while you cause 10% additional damage while standing on the unholy ground.
Anti-Magic Zone
1
Magic Suppression 5
Unholy 30
Places a large, stationary Anti-Magic Zone that reduces spell damage done to party members inside it by 75%. The Anti-Magic Zone lasts for 30 sec or until it absorbs 10000 spell damage.
Unholy Aura
2
Unholy 30
Increases your Shadow Resistance by 0.4/0.8. While in Unholy Presence, increases the movement speed of all party members within 45 yards by 5/10%. This effect stacks with other movement improving effects.
Night of the Dead
2
Unholy 35
Hitting a target with Plague Strike or Scourge Strike reduces the cooldown of your next Raise Dead and your next Army of the Dead by 1 min. This effect stacks up to 5 times.
Crypt Fever
3
Unholy 35
Your diseases also cause Crypt Fever, which increases the damage of other diseases on the target by 20/40/60%
Bone Shield
1
Unholy 35
The Death Knight is surrounded by 4 whirling bones. While at least 1 bone remains, he/she takes 40% less damage from all sources and deals 2% more damage with all attacks, spells and abilities. Each spell or attack that lands consumes 1 bone. Lasts 5 min.
Wandering Plague
3
Unholy 40
When your diseases damage an enemy, there is a 10/20/30% chance they will also damage to all enemies within 8 yards. This spell ignores targets with effects cancelled by taking damage.
Ebon Plaguebringer
3
Crypt Fever 3
Unholy 40
Your Crypt Fever morphs into Ebon Plague, which increases vulnerability to magic by 4/9/13% in addition to increasing the damage done by diseases.
Scourge Strike
1
Unholy 40
An unholy strike that deals 50% weapon damage plus 3 as Shadow damage and infects the target with Blood Plague, a disease doing Shadow damage over time. The strike removes one heal over time effect from the target.
Rage of Rivendare
5
Unholy 45
Your spells and abilities deal 2/4/6/8/10% more damage to targets infected with Blood Plague.
Unholy Blight
1
Unholy 50
A vile swarm of unholy insects surrounds the caster for a 10 yard radius. All enemies caught in the swarm take 64 damage per sec and are infected with Blood Plague. Persists for 1 sec per 5 runic power. Generating runic power during the effect can prolong it.
TALENT BUILDS
The following are merely some examples of builds one may want to use when playing a Death Knight. Obviously, there are hundreds of combinations of how to place your talents- so these are just some suggestions to get you going and thinking about how to use your points.
Blood Spec Leveling Build
The following build is great for powerleveling your new Death Knight through the game. To use this build properly, hit Plague Strike first and Icy Touch second, getting the damage bonus to Icy Touch, to get your diseases on the Target, which then increases your attack speed by 20% with this spec. Then hit Obliterate with your remaining Frost and Unholy rune.
This spec allows you to hit Obliterate without using up your diseases on the target. Use your unused blood runes on heart strikes. The mob should be dead by this point and you should heal through a lot of the damage you take with this spec, between Blood Worms, Blood Aura, and Vendetta. If you need to you can use Rune Tap but you should never need to use Death Strike for healing over Obliterate. Sounds good? It is.
Blood (53 points)
2/2 Butchery
3/3 Subversion
3/3 Scent of Blood
2/2 Two-Handed Weapon Specialization
1/1 Rune Tap
5/5 Dark Conviction
3/3 Death Rune Mastery
3/3 Improved Rune Tap
2/3 Vendetta
3/3 Bloody Strikes
3/3 Veteran of the Third War
1/1 Mark of Blood
3/3 Bloody Vengeance
2/2 Abomination's Might
3/3 Bloodworms
1/1 Hysteria
2/2 Blood Aura
1/1 Vampiric Blood
1/1 Heart Strike
3/3 Might of Mograine
5/5 Blood Gorged
1/1 Dancing Rune Weapon
Frost (18 points)
3/3 Improved Icy Touch
2/2 Glacier Rot
5/5 Black Ice
5/5 Icy Talons
3/3 Annihilation
Main Tank / Single Target Frost Tank Spec
This spec is meant for aspiring main tanks who typically focus on one target (such as a boss). It does not utilize all of the utility offered by the Frost tree for multiple target tanking, but instead focuses on what is going to get you into that role of MT.
Blood (14 points)
5/5 Blade Barrier
5/5 Bladed Armor
1/1 Rune Tap
3/3 Death Rune Mastery
Frost (50 points)
3/3 Improved Icy Touch
2/2 Glacier Rot
5/5 Toughness
5/5 Icy Talons
1/1 Lichborne
3/3 Annihilation
3/3 Runic Power Mastery
3/3 Frigid Dreadplate
2/2 Chill of the Grave
1/1 Deathchill
1/1 Improved Icy Talons
2/2 Merciless Combat
3/3 Rime
1/1 Howling Blast
5/5 Blood of the North
1/1 Unbreakable Armor
1/1 Frost Strike
3/3 Guile of Gorefiend
5/5 Tundra Stalker
Unholy (7 points)
5/5 Anticipation
2/2 Unholy Comman
Unholy Deadly DPS
This spec utilizes DoT mechanics to maximize Scourge and Death Strike output. It really gets the most out of your Ghoul and also snags Rune Tap for the free heal. It is pretty sweet if you are going down this path.