kierthos: (Default)
kierthos ([personal profile] kierthos) wrote2008-08-08 12:14 pm

On Death Knights

Toyed around with Death Knights a bit more today...

Here's how it works. When you create a Death Knight, you're starting at level 55, not level 1. The storyline behind Death Knights is that you fell in battle fighting the Lich King, and were raised back to life (sorta) into his service. (If you're playing a Forsaken Death Knight, basically, it means that you broke free of his control, got re-snared into his service, and by the end of it, you break free again.)

Death Knights have two sources of power. While caster classes have Mana, Rogues have Energy, and Warriors have Rage, Death Knights have Runes (please note the capital letter. I'll be using small letter "rune" below.) and Runic Power. All Death Knights have 6 Runes. 2 Blood Runes (B), 2 Frost Runes (F), and 2 Unholy Runes (U). You cannot change this. Yes, yes, Blizzard said that they were planning on letting Death Knights customize this, but they changed their mind, because someone going around with their six Runes of of UUUUUB would be very powerful in certain circumstances, and very weak in others.

These Runes are used to activate certain abilities. For example, the ability of Blood Strike requires one Blood Rune. (Wow, pretty simple, huh?) When you use Blood Strike, it uses a Blood Rune, which regenerates over the next 10 seconds. (I timed it.) There are certain talents that can reduce the regeneration time of certain Runes. (I.e. a Blood tree talent can affect the regen time of Blood Runes, a Frost tree talent does the same for Frost Runes. You get the idea.) Certain powers require more then one Rune, and yes, there are powers that require Runes of different types. A power called Plague Strike requires one Unholy Rune and one Blood Rune, for example. Using these powers which require Runes gives you Runic Power.

Runic Power can be used for certain other abilities. Now, to date, I only have one ability that uses Runic Power. It is called Deathcoil. It is NOT the same thing as the Warlock spell. This either does a decent bit of damage to an enemy, or heals a friendly undead. (Yes, friendly undead. Death Knights can learn to summon Ghouls. They don't last very long.) Deathcoil costs 40 Runic Power. (The Runic Power bar goes up to 100, and operates in a similar manner to Rage. When you're not in combat, you lose Runic Power at the rate of 1 pt/second. There is a talent that helps build Runic Power while in combat. It is probably going to be a staple of most Death Knight talent builds.)

There is also one power (so far) that doesn't require Runic Power or Runes. It's called Death Grip (and yes, it has a cooldown. There's not a lot of point to spamming it anyway.) What it does is pull an enemy that is within range to you (and if they're a mob, it makes them focus attacks on you... it's basically a ranged auto-pull/taunt). 35 second cooldown, and yes, talents can reduce that.

Not quite finally on the mechanics side of things, Death Knights also have Presences. These are like a Warrior's Stance. There is Blood Presence, Frost Presence, and Unholy Presence. Blood Presence (which you start with) simultaneously increase your DPS and heals you for a small portion of the damage you do. It is the DPS Presence. Frost Presence (learned at level 57) adds armor, magic resistance, and threat generated. It is the tanking Presence. Unholy Presence (learned at level 70) increases attack speed and reduces global cooldown. I'm pretty sure it's going to be the PvP Presence.

Now, there's a lengthy chain quest to go through before you can visit the rest of Azeroth (or Outland), and you pretty much need to do every part of it. If you don't, you miss out on things like getting your starting mount (epic land mount and riding training for free) or talent points. Actually, I'm not sure if you can skip anything... I wouldn't put it past Blizzard to make it so you can't progress through the stages of the Death Knight quests until you've done them all. By the time you finish all of them, you have a complete set of Rare quality armor, your choice of a two-handed runesword or a two-handed rune axe, and a handy portal ability back to your "home", the starting area of the Ebon Blade (the Death Knight organization).

As for the talent trees....

Blood is DPS and staying alive. There are talents that give you bonus attack power based on how much armor you have, bonuses to damage, bonuses to parrying, spell deflecting, and healing yourself. Later talents in the tree can do things like heal everyone in your party (who are in range) for 50/100% of the healing you receive.

Frost is heavily focused on tanking, but there are talents which help your DPS, and it seems more inclined to dual-wielding Death Knights. There are also a few talents which do more to "frozen" targets, so there's going to be some synergy with Frost Mages there.

Unholy is sort of a PvP flavored tree, but also sort of a utility tree. This is the tree which directly affects how often you can Raise Dead (summon ghouls), and how long they stay around (not long - 2 minutes, although talents can increase that to 3 min, 30 sec). There is also a talent that gives Ghouls a pet bar for their duration (like Hunter/Warlock pets). If you spec deep enough in Unholy you can create a stationary Anti-Magic field. (Reduces magic damage by 75% and lasts 30 seconds or until it absorbs 10,000 damage.)

Any questions?

[identity profile] cuddlycthulhu.livejournal.com 2008-08-08 06:34 pm (UTC)(link)
So I make Bob the DK.

Bob goes into battle, with zero runic power but uses Blood Strike and this generates a certain amount of runic power (like a warrior hitting something and generating rage) or does that start the generation of runic power (like a rogue regenerating energy)? If it's the former, does using more runes generate more runic power (so if I used a spell that needed two runes, would it generate twice as much runic power)?

I've heard a lot of people are going to go at least 18 in blood for Vendetta. this (http://www.worldofwarcraft.com/info/classes/deathknight/talents2.html?tal=2035211533031110313022131301005050003000000000000000000000051010000000000000000000000000) is the spec I'll probably use for my DK.

Does Deathcoil heal Forsaken?

[identity profile] halaku.livejournal.com 2008-08-08 07:19 pm (UTC)(link)
No, Forsaken are considered Humanoid, not Undead.

(Same reason Alliance Pallys can't Turn them, etc)

[identity profile] cuddlycthulhu.livejournal.com 2008-08-08 07:29 pm (UTC)(link)
Ah, ok.

Yet Hunters can use their fear on shape-shifted druids.

Thanks, Blizzard!

[identity profile] kierthos.livejournal.com 2008-08-08 11:19 pm (UTC)(link)
That's because if Forsaken counted as Undead, then they would be immune to certain types of spells (like Fear, I believe) and Paladins and Priests would have bonuses to whup up on them.

And when Druids take animal form, they're actually shape-shifting into animals. Plus, anything that makes Feral Druids run away makes me happy. (Friggin' druids....)

[identity profile] cuddlycthulhu.livejournal.com 2008-08-08 11:24 pm (UTC)(link)
Heh, I actually don't mind druids too much as long as I have a healer to back me up (hey, they get an instant cast HoT; fair's fair).

What I love is a marksman specced hunter or a destruction spec warlock. They are very tasty if I can get in close.

[identity profile] kierthos.livejournal.com 2008-08-09 07:18 am (UTC)(link)
Dude, in this one Eye of the Storm match, me and three or four other Alliance were all beating on a Horde Druid and we could not damage him fast enough because of the stupid amounts of armor he had and his rapid regeneration.

Nerf feral druids.

[identity profile] egearman.livejournal.com 2008-08-09 02:30 pm (UTC)(link)
You do realize that beating on him gave him rage, which fueled the regen. Try to get spells on him and you'd succeed.

Of course, the amount of resilience he had probably helped with the 'you not critting him' thing.

[identity profile] kierthos.livejournal.com 2008-08-09 04:49 pm (UTC)(link)
All of our spellcasters were off being retarded at the Blood Elf tower. And honestly, there's something wrong when four people beating on one character cannot kill him faster then he regens.

[identity profile] cuddlycthulhu.livejournal.com 2008-08-09 04:20 pm (UTC)(link)
Word yo. I don't know a warrior, save for getting T5 gear or better, who can get close to the 20k armor some feral druids can.

The only way to be able to take out that kind of druid is Mortal Strike and dots for days.

BTW, I have a semi-used gaming filter. Want in on it?

[identity profile] kierthos.livejournal.com 2008-08-08 11:08 pm (UTC)(link)
Your base state is zero Runic Power. If you don't do anything to generate Runic Power (like, just doing auto-attack), it never increases. Powers that use more then one Rune seem to generate more Runic Power, but I believe they have to be powers that target enemies.

For example, the Raise Dead power (which "summons" a Ghoul, not rezzes a party member) requires 2 Unholy Runes, but I don't think it gives you any Runic Power.

Deathcoil does not heal Forsaken.

Vendetta is probably going to be a popular choice... between that and staying in Blood Presence (which heals you for 4% of the damage you do) Death Knights are going to pretty tough, even without shields.

A lot of players are also looking at 15 points in Unholy for Necrosis. A bonus 25% damage on all white damage is very attractive, especially for the Dual Wield crowd.

[identity profile] cuddlycthulhu.livejournal.com 2008-08-08 11:15 pm (UTC)(link)
*nod* deathknight.info is where I've been reading a lot about it and they have a video of a DK attacking an area with a bunch of slime (either EPL or maybe Hellfire) and just ripping through it and he never loses that much health.

[identity profile] kierthos.livejournal.com 2008-08-08 11:26 pm (UTC)(link)
By the time a Death Knight is 58th level (which can be done by by doing little more then finishing all the DK quests), it's possible to have a few different abilities to heal yourself and regen off of damage and regen off of kills.

Rune Tap with Improved Rune Tap 3/3 work nicely to give a quick self-heal, and Scent of Blood can proc a lifesteal. And you already know about Vendetta.

[identity profile] egearman.livejournal.com 2008-08-08 06:52 pm (UTC)(link)
They have to start at level 55 for a completely different reason.

If they were level 1, they would be a Death Page. Around level 10-15, they would become a Death Squire. Maybe 30, when they get their mount, they become a Death Knight (but only a bachelor knight, not landed or anything).

[identity profile] kierthos.livejournal.com 2008-08-08 11:09 pm (UTC)(link)
*nod* I meant to go back and revise that to "is that you were a powerful hero who fell in battle fighting the Lich King, and were raised back to life (sorta) into his service."

My initial draft on this was about twice as long, but I cut most things about their quest chain because I wanted to remove the spoilers.

[identity profile] mithras.livejournal.com 2008-08-09 01:30 am (UTC)(link)
Hey nerd... You're at 11. We need you back down at 3 or 4.

[identity profile] egearman.livejournal.com 2008-08-09 03:23 am (UTC)(link)
You are just upset you didn't think of it.

[identity profile] mithras.livejournal.com 2008-08-09 05:39 am (UTC)(link)
No, actually, I'm not.

[identity profile] halaku.livejournal.com 2008-08-08 07:20 pm (UTC)(link)
Isn't a Forsaken Death Knight redundant?

And have you seen many Gnome DKs in pigtails yet?

If you get a DK in a ROFLcopter, does he say "I have you now" as he shoots things?

[identity profile] kierthos.livejournal.com 2008-08-08 11:12 pm (UTC)(link)
No, Forsaken Death Knight isn't redundant.

I've seen a few Gnome Death Knights in game, but right now there's a bug when creating a Death Knight that won't let you change the starting face/hairstyle of the Death Knight, so I can't say that I've seen any pigtailed ones.

A Death Knight in a ROFLcopter would require taking Engineering. A lot of them seem to be going Inscription because it's new, and as usual, Blizzard is continuing the trend of giving little to no reason to take Engineering. (Right now, in beta, there is a sum total of one Engineering item to make, and it's poorly itemized.)

[identity profile] cuddlycthulhu.livejournal.com 2008-08-08 11:16 pm (UTC)(link)
Eh, I don't know. A guildmate of mine is an engineer and loves it, making a shit ton of money with the mote extractor.

[identity profile] kierthos.livejournal.com 2008-08-08 11:27 pm (UTC)(link)
My main thing about the mote extractor is that it's turned a crafting profession into a gathering profession. Also, it seems to be the trigger item for people saying we whine too much about Engineering. "What are you complaining for? You have the mote extractor. You can farm primals!"