Death-Gate

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  • Lichborne: A final look at the patch 5.4 patch notes for death knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.10.2013

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. While we've certainly discussed the patch 5.4 changes for death knights in the past, this week is the big week when patch 5.4 finally comes out and we put it all in action. With that in mind, today will be devoted at look at the patch notes from a death knight point of view and making some quick pronouncements about what we can expect when the servers the come back up. The short version of the changes is this. All 3 specs are buffed overall, DPS more so than tanking. In PvE, blood is about the same, while unholy and frost specs are close enough together that you can either stick with your usual choice, or go with whatever you have the best weapons for. Unholy is slightly behind frost, but not so much that you'll suffer greatly. For a more in-depth look at what's changed, read on.

  • Lichborne: More death knight glyphs in Mists of Pandaria and patch 5.0.4

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.14.2012

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. Last week, we started our discussion of the redesigned glyph system for Mists of Pandaria. This week, we'll finish out that discussion, covering the remaining major glyphs as well as minor glyphs. The glyph system continues to look remarkably alien compared to what we have had before, but there are still some familiar glyphs, as well as a few long sought-after cosmetic additions. As we mentioned last week, there are very few mandatory glyphs, so a lot of this is going to come down to your personal preferences and playstyle. Be sure to read part 1 of this guide if you haven't already, then read on for the rest.

  • Lichborne: Death knight glyphs in Mists of Pandaria and patch 5.0.4

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.07.2012

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. In redesigning the glyph system for Mists, Blizzard's taking away the prime glyph tier. More than that, though, they've essentially gutted the system, removing many glyphs and changing others in incredibly drastic ways. In the case of death knights, what this has done is leave us with very few mandatory]glyphs and even fewer glyphs that greatly affect our ability to do our jobs or climb higher on the damage meters in any meaningful way. With this in mind, lets take a look at death knight glyphs in Mists of Pandaria as they stand. You will be able to use three major glyphs and three minor glyphs at any given time. There's a lot of glyphs to cover, so we'll do this in two installments. We'll cover most of the major glyphs today, and next week we'll finish off the major glyphs and talk about the minor glyphs.

  • Death Knight Gameplay Movies: Unholy and Blood trees

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.20.2008

    Jadefury, also known as Leiah, writer of the World of Feedback blog, has fast become one of the most recognizable names in Deathknighting of those following the Wrath Beta. Among his contributions have been 2 videos that showcase the leveling playstyle of Unholy and Blood trees. They're definitely worth a watch for anyone who's seriously thinking of playing a Death Knight in Wrath of the Lich King. The Unholy video, shown above, uses this spec. It actually relies quite heavily on two Blood talents: Butchery and Vendetta. Those 2 talents provide the Death Knight with health and runic power after every mob death, which helps power Corpse Explosions and allows the Death Knight to stand up to lots of monsters at once. Jadefury also shows the power of Death and Decay, Lichborne, and Bone Armor, and even throws in an exploding Ghoul or two, following it all up with a showcase of the awesome Death Gate animation. I have to admit that I have some concern that this style of AE farming won't be viable for Death Knights everywhere, since in this video, he relied extensively on getting Runic Power via Vendetta due to quick kills on the low HP slimes in the Pools of Aggonar. On the other hand, it looks like a lot of fun, and solidifies my personal resolve to try an Unholy build first. After the break, we'll watch the Blood video.

  • WWI '08 Death Knight Demo: General Impressions

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.30.2008

    We learned at the Q&A panel on Saturday that Death Knights will be starting at a new area just off Eastern Plaguelands called Ebon Hold, but for now, it remains unimplemented. Thus, these demo Death Knights start at Tirion Fordring's house in the west of Eastern Plaguelands.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 55Costs 1 Blood RuneInstant cast, 1 second cooldownDescription: 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 55Costs 1 Blood RuneInstant cast, 1 second cooldownMelee rangeDescription: Instantly strike the enemy, causing 60% weapon damage plus 55 for each disease effect on the target.Icy Touch:Requires level 55Costs 1 Frost Rune Instant cast, 6 second cooldown20 yard rangeDescription: 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 55Requires Runic PowerInstant cast 30 yard rangeDescription: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 GateRequires Level 55Costs 1 Unholy Rune10 second cast, 15 minute cooldownDescription: Returns you to Ebon Hold (Note: Since Ebon Hold is not yet implemented, in the demo it returned you to Tirion Fordring). Death GripRequires level 55Costs 1 Unholy RuneInstant cast, 35 second cooldown.30 yard rangeDescription: 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 55Costs 1 Blood Rune and 1 Unholy RuneInstant cast Melee rangeDescription: 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.

  • WWI '08 Death Knight Demo: Unholy spells and talents

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.30.2008

    Unholy was originally touted as the PvP DPS tree. What it appears to do rather well, though, are diseases and minions. If your vision of a Death Knight is close to a Diablo 2 Necromancer type, leading an army of undead minions and spreading plague and exploding corpses across the land, Unholy is probably going to be the tree for you. Of course, your crowd control is probably going to be a little peeved at you with all those DoTs, but that's what AE spells like Death and Decay and Unholy Blight are for, right? 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 GateRequires level 55Costs 1 Unholy Rune10 second cast, 15 minute cooldownDescription: Returns you to Ebon Hold (Note: Since Ebon Hold is not yet implemented, in the demo it returned you to Tirion Fordring). Death GripRequires level 55Costs 1 Unholy RuneInstant cast, 35 second cooldown.30 yard rangeDescription: 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 55Costs 1 Blood Rune and 1 Unholy RuneInstant cast Melee rangeDescription: 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 RunesInstant cast30 yard rangeDescription: 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 58Costs 1 Unholy RuneDescription: 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 DecayRequires level 60Costs 1 Unholy Rune, 1 Blood Rune, 1 Frost Rune.30 second cooldown30 yard rangeDescription: 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 fearDegenerationRequires level 62 Costs 1 Unholy RuneDescription: 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 PresenceRequires 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 75Costs 1 Unholy Rune20 second cooldownDescription: 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 DeadRequires level 80 Costs 2 Unholy Runes10 minute cooldownDescription: Summons an entire legion of your best ghouls to fight by your side.