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  • DARPA teams up with Arteriocyte to create ominous-sounding blood pharming machine for the military

    by 
    Laura June Dziuban
    Laura June Dziuban
    11.15.2008

    DARPA's been running a blood pharming program for quite awhile now, but it's gotten a real kick start this week with the announcement of a partnership with Cleveland-based biotech company Arteriocyte. Arteriocyte, it seems, has developed a Nanofiber Based System, or NANEX, a technology that enables the production of red blood cells without a donor. The two companies hope research will eventually lead to an "in theatre" blood-making machine for the military. So, if there's no donor, where do the progenitor cells come from? Well, that's a little hazy at this point, though Arteriocyte developed the NANEX using "blood of the umbilical cord" (stem cells), but we don't know what will fuel the final product. Personally, we hope they can squeak out a way to do it using the less controversial "blood of the dragon."[Via CNet]

  • The Wrath of the Lich King Death Knight roundup

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    11.13.2008

    Good Thursday morning, everyone. I'm sure by now that many of you rushed home from your midnight openings, installed the game, and started up a new Death Knight. Many others may, like me, be expecting to do that tonight after work or school, while others are looking at rolling a Death Knight in a few weeks or months after the rush has died down or they get a main to 80. Whatever your plans, if you're playing a Death Knight anytime in the future, you'll want to read on. We have a nice selection of some of the best news, information, and analysis of the Death Knight class after the break, including a lot of information that the new Death Knight will find useful.

  • Lichborne: Talents for catching up

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    11.09.2008

    Welcome to Lichborne, where Daniel Whitcomb is doing some last minute agonizing over what face to give his Death Knight on Thursday.So there are quite a few of us, I imagine, who are still on track to switch to a Death Knight, or at least play one quite extensively, immediately when Wrath of the Lich King hits the live servers. But the fact remains that you'll be 15 levels behind everyone to start, and if you have friends to catch up to, you're going to want to get up there pretty quickly, most likely. Even if you plan to take it slow, you'll still want a good effective leveling build, most likely. So today, we'll look at three solid solo DPS builds from each tree, and discuss how to use them most effectively for grinding and leveling.

  • Official class forums to be replaced with role forums [UPDATED x2]

    by 
    Alex Ziebart
    Alex Ziebart
    10.30.2008

    Want to hear something frightening? There will be no more class forums. Nethaera announced it a bit earlier on the official forums, and I'm still not sure what to think. They're breaking down the class forums and replacing them with role forums: Tanking, Healing, and Damage Dealing. For those players that have been afraid they're homogenizing classes a little too much, this really isn't helping.Personally, I think this is a horrible move. The official class forums were bad enough, and now they've thrust all of the classes together. Have you seen those really cruel, gross videos where they put two scary looking bugs together in a glass cage and let them kill each other, and they'll do it every single time just because it's in their nature to defend themselves? This is the WoW forum equivalent of it. This is going to be a disaster. The walls are going to be painted with blood.

  • Lichborne: Unholy Blight, or I spent 51 points for this?

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    10.27.2008

    Welcome to this week's edition of Lichborne, where Daniel Whitcomb is totally bumming out that he won't be getting a sweet axe on his Death Knight. I know a few of you have been asking for some good solid builds for powerleveling your Death Knight through Outland and through to Northrend, and I'm hoping to deliver soon enough, but unfortunately, it's hard for me to recommend something when it could very well change another couple times before release. We're getting down to the wire, though, so it's likely the trees will solidify soon, and I'm hoping to have some recommendations on good Death Knight builds in the next week or two. For now, I've decided to take a look at one of the 51-point Death Knight talents to give you a taste of how things change in Beta. Specifically, I'm talking about Unholy Blight.

  • Skill Mastery: Mark of Blood

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    10.18.2008

    While Blood is not quite as as powerful as it once was, it remains, at the least, a solid DPS tree and one quite a few Death Knights will probably choose to level with. The wide array of self healing abilities means that a Blood Death Knight has a very hard time dying, and nothing interrupts a good grinding session quite like a death. In Skill Mastery today, we'll look at one of the Blood Death Knight's signature talent abilities, the 21-point talent Mark of Blood. Mark of Blood is placed on an enemy, and every time that enemy deals damage, their target is healed for 4% of their max health. It costs 1 Blood Rune. It lasts for 30 seconds, and has a cool down of 3 minutes. It's a straightforward skill to use. Throw it on your target and keep fighting. Using it effectively, however, may take a little bit of thought. Here's some tips to figuring out the best way and time to make your mark:

  • Tips for new Death Knights from a fellow tank, part 2

    by 
    Allison Robert
    Allison Robert
    10.07.2008

    Dear corpsified bundles of beautifully-armored joy (but more particularly those who tank Azjol Nerub while wearing Expedition Bracers of the Bandit),We had a little bit of controversy in the first installment, so I'm just going to state this as baldly as possible; if you hated what I wrote last time, there's a good chance you'll walk away from this one thinking I eat babies. Delicious, delicious babies. While I never mean to offend people, I reserve the right to tell them the truth, or at the very least a highly entertaining and plausible lie.Truth, she be at times an ugly mistress. And she ain't gettin' any prettier as we move from DPS to tanking.Tanks have significantly more responsibility, both in groups and raids, and they face the competing directives of maximizing mitigation (to keep their healers happy) and maximizing threat production (to keep their DPS happy). I've healed dozens of Death Knight tanks at this point, and while the average pugged DK tank has gotten noticeably better, there are still a few trends you'd want to be aware of as a healer. The problems in beta right now are made worse by Blizzard unintentionally overselling the ease of tanking on a Death Knight in 5-man runs. Many people seem to have interpreted the statement that they should be able to tank well with Blood, Frost, or Unholy specs as being tantamount to saying they can tank well regardless of how their talent points are spent in those trees.Any experienced tank can tell you right now that this is not true, but people believing that it is is how you wind up with 11K-life Death Knights taking 7-8K enraged hits from Keristasza in the Nexus. If you've never tanked before but you're interested in tanking on a Death Knight -- or pragmatic enough to know you'll probably wind up tanking a certain number of 5-mans on your DPS Death Knight -- I hope this article helps you avoid what I went through in May 2007 when I started tanking and sucked at it.I came to the beta to slowly lose my mind trying to heal insane tank damage and gulp Extra Strength Tylenol. And I'm all out of Extra Strength Tylenol.

  • Lichborne: Of Cabbages and Kings

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.27.2008

    Welcome to Lichborne, where each weekend, Daniel Whitcomb helps you keep pace with the ever-changing Death Knight class. This week, While Death Knight tweaks continue, there's no big piece of news that really stands out. We got a nice bump in damage to our base weapon strikes, Death Coil, and the abilities that mimic them in the talent trees in the latest build. Unfortunately, poor Plague Strike still sits at a sort of dismal 30% weapon damage, meaning it still doesn't feel like it scales as well as it should. But preliminary reports are still that it's a noticeable DPS increase. At the same time, our PvP utility and survivability was nerfed, but not in completely unexpected ways. Chains of Ice is dispellable again, as the devs felt that between it and Death Grip, it was far too hard to get away from a Death Knight. Again, this nerf is somewhat expected, if not needed, although some argue the nerf is unfair in the face of other classes that have similar abilities to ensnare and entrap opponents. I have to admit that I'm hoping we see, at the least, Chains of Ice getting put on Virulence. If nothing else, that Glyph of Blood Boil is looking a lot nicer. Still, none of the news really jumps out and grabs me, and with the beta patches coming fast and furious, it's hard to write with any authority on something that may be changed next week. With that in mind, I've decided this week to post on a potpourri of odds and ends from around the World of Warcraft as they relate to Death Knights, both stuff that refers back to previous columns and new observations. Read on:

  • Lichborne: Guys and Ghouls

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.21.2008

    Welcome to Lichborne, where we ask the tough questions: Will Death Knights be ready for launch? Will they really have 3 trees that can tank and DPS? And what kind of a ghoul name is Eyeslobber? Ghouls have been one of my most beloved features of the Death Knight for some now. I like having an undead squire by my side, and they can be pretty useful for some extra dps and even some lifesaving interference in a pinch. However, they also felt like one of the least firmed up aspects of a Death Knight for some time now, with abilities coming and going on a patchly basis, and bugs that kept the ghoul from being summoned or allowed to summon a massive army of ghouls in no time flat. Still, they have their uses, and despite still being incredibly flimsy healthwise, do offer a decent amount of extra damage when they're up. The drawback is that 50 silver is a lot for a pet that lasts less than 5 minutes, and without points in the Unholy tree, the Ghoul is completely uncontrollable, and may have a tendency to run into suicidal situations without listening to a word you say. As far as perfecting the Ghoul and deciding on its place in the class, there seems to be two schools of thought. The first, mostly made of Unholy specced Death Knights, sees the Ghoul as a fun and useful part of the class, and wants to see it tweaked to have good survivability, good dps, and generally be worth keeping out. The other class see Ghouls as mostly a novelty, a thing to be bought out occasionally, and such a pain to upkeep that they don't really want to have to deal with it as a pillar of the class. They'd rather be able to forget it exists when they want to. Both positions have their passionate supporters, but Blizzard seems to have found a rather ingenious way to give both sides what they want: Talents. Recent talent changes provide a lot of buffs, and if you collect them all, you should have a much easier time using your ghoul to your hearts content.

  • Lichborne: Death Knight glyphs

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.06.2008

    Welcome to Lichborne, your weekly weekend look at the first hero class, the Death Knight. Daniel Whitcomb is back after dealing with some light administrative work back at the Ebon Hold. Inscription seems to be coming on to the beta server in bits and pieces, especially when it comes to the much looked for glyphs. One or two classes seem to trickle in each build, and in the latest build, it is the Death Knight's turn. Today, we'll take a quick look at the new Death Knight glyphs, and figure out how useful they'll be to the various playstyles and specs of the Death Knight. As always, it's worth noting that these are beta numbers, so things could change by the time Inscription and Death Knights see the light of day on live servers.

  • Death Knight solos Onyxia

    by 
    Alex Ziebart
    Alex Ziebart
    08.28.2008

    With how fascinated players are with using Onyxia as a benchmark, it was only a matter of time before our new legions of Death Knights tried their hand at it. Scarblade, a poster from the MMO-Champion forums, seems to hold the prize for world first solo Onyxia kill by a Death Knight. At least, as far as we know, and as of the latest beta patch. Will it count when Wrath goes retail? Who knows? We're a fickle bunch. Either way, I sincerely doubt many others attempted this as a Death Knight before Scarblade, because running around doing those attunement quests on the beta realms must be brutal even at level 80. You're just going to have to do it all over again!Still, Scarblade was a trooper and went through the whole ridiculous attunement process. He says he tried both Frost and Blood specs before ultimately settling on an Unholy build that won the day for him. Personally, I expected this kill to have been done using a deep Blood talent spec with how well they solo. I suppose Onyxia isn't the same as your random elite thug hanging out in the middle of a field somewhere, so it makes sense that what works there might not be best in Ony's Lair. Unholy does make sense though, controlling those whelps can make or break an Onyxia attempt no matter how many people you take with you. Unholy Blight is a beautiful thing.Yes, Scarblade did earn an Achievement for killing the ol' gal. Two, actually. One for just plain killing her, and one for killing her solo.[ via MMO-Champion ]

  • Lichborne: On Blood leveling and Beta

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.23.2008

    Welcome to Lichborne, where every week Daniel Whitcomb makes sense of the amazing, ever-changing betatastic Death Knight class So here's yet another example of how mutable Death Knights are at the moment: This week, I decided to spec Blood all week and make a genuine effort to learn all the ins and outs I could so that I could bring you a good solid overview of Blood for this weekend's column. Then build 8820 came along, and Blood, while having the same basic mechanics, got a rather big hit to its health regeneration and DPS abilities, and I'm left trying to figure out the extent of the damages. In the end, I don't think Blood was horribly nerfed in this build, but it might have been slightly overnerfed.

  • Lichborne: PvP, grinding, the Unholy tree, and you

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.10.2008

    Every weekend in Lichborne, Daniel Whitcomb will take you through the ever-changing (Beta) world of World of Warcraft's first hero class, the Death Knight. With a new Beta Build on the test servers, Death Knights have received a massive amount of talent changes. Many of them have been hinted at on the test servers for eons, and I've covered much of them in last week's Lichborne. The new disease changes are in, as is the changing of Chains of Ice's Snare component to an undispellable physical effect. You can check out the full list of changes here. Among the new changes is a very extensive revamp of the Unholy tree, which features quite a bit of talent consolidation and quite a few new and interesting mechanics and abilities. In fact, I'd have to say that the current build may very well mark the rise of the Unholy Tree, with the changes making it an amazing tree for grinding and PvP. As a disclaimer, there's still lot of bugs in this build. Many abilities don't seem to be working quite right, especially Blood Caked Blade (which only hits for 1-4 damage based on the number of diseases instead of 60% weapon damage per disease), Raise Dead, and Night of the Dead. Because of that, it's often hard to say how or if an ability would be better or worse if it actually worked. Therefore, I'll be discussing the abilities based on if they actually did work, backed with some feel for them from Death Knight play on the Beta Servers.

  • Death Knights gain new rune set, new cosmetic changes

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.09.2008

    It's been said that Death Knights are supposed to be a specifically recognizable class, part of their heroic bearing coming in that distinctness. We've already seen some of it with the inclusion of glowing eyes, and now there's more implemented with these beta builds. All Death Knight Races have the option of taking on a selection of darker skins and gaunt, undead, or angry looking faces. In addition, the Death Knight's glowing eyes now look more more integrated and natural on almost every race, in my opinion. The changes look better on some races. Humans, especially, look very much changed, to the point where Human females can look a lot like Forsaken females without the hunchback or protuding bones. You can see some of the new looks in the Gallery below, courtesy of tipster Damir. %Gallery-29326% Death Knights also got another small cosmetic change in the form of new runes. The new runes are a bit bigger and more distinct, and I personally find them easier to keep track of. I'm glad to see the change. You can see the runes here (thanks to tipster chaud and wotlkwiki for that picture). EDIT: There are no Forsaken pictures in the gallery because there do not seem to be any new looks for Forsaken Death Knights. This is understandable -- They're already dead, after all. You can check our older Death Knight gallery for Forsaken shots, if you wish.

  • Death Knight tanking undergoing tweaks

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.06.2008

    The latest announced changes for Death Knights are out, and this time, they seem to be mostly concerned with tanking. There's two major philosophies that Blizzard seems to following for Death Knights: First, any tree should be able to excel at tanking at least to the 5-man level, and Death Knight tanking should be at least somewhat interactive. In that vein, they're introducing two revamped late tree tanking talents to the mix. In Frost, Unbreakable Armor will be a usable ability that costs 1 frost rune, but will only increase armor by 25% and Strength by 5%. In Blood, Vampiric Blood (previously mentioned in last week's Lichborne) will be a 1 blood rune ability that increases healing received from all sources by 50%. Both abilities will not trigger the GCD, will last 20 seconds, and will have a 2 minute cooldown. Blizzard aims to balance these 2 abilities with Bone Armor (which will have an internal cooldown of 3.5 seconds, like Shaman shields) to create 3 viable late tree tanking abilities.

  • Lichborne: State of the Death Knight

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.02.2008

    Welcome to Lichborne, WoW Insider's newest class column. Every week in Lichborne, Daniel Whitcomb will explore the ins and outs of Blizzard's newest class, the Death Knight. It's Wrath of the Lich King Beta time, and finally time to meet the new Death Knight class. Unfortunately, we can't really guarantee you'll be meeting the same class that you'll see in the live game, per se. It's not that the class isn't shaping up well or isn't quite distinctive, it's more that there's just so much that's changing. The next build that's scheduled to hit the Beta servers is a perfect example. Not only will talent trees be changing extensively, with some talents becoming baseline and some baseline abilities becoming talents, some talents switching tiers, and others even switching trees, but the very way we inflict and stack diseases will be getting some tweaking as well. In addition, many of the Death Knight's baseline abilities, especially related to disease and damage rotations, are changing as well. So with all these changes, what can you say about a class that's changing drastically on a weekly basis, and may look completely different from how it does now by the time Wrath goes live? Is it really possible to speak about an overarching unifying theory of Death Knights? Well, let's try. Welcome to the first annual State of the Death Knight address.

  • Death Knight Frost tree changes in latest Wrath Beta build

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.27.2008

    Between Blood's lack of downtime and Unholy's AE abilities and Ghoul control, Frost is starting to feel a bit like the unwanted orphan of the Death Knight trees. While it's heavy on the tanking talents and has some burst potential, we've been there done that, perhaps, already have Frost Mage alts, and so on and so forth. Luckily, Blizzard recently made some changes to the tree on Beta which look like they may be nudging the tree in the right direction toward equality with the other two trees. Here's a concise list of the changes via MMO-Champion: Improved Icy Touch now increase the damage of your Icy Touch by 10/20/30/40/50% and its damage against Frozen Targets by 20/40/60/80/100% (Old version : Reduces the cooldown of your Icy Touch spell by 1/2/3/4/5 sec and increases its critical strike damage bonus by 10/20/30/40/50%) Nerves of Cold Steel has been moved from Tier 3 to Tier 2. Annihilation has been moved from Tier 6 to Tier 3. Aneurysm has been moved from Tier 8 to Tier 7. Merciless Combat has been moved from Tier 8 to Tier 6. New Talent - Blood of the North - Tier 8 (5 Points) - 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 Frost Aura increases your Frost Resistance by 32/65 instead of 22/45. Frost Strike prerequisites have been removed. (Merciless Combat was required before)

  • Death Knight Gameplay Video: Unholy PvP

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.26.2008

    Jadefury continues to deliver with the Death Knight videos. This time, he runs around in one of the Northrend starting zones and preys upon unsuspecting Alliance. It's a bit of a gank video, so fair warning if you're not into that. He uses this level 73 Unholy/Blood build. Jadefury himself admits, of course, that the first thing he had going for him was the element of surprise -- not only ganking, but people panicking as they had to face down an unfamiliar class. We wouldn't be surprised if PvPing with a Death Knight for the first few months of Wrath is easy if only because of that deer in the headlights phenomenon. Still, he also showcases some very nice uses of Death Knight PvP skills. My favorite is his use of Death Grip, which looks like it's fast becoming the signature Death Knight move -- not only does it take care of people trying to run away, but he uses it as a spell interrupt in a pinch. There's also some freezing action going on as well with what looks to be Chains of Ice. Of course, having Magic Suppression probably helps a lot as well. Of course, it's worth noting that he leapt upon people in combat (with some rather sweet looking Nerubians at that, we can't believe we'll be able to solo those, Wrath is going to be so epic), and this is only at level 73, so level 80 organized PvP may look somewhat different. Still, it's yet another good look at Death Knight gameplay to prepare all of us rerollers.

  • The Art of War(craft): Dreaming about Death Knight PvP

    by 
    Zach Yonzon
    Zach Yonzon
    07.23.2008

    I know, I know. It's too early to actually figure out how Death Knights will work in PvP. Humor me for a bit. The new class, with its juicy talents and abilities, even if they will get changed before Wrath of the Lich King hits the shelves, have got me really excited. They have some pretty cool spells and a new resource mechanic that promises to shake things up as far as gameplay is concerned. I'm not big on alts, and I play mostly on my main and a secondary toon that really needs more love, but I actually want to make a Death Knight. I'm not an alt-o-holic, but I think I'll be taking it all the way to Level 80.Of course, while I tell all my friends that I'm finally making a toon I'll be happy to tank with, what I'm really thinking about is PvP. I had initially wanted to make a Death Knight class when the game was announced, Death Knights being my favorite Hero in Warcraft 3. I thought Warlocks were the going to be it, considering the Death Coil spell, but I ended up never making a Warlock at all. But now here's the real deal. Plate armor, badass Rune weapons, Deathchargers, and all things ooky, spooky, and vile. Sounds like a lot of fun to me.

  • Death Knight News: Rune swapping gone, Runeforging to be powerful

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.23.2008

    The introduction of runeforging to the Wrath Beta was a bit of surprise and slightly unexpected. Instead of rune swapping -- the idea of being able to change the nature and configuration of the runes on your runeblade -- Death Knights got a solid 2 Unholy, 2 Blood, and 2 Frost runes. Runeforging itself became a weapon enchantment system whereby Death Knights could enchant their weapon with various special procs and buffs for various situations. There has as of yet been no sign of an ability to swap runes, and Jayde, aka Jadefury, recently asked if there were still plans for one. The short answer, according to blue poster Ghostcrawler, is no. The long answer is perhaps a bit more complicated, and reinforces Blizzard's stated goals with the Death Knight class role and the new runeforging ability.