death-rune

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  • Lichborne: 3 more death knight issues that need fixing soon

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.19.2012

    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, I talked about three quick fixes death knights should get before the Mists of Pandaria beta is over. This week, I'd like to discuss three more death knight issues. These aren't necessarily any less urgent or problematic than last week's issues, but they're complicated enough that we probably can't expect them to be fixed before the expansion goes live. Still, they should probably be dealt with sooner rather than later. 1. Tier 5 talents have got to go. I have to admit, the level 75 death knight talent tier had me pretty excited when it was unveiled. Finally, anyone could choose their flavor of rune regeneration. At optimal balance, it seemed like everything could turn out great. People could choose how much control they wanted, people could avoid rune tetris if they wanted, and everything would be cool. In practice, it hasn't worked out like that. It's become more and more obvious that it will be nearly impossible to balance the three types and that Blood Tap is the clear winner for any death knight DPS player, with Runic Empowerment nearly equal and Runic Corruption taking up the distant rear. The level 75 tier, in other words, doesn't pass the basic litmus test for the new talent system. There's no real choice. Min-maxers will feel forced to take a specific talent on this tier in all situations, and it will, in fact, almost always be Blood Tap.

  • Lichborne: Notes from the Twitter developer chat

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.20.2010

    Welcome to Lichborne, your weekly source for news, guides, tips and opinions on the death knight class. While paladins got some of the biggest bombshells in last week's big developer Twitter chat, there was still quite a bit of juicy information for death knights. Reading between the lines, it's pretty obvious we're getting some major tree revamps, especially in the frost tree, what with On a Pale Horse being added and Runic Empowerment being made baseline. The answers also bought some interesting insights into some of the various decisions being made as our class takes shape in Cataclysm. A few of the answers definitely merit some deeper discussion, so let's get to it.

  • Lichborne: Unholy issues in Patch 3.2

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.03.2009

    If there's one thing that researching the Death Knight class changes for patch 3.2 has done for me, it's reconfirmed my hatred of all these extra annoying little combat stats. You know expertise, armor penetration, haste, all those little things they added to the game for seemingly no other reason than to make determining best in slot gear a master's thesis level task or to make quest rewards suck worse than they first appear. Really, I long for the days when your choices were hit rating, AP, and spell power, heal power and spell or physical critical strike rating.I mean, I guess if I sat down and thought about it, I can deal, especially since the system tweakage has also bought us more awesome stuff like consolidated spell power and critical rating. Still, times like this, I really long for the old days. In particular, I'm talking about the Unholy tree.

  • Lichborne: The Future of Death Runes in Patch 3.2

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.07.2009

    Welcome to Lichborne, the Death Knight class column, with your host, Daniel Whitcomb, who's still wearing mourning black for AE Unholy Blight. And also because black looks awesome.I admit to being a bit underwhelmed by the Death Knight Q&A. To be fair, this is primarily because most of the things covered were already in the 3.2 patch notes, and the rest was pretty common sense stuff. However, one little comment by Ghostcrawler did catch my attention: His praise of Death Runes. This caught me more than a bit by surprise, since, if anything, the Death Knight changes in Patch 3.2 seem tailor made to discourage the use of Death Runes, at least for Frost and Unholy.Between the damage buff to Blood Strike and diseases, and the nerf to Scourge Strike, we have a pretty good chance of seeing people move away from using Death Runes. The major reason to use Blood Strike in both trees right now is to create Death Runes so you can use higher damage abilities on your next refresh cycle. If Blood Strike becomes the higher damage ability, it's not worth it to use the Death Runes on something else. There's a off-chance, I suppose, that you might want the Death Runes handy for an emergency use of Ghoul Frenzy, in theory, but that chance is so slim that no-one's going to want to waste the talent points in Reaping, at the very least.

  • Lichborne: Leveling through Outland (Levels 58-68)

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    05.11.2009

    Welcome to Lichborne, your weekly look at the mechanics, issues, and zen of the Death Knight class. With 3.1 sort of leveling out for now, It's probably a good time to switch our views to leveling. It's a good a time as any to welcome any new Death Knights into the fold and give them a few tips for getting through that silly old Outland content and into Northrend.

  • Lichborne: The Rise of Blood in 3.1

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    03.16.2009

    Welcome to Lichborne, your weekly Death Knight news and analysis fix.The Blood tree often gets a bad rap among those not in the know. It's a decent leveling tree, but it's generally considered not to have the tanking power or AoE DPS Potential of Unholy or Frost. By all indications, that has changed in 3.1, especially in the latest patch. Not only have many key Blood talents and skills received key buffs or changes, but the very nature of Armor Penetration has changed, with the 25% benefit buff making Blood's mostly physical damage dealing style well suited to take advantage of the change. This is quite a shift from just before 3.1, when many were afraid disease-less Blood would be wiped out and leave the tree with no viable hassle-free DPS specs.

  • The Queue: The patoot edition

    by 
    Alex Ziebart
    Alex Ziebart
    02.16.2009

    Welcome back to The Queue, WoW Insider's daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.Hey, everyone! How did you all hold up over the last week? A whole week with Adam? Did you miss your ray of sunshine? No? Oh... well, that's okay. I'm back anyway! If you don't read Ask a Lore Nerd, I was more or less out of the office the last week moving into my swank new apartment, so that's why I haven't been around. It's all good now though, so Adam and I are back on our rotating schedule.We also have a cool little guest appearance from our resident Death Knight Daniel Whitcomb, so that'll be a treat! Hopefully!Cholestria asked...Are there any titles I can achieve with my level 1 bank alt? She has an outfit from the Brewfest and usually participates in any of the holiday she can, but all the titles seem to require some leveling. Is there any title she could get without leveling?

  • 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 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 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)