unholy-presence

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  • Lichborne: The latest patch 5.4 news for death knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.19.2013

    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. It's been a few weeks since we last discussed patch 5.4 from a death knight perspective. In that time, we have seen the dreaded fix to the RPPM bug for rune regeneration, but we have also seen unholy buffs as compensation. The first numbers pass for death knights also brings a good chunk of buffs to the death knight. Let's dive in and take a look.

  • Lichborne: Proving grounds, proc rate bugs, and more patch 5.4 news

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.30.2013

    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. Patch 5.4 continues on the test server, introducing new class changes, new features, and more. Today, we'll keep looking at what the latest changes are, both those specific to death knights and those that affect death knights. Do proving grounds prove useful to death knights? What's the latest one weird bug that does weird things for death knights? Read on for the answers to these and other questions. A ghoulish energy While most of the major death knight class changes appeared done a few weeks ago, Blizzard just dropped another one that should be a nice game changer for unholy death knights. Gnaw and Leap, as well as their Dark Transformation equivalents, no longer have an energy cost. This means more energy available for Claw, and the ability for death knights to use those two skills freely without having to worry that they won't have the energy.

  • Lichborne: 2012 predictions for death knights and how they actually shook out

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    01.01.2013

    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. As it was for, to some extent, all classes, 2012 was a busy time for the death knights, as one expansion ended and another began. As the news of Mists of Pandaria began pouring in, I started making some predictions. As the Mists beta progressed, I started mentioning things that I felt, or that the death knight community felt, needed to change or would change. This week, I figured it might be interesting to look back on some of those old articles and see what exactly happened, and how far off the mark I was (or wasn't).

  • Lichborne: Guide to PvE unholy death knights in Mists of Pandaria

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.04.2012

    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. With Mists of Pandaria less than a month, it's a good time to get caught up on your chosen class' mechanics and playstyle in order to get a good start in the new expansion. With that in mind, we've spent the past few weeks discussing the various specs and how they'll play. This week, we add to the collection with a guide to unholy death knights in PvE. As a reminder, the following guide is for the basics of the class and spec. Unholy basics Unholy, much like its sister trees, remains more or less unchanged in basic look and feel. Of course, there's enough tweaks that there's stuff to learn, but if you liked the way unholy played back in patch 4.3, you'll like the way it plays in patch 5.0.4 and Mists of Pandaria. The biggest change you'll notice is that the new version of Ebon Plaguebringer no longer has the magic damage debuff or the third disease. They have upped the damage on our strikes to compensate, but it's one more little piece of unholy look and feel that's gone. Unholy is, of course, played with a two-handed weapon enchanted with Rune of the Fallen Crusader, as you will need its power to get the most damage from your strikes, and in Unholy Presence. You will also want to make sure you have your ghoul out as much as possible, as it makes up a not insignificant amount of your damage. If you don't want to deal with a pet or want to dual wield, you're better off switching to frost DPS.

  • Lichborne: Death knight DPS presences get some major changes

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.26.2012

    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. If you've been following death knight news at all, you know that presences -- specifically, the interplay between Frost Presence and Unholy Presence -- have been a hot button issue for some time now. The flames only got hotter in the Mists of Pandaria beta, as massive changes to presences caused severe issues in our class mechanics and rotations. Luckily, Blizzard's heard our pleas and recently released a huge overhaul to the DPS presences on the beta. This week, we'll take a look and see what they did. The basic rundown The base global cooldown for all death knights is now 1 second. As a result, Unholy Presence no longer provides this bonus. Unholy spec death knights now get Improved Unholy Presence, which provides an extra 10% rune regeneration and attack speed when in Unholy Presence. Frost Presence lost a good chunk of its extra runic power regeneration (it's down to 20% from 100%), as well as the extra 30 base runic power. Frost spec death knights now get Improved Frost Presence, which reduces the cost of Frost Strike by 15 runic power when in Frost Presence. Might of the Frozen Wastes no longer generates 15 runic power per a hit but does make your Obliterates cause 50% more damage while using a two-handed weapon. Threat of Thassarian no longer has an off-hand damage bonus but does increase your Frost Strike damage by 50% Improved Icy Talons is now Unholy Aura, and both DPS specs gain use of it.

  • Lichborne: 3 quick fixes death knights need for Mists of Pandaria

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.12.2012

    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. We still don't have an official release date for Mists of Pandaria, but conventional wisdom says it's going to be out before the summer's over. I tend to agree with that, so it's getting the point where we have to assume we have two to three months to see our class really where we want it to be before the game goes live. I have to say, I'm not as optimistic as I could be. The players and developers seem to be at loggerheads to what the real issues of the death knight class are or even if it has any major ones at all. Still, the blues have also shown that they may be coming around to at least some of our points of view, so in the interests of figuring out our major problems (and realizing we're running out of time to do any major revamps), I offer three quick fixes that might hold the class over for a few content patches in lieu of any major class mechanics changes.

  • Lichborne: Ghostcrawler discusses death knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    05.22.2012

    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. To say that the death knight community has been a little grumpy this past week is probably an understatement. Essentially, what happened is that we got a post from Ghostcrawler discussing some of our Mists of Pandaria beta issues, and in almost all cases, he wasn't quite on board with our complaints. This week, we'll hit some of the highlights of what Ghostcrawler said and what they mean for our class, as well as look at some of the changes we have seen coming from the beta. It's not a disadvantage -- it's a feature In the list of perennial death knight complaints, there are three that are probably pretty near the top and have been for a while. First, unholy pets and summons do not scale with mastery. Second, unholy has very little in the way of burst AoE. Finally, critical strike is incredibly undervalued for frost due to Killing Machine. Ghostcrawler pretty much breezed through all three of these complaints with a classic "working as intended." That's not to say he didn't explain all three reasonings to some extent, but they all boiled down to the idea that the dev team is perfectly happy with the skills working this way, because they're all calculated differences that separate the death knight trees from each other.

  • Lichborne: Death knights remain in holding pattern in Mists of Pandaria beta

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    05.15.2012

    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. When one takes a two-week vacation, one generally looks forward to things having changed, even slightly, when one returns. This is especially sure when speaking of the Mists of Pandaria beta test. Strangely, that hasn't been exactly the case for death knights. There have been changes, certainly, but not as drastic as we might have hoped -- and not as well-explained, either. Today, we'll take a look at a few of the more important changes and what they imply for our class. In addition, we'll see what Ghostcrawler did and didn't say about death knights in a recent post. Plague Leech and disease issues There've been a few changes to death knights, but the most interesting one comes with Plague Leech. This first-tier talent, which replaces Vile Spew, will allow you to generate a death rune by canceling the diseases from your target. The nice thing about this skill is that it gives us another much-needed Blood Tap replacement now that Blood Tap itself has been turned into a somewhat more restricted talent. The bad thing about this skill is that it's probably going to become mandatory for min-maxing DPS death knights. If your diseases are about to expire anyway and you can eat them for an extra death rune, it's hard to see how that won't become a DPS increase. Once we all reach level 90 and the math has been sufficiently mathed, it seems relatively obvious that Plague Leech will be considered mandatory by the hardcore PvE community, for better or for worse.

  • Lichborne: The DPS presence issue in Mists of Pandaria

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    04.10.2012

    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 Cataclysm, there were many hot-button death knight balance issues, but one of the biggest was Unholy Presence vs. Frost Presence. Frost Presence fell out of vogue very quickly in Cataclysm, since all DPSers found themselves running into a global cooldown wall pretty quickly. We were producing resources so fast, we needed the 1-second GCD provided by Unholy Presence to have any hope of spending them all. This issue has come to the forefront even more in Mists of Pandaria beta testing. This is because a loss of runic power generating talents have put the dual wielding frost style at a disadvantage, enough that it needs the extra runic power regeneration from Frost Presence. Unfortunately, when it loses the 1-second GCD of Unholy Presence, it starts to stutter, with many testers using the dread descriptor "clunky" to describe the resulting rotation. Part of this could be trying to adjust going from Unholy Presence to Frost Presence, admittedly, but it feels like a problem. If you want to see a comparison, switching to two-handed frost provides it. Thanks to the improved runic power generation on Might of the Frozen Wastes, two-handed frost can use Unholy Presence with ease, and its rotation plays nice and smoothly, very close to what it is on live.

  • Lichborne: A Cataclysm 101 guide for death knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    12.07.2010

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. join World of Warcraft's first hero class as we head into a new expansion and shed the new kid on the block label. Last week, we discussed the basics of what you'll need to do to get your level 80 death knight up to level 85. But what if you're planning to roll a brand spanking new worgen or goblin death knight to start Cataclysm off right? This week's column is for you. We'll go over the basics of the death knight class, so you can get a good handle on how the class works and what each tree does so you can make your way to the top.

  • Lichborne: Unholy and the state of the Cataclysm beta talent trees

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.28.2010

    Welcome to Lichborne, your weekly source for news, guides, tips and opinions on the death knight class. With this week's Lichborne, I was hoping to have run a few heroic Cataclysm dungeons so I could report back to you on how death knights play through them -- but alas, it was not to be, as my beta client refuses to log in to the game without crashing. Luckily, there are plenty of things to discuss apart from that. This week, I'd like to discuss our talent trees as they currently are in the beta and where things are headed for us as the release date draws nearer.

  • Lichborne: Death knight leveling 68-80

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    10.05.2009

    Welcome to Lichborne, WoW.com's column for all things deathly, knightly, and death knightly. So, death knight. You're through with Outland. You just dinged 68 in Nagrand and want to move on to whiter, snow covered pastures. Maybe those pastures are in Northrend. Maybe those pastures are in Alterac Valley. Either way, let's discuss getting through those final levels and pushing you through to the end game.

  • Lichborne: What Cataclysm might mean for Death Knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.31.2009

    Welcome to Lichborne, the Death Knight column that dares ask the hard-hitting questions of Blizzard. Questions such as: Can I make a Worgen Death Knight now? Pretty please with sugar on top? We've now had about a week and a half to digest all the new information from BlizzCon about the Cataclysm, and while it's not a complete picture of what we can expect from the expansion, there's enough information now that we can make some pretty good educated guesses about the direction of the game and the new theorycraft of being a Death Knight. Let's take a look at we can learn from the latest information. New Races The new races definitely have some pretty awesome racials. The Worgen's plus damage racial will make them a very solid choice for a DPS Death Knight, and the sprint will be excellent for closing distance in PvP, especially when paired with Lichborne or Icebound Fortitude to avoid CC. Even the skinning racial will be nice for a leveling Death Knight who decides to take some time out to level the money making gathering tradeskills. Goblins are definitely going to be a nice little convenient race, with low buy and sell prices and a free bit of banking. Combat-wise, the Rocket Boots should be nice for closing distances or running away. As far as whether these races will end up being the "best" races for Death Knights, I don't think I can say. Part of this is because I think the idea of a "best race" is, to at least some degree, rather subjective, but also, the devs strongly hinted they'll take a look at everyone's racial abilities as they move into Cataclysm, so its certainly possible that other races will get some new or upgraded racials that will keep pace with the awesomeness that are the new races' racials.

  • 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.

  • 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.

  • 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.