Wednesday, January 28, 2009

T's Death Knight Guide 2-1: Basic Spells

Basic, non-talented spells by level, leaving out utility spells and previously discussed Presences:

Blood Strike, 55: Rotation attack. Best used after Icy Touch and Plague Strike for maximum effect.
Icy Touch, 55: Rotation attack. Applies the Frost Fever disease.
Plague Strike, 55: Rotation attack. Applies the Blood Plague disease.
Death Coil, 55: Rotation attack. The first Runic Power skill Death Knights have access to. Will heal Ghouls, Gargoyles and Lichborne Frost Knights.
Death Grip, 55: The coolest ability in the game. Great for pulling, saving healers and full of Awesome in PVP.
Death Strike, 56: Rotation Attack. Will be replaced in the basic rotation with more powerful attacks. However, you will still want to mix this in to keep yourself alive when necessary.
Pestilence, 56: Useful for fighting multiple mobs. Very useful when combined with Blood Boil and other disease-based AOEs.
Raise Dead, 56:Unholy Knights have a talent that will make the Ghoul a permanent pet.
Mind Freeze, 57: Spell interrupt.
Chains of Ice, 58: Short-term CC. Useful for PVP or giving the tank a few extra seconds to regain aggro on a squishie-rushing mob.
Blood Boil, 58: Good AOE spell, best used with Pestilence.
Strangulate, 59: Another, more effective spell interrupt.
Death and Decay, 60: Death Knight Consecrate, for AOE tanking and great AOE DPS after the tank has a strong threat lead.
Obliterate, 61: Rotation attack. Does it really matter what it does? How can you NOT use a spell called Obliterate. Seriously, though, this will replace Death Strike for the most part in the basic rotation. Frost Knights especially will blow things up with this.
Icebound Fortitude, 62: Strong tanking and PVP "Oh Crap!" button. Try to time it when you know a large damage spike is incoming.
Blood Tap, 64: Each talent spec already has a way of creating plenty of Death Runes. However, this is a strong component of advanced rotations.
Dark Command, 65: Taunt.
Horn of Winter, 65: If you don't have a Shaman to drop Strength of Earth, this makes a great buff.
Death Pact, 66: If you have a pet out, this will make a nice emergency heal. However, if you're keeping track of time, use this just before a non-talented Ghoul dies after its duration for free health, assuming you have the Runic Power.
Rune Strike, 67: This spell is OFF the Global Cooldown. If you have the Runic Power, there is no reason any good Death Knight should not be using this. Macro it in to other skills if you have to. This is a must for tanking, since it has an increased aggro coefficient and is unavoidable.
Anti-Magic Shell, 68: Only a 5 second duration, so watch your timing for maximum effect. Great way to piss off casters in PVP.
Raise Ally, 72: Fun spell. Awesome to raise your group members and have them play as Ghouls.
Empower Rune Weapon, 75: Properly used, this will enable Death Knights to pump out some serious damage every few minutes.
Army of the Dead, 80: For the record, I will continually refer to this spell as "Army of Darkness." This spell looks awesome and is very useful if you make a bad pull soloing. Should create beautiful chaos in PVP.

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A part-time player trying to exist in a full-time world. Guild Master of Denarian on the Azjol-Nerub server.


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