Wednesday, November 19, 2008

T's Death Knight Guide, Part 1: The Basics

Updated 12/2/08, updated text in bold italics

This is part 1 of an ongoing guide that will later be compiled into one large "uber-guide" for up-and-coming Death Knights.

Tarmr is only level 58 at the moment, and still slowly completing his gathering profesions to 300 before venturing into Outland, so some specifics may be revised over the course of his adventures.

This guide is intended for starting Death Knights and will not cover advanced tactics, in-depth stat values or end-game min/maxing.

BASICS


I'll spare the backstory. I assume everyone knows that Death Knights are the game's first Hero Class, etc. Plate, 2-handers, dual-wield, blah blah blah.

Roles

Death Knights are capable of tanking, damage dealing and PVP, regardless of talent spec. Do not listen to anyone who tells you otherwise. This is a new design direction for Blizzard. Your spec will not determine your role, but rather HOW you perform it. Of course, some builds will be optimal in certain situations.

Here's the general breakdown.

Blood Knights will have very high, sustained damage against single targets, as well as increased survivability and group utility through healing mechanics.

Frost Knights offer the best mitigation against melee attacks, very high, bursty, crit-based damage potential, limited AOE and extra Crowd Control. Frost is probably the "best" tanking spec. Also, Death Knights looking to Dual-Wield will most likely want a Frost-heavy build.

Unholy Knights are best at AOE attacks, diseases and magical defense, as well as pet usage. Unholy Knights also gain speed increases that will pay off in PVP.

Resources

Death Knights use 2 different resources, Runes and Runic Power.

There are 3 basic types of Runes.

Blood
Frost
Unholy
There are also special Death Runes.

Runes are used up by various spells and then recharge after ten seconds. For example, Blood Strike will use 1 Blood Rune, while Death Strike will burn 1 Frost and 1 Unholy. This gives the Death Knight a playstyle similar to Rogue, with the ability to be at "full power" at the beginning of an encounter, then using skills and quickly recharging to fire them off again.

Death Runes are granted by certain talents and will take the place of the other Runes. Death Runes are "wild cards" and can be used in the place of any of the basic three.

Runic Power functions almost identically to a Warrior's Rage mechanic. Each skill that the Death Knight uses that consumes one Rune grants 10 Runic Power. Two Runes grants 15 and three Runes grants 20. This can be increased via talents. Runic Power can then be used for attacks. For example, Death Coil is a basic Death Knight ability that can only be used once the Death Knight has accumulated 40 Runic Power. Just like Rage, Runic Power degenerates over time outside of battle.

This is what makes the Death Knight a Hero Class. They are no more powerful than any other class, but rather, are more difficult to play and thus not suitable for beginners.

Presences

Presences are what allow Death Knights of all specs to excel at each situation they find themselves in. They function much like Warrior Stances or Druid Forms.

Blood Presence is for basic damage dealing and excellent for soloing thanks to the healing effect.

Frost Presence is the default tanking Presence.

Unholy Presence is geared more towards PVP. However, with the increased attack and casting speed, it may be able to outpace Blood Presence for damage over a short period of time. However, after blowing all your skills with reduced GCD, you will still have to wait for Rune cooldowns.

Part 2: Spells

Tuesday, November 18, 2008

What's the Hurry?

I swear, I will never understand the super-hardcore crowd.

Nymh of Drek'thar (EU) reaches level 80 in 27 hours.

Dessembre of Mazrigos (EU) levels a Death Knight to 80 in 41 hours.

TwentyFifthNovember of Magtheridon (EU) levels 25 (maybe more) players to 80 and clears all current raid content in the game in 68 1/2 hours.

What.

The.

Hell.

What sort of enjoyment do these people get out of playing a game non-stop just to say they were the first to do something that earns them absolutely nothing other than a sore ass?

Monday, November 17, 2008

Machinima Monday: Eternal Legend

Another old-school classic.

Wrath Weekend Warrior Part 1

Welcome to Wrath Weekend Warrior, a series of posts chronilcing my Warlock, Samodean's journey through Northrend.

Sam started off taking the boat from Stormwind to Valiance Keep in the Borean Tundra. The town is laid out nicely, very simple and compact, which I love. Borean Tundra is flat-out beautiful. THIS is the reason you're not allowed to fly yet. Stop complaining and enjoy the scenery that you just spent $40 (or more) on.

Hit up the Profession trainers, bought some new skills... and promptly ran out of money. Mind you, Sam never really did dailies. He had a small amount of gold leftover from his Inscription profits after sending most of it to alts. But ouch! 37G to train a new rank of Tailoring? 5G for each recipe? I'm not complaining, it's affordable, but PAY ATTENTION.

Speaking of Tailoring, get Northrend Cloth Scavenging ASAP. Cloth is VERY hard to come by out here.

Also Tailoring-related, the introductory Northrend set, Frostwoven, is almost as good as my now-nerfed FSW set. It appears to be similar with other professions. The starting greens are almost as good as the BC crafted epic sets.

Before leaving the Keep, one final Warlock tip, specifically Affliction specs. In the quest The Hunt is On, you are required to find and kill a Cultist spy in the prison. After talking to him, and before he aggroes, back out into the hallway. If you fight him in the prison, the other guards will help out. If they deal more damage than you do, you will not get credit for the kill. Since Affliction Warlocks take a few seconds to ramp up the damage, this is very hard to do.

Moving on to the rest of the Tundra, one quick request:

PLEASE UPDATE QUESTHELPER

Not for myself, but for all these other noob-tards who can't read a freaking quest to save their lives. Look at the quest Plug the Sinkholes. The quest text CLEARY states "Take these explosives and place them at the entrance to the sinkholes up on the ridge beyond the beach to the west." Look to the West, cross the sand, there's a ramp RIGHT THERE, climb it, Sinkholes! Apparently, this is entirely too complicated for the average idiot to comprehend. Every 2 minutes, someone was asking "Where are the sinkholes?" Can someone give coords for the sinkholes?" "I can't find the sinkholes, someone who knows where they are please invite." Of course, they were far less grammatically correct.

Anyway, moving into the Tundra, the mist effect in Riplash Strand is cool, and a nice example of Blizzard's new Phasing technology. Thos outside the mist can't see anything inside of it and vice-versa.

Don't walk into the DEHTA camp while covered in Animal Blood. An unlucky Hunter I know will attest to that.

Speaking of the DEHTA camp...



Burn you lazy freaking Dwarf! Go hunt the 500 animals on your own!

The Murloc quests are a must. The baby Murlocs are so sickeningly cute, they even warmed this Warlock's cold heart. It will also be the only chance most of us have to see the Murloc Dance.



Level 71 reached, and I will leave you with that image.

Thursday, November 13, 2008

Wrath Day 1: Redemption

Death Knights rule.

Started a Dwarf Death Knight today, Tarmr. Completed the DK starting area and questlines. Very fun. Even if you have no intention of playing one, at least roll one to do these quests.

I'll be leveling him as Frost, more info on that once I hit Outland.

First, however, I need to work on Professions. He's a gatherer, with Skinning and Herbalism. Getting him to 70 will be a priority since he'll be supplying Sam's herbs for Inscription.

I thought I had some screenshots, but my computer ate them, apparently.

O pitiful shadow lost in darkness...
Demeaning and bringing harm to others...
A damned soul, wallowing in sin...
Care to give death a try?

-Ai, Hell Girl

Subscribe

About Me

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

Contact

Contact
Image courtesy of Nexodyne

Current Goals

  • Haddar - Level 80
  • Tarmr - HERBS!
  • Samodean - Wyrmrest Accord Exalted
  • Samodean - Finish Northrend Quests

Currently...

  • Watching - Primeval
  • Playing - Sonic Chronicles: The Dark Brotherhood (DS)
  • Watching - Fullmetal Alchemist: Brotherhood
  • Playing - The Last Remnant (360)
  • Playing - Persona 4 (PS2)

Community

Warcraft Bloggers