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WotLK Beta Build 9014 Class Changes

October 1, 2008 by Zuggy · Leave a Comment 

Death Knight WotLK Changes

Blood

  • Bloody Vengeance – No longer increases frost and shadow damage.
  • Blood Tap – Tooltip Fix : Duration changed to 20 seconds. (Old 47802d.)
  • Bladed Armor – Now increases attack power by 1/2/3/4/5 for every 180 armor value. (Old 1/2/3/4/5 strength for every 400 armor)
  • Bloody Vengeance – Now gives you a 1/2/3% bonus to physical damage (no longer effects frost and shadow) you deal for 30 sec after dealing a critical strike from a weapon swing, spell, or ability. Now stacks up to 1 times (down from 49).
  • Abomination’s Might – Range of attack power increase now 45 yds (Old 20 yds)

Frost

  • Obliterate Damage lowered. (Now Rank 3 – 100% weapon damage plus 238.5, and an additional 119.25 bonus damage per disease) (Old Rank 3 – 100% weapon damage plus 252, 126 bonus damage per disease.)
  • Tundra Stalker – Now gives a passive bonus increase to your Icy Touch. (20/40/60/80/100%)
  • Guile of Gorefiend – No longer gives bonus to Rune Strike critical damage.
  • Howling Blast – Damage increased on all ranks. (Now Rank 5 – 259 to 281) (Old Rank 5 – 192 to 208)
  • Runic Focus – Description changed to : “Unlike most casters, a Death Knight’s spells cause double damage on critical hits.”

Unholy

  • Death and Decay – Damage Increased (Now Rank 4 – 62 Damage) (Old Rank 4 – 52 Damage)
  • Blood-Caked Blade – Damage increased to 25% of weapon damage. (Old 20% of weapon damage.)
  • Blood Plague – Chance to remove a Heal over Time effect reduced to 25% (Old 50%)
  • Reaping – Pestilence removed, Blood Strike added.

Druid WotLK Changes

Balance

  • Starfall – Now has a 30 yard range. Instant cast.
  • Nature’s Splendor – Now increases the duration of your Insect Swarm by 2.0 sec (down from 3.0)
  • Typhoon – Rank 4 now does 1010 Nature damage (formerly bugged at 1 damage).

Feral

  • Rake – DoT damage increased for all ranks.
  • Swipe – No longer has a target limit. Now: (Rank 1) Swipe nearby enemies, inflicting 9 damage. Damage increased by attack power.
  • Mangle (Cat) – Now does 200% normal damage (up from 160%). Additional damage increased for all ranks.
  • Protector of the Pack – Now reduced damage per party member by 1/2/3% instead of a flat 3% for all ranks.

Hunter WotLK Changes

Beast Mastery

  • Aspect of the Viper reworded – Now: The hunter takes on the aspect of the viper, causing ranged attacks to regenerate mana but reducing your total damage done by 50%. Mana gained is based on the speed of your ranged weapon. Only one Aspect can be active at a time.
  • Aspect of the Wild – Rank 4 now increases Nature resistance by 130 (up from 70).
  • Kindred Spirits – Description now includes “This does not stack with other movement speed increasing effects.”

Marksmanship

  • Aimed Shot – Mana cost reduced from 16% to 12% of base mana. Now instant cast. Cooldown increased from 6 seconds to 10 seconds. Ranged damage increase reduced for all ranks.
  • Concussive Shot – Now has a 12 sec cooldown.
  • Kill Shot – Now deals 200% weapon damage (down from 205%). Base damage reduced by approx 50% on all ranks.
  • Multi-Shot – Mana cost increased for 12% to 13% of base mana.
  • Focused Aim – No longer effects Aimed Shot. Now also increases your chance to hit by 1/2/3%.
  • Marked for Death – Now increases your damage done by your shots and the damage done by your pet’s special abilities by 1/2/3/4/5% (down from 2/4/6/8/10%) on marked targets.
  • Scatter Shot – Moved from Tier 5 to Tier 3, changed trees to Survival.

Survival

  • Freezing Arrow – The trap placed by the arrow now breaks on any damage (instead of having a chance to break).
  • Freezing Trap – Trap now breaks on any damage once again, instead of having a chance to break. (“Any damage caused will break the ice.”)
  • Lock and Load – Now has a 2/4/6% proc chance on periodic damage (down from 5/10/15%).
  • Point of No Escape – Changes from 3 to 2 points. Now also effects Freezing Arrow. Critical strike chance increase on affected targets is now 3/6% instead of 2/4/6%.
  • Readiness – Moved from Tier 9 to Tier 5, changed trees to Marksmanship.
  • Surefooted – Moved from Tier 4 to Tier 2. No longer increases hit chance.
  • T.N.T. – Moved from Tier 2 to Tier 4
  • Trap Mastery – Moved from Tier 3 to Tier 9. Now effects Freezing Trap in the same way as Frost Trap (duration increase, instead of root effect on dispell).

Mage WotLK Changes

Arcane

  • Sound Effect Spell – Polymorph Penguin and Polymorph Sheep added
  • Missile Barrage – Now affects Arcane Barrage. Now has a 3/6/9/12/20% chance to reduce the channeled duration of the next Arcane Missiles spell by 2.5 secs and missiles will fire every .5 secs.

Fire

  • Empowered Fireball – Renamed Empowered Fire. Now affects Frostfire Bolt.
  • Living Bomb – Now has no knockup.

Frost

  • Deep Freeze – Now does no damage.
  • Frost Warding – Moved from Tier 1 to Tier 2
  • Frostbite – Moved from Tier 2 to Tier 1

Paladin WotLK Changes

Holy

  • Divine Plea – Now you gain 25% of your total mana over 15 sec (up from 10 sec), but the amount healed by your spells is reduced by 100% (up from 50%).
  • Infusion of Light – Now your Holy Shock critical hits reduce the cast time of your next Holy Light spell by -0.50/-1 secs (down from -1.25/-2.5 sec).
  • Judgements of the Pure – Now lasts 60 sec (up from 30 sec).

Retribution

  • Judgements of the Wise – Now immediately grants you 33% of your base mana (instead of 20% of your maximum mana).

Priest WotLK Changes

Discipline

  • Improved Inner Fire – Moved from Tier 3 to Tier 2.
  • Improved Power Word: Fortitude – Moved from Tier 2 to Tier 3.
  • Silent Resolve – Ranks 4 and 5 removed.
  • Twin Disciplines – Now increases “damage and healing” instead of “spellpower”.

Holy

  • Guardian Spirit – This sacrifice terminates the effect but heals the target of 50% of their maximum health. Up from 10%.
  • Holy Nova – Mana cost reduced to 25% of base mana from 33% of base mana for higher ranks. Lower ranks also had a mana cost reduction.

Shadow

  • Devouring Plague – Amount of damage that heals you now specified, 15% of damage caused by the Devouring Plague heals the caster.
  • Twisted Faith – Now works if your target is afflicted by your Shadow Word: Pain instead of Mind Flay.

Rogue WotLK Changes

Assassination

  • Focused Attacks – Your melee critical strikes have a 33/66/100% chance to give you 2 energy (up from 1).

Combat

  • Gouge – Damage now scales with attack power.
  • Aggression – Moved from Tier 5 to Tier 4. Now increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 3/6/9/12/15% (up from 2/4/6/8/10%).
  • Blade Twisting – Now also increases the damage dealt by Sinister Strike and Backstab by 5/10%.
  • Vitality – Now regens 8/16/25% energy (up from 3/7/10%).

Shaman WotLK Changes

Elemental

  • Fire Nova Totem – Mana cost now 33% of base mana. (Old 26%)
  • Fire Nova Totem – New ranks added. (Level 75 rank 8 – 755 to 843 damage) (Level 80 Rank 9 – 893 to 997 damage)

Enhancement

  • Unleashed Rage – Now increases all attack power and has a 45 yard range.
  • Dual Wield Specialization – Now increases your chance to hit while dual wielding by an additional 1/2/3% (down from 2/4/6%).
  • Flurry – Attack speed increase lowered by 5% (Now 5/10/15/20/25) (Old 10/15/20/25/30).
  • Stormstrike – 20% damage increase now only effects Nature spells.
  • Maelstrom Weapon – Chance for buff to apply lowered, now can proc on any melee weapon hit (noncrit or crit). Duration increased to 30 seconds. (New 3/6/9/12/15) (Old 20/40/60/80/100)
  • Spirit Wolves – Spirit Hunt – Duration removed.

Restoration

  • Improved Water Shield – Now works on Riptide Critical Hits.
  • Ancestral Awakening – Now works on Riptide Critical Hits.

Totems

  • Frost Resistance Totem – Duration fixed to be 5 minutes.
  • Totem of Wrath – Duration fixed to be 5 minutes.
  • Fire Resistance Totem – Duration fixed to be 5 minutes.

Warlock WotLK Changes

Affliction

  • Everlasting Affliction – Now Drain Life and Haunt will reset Corruption instead of Drain Life and Shadow Bolt.
  • Drain Soul – Drains the soul of the target, causing 426 Shadow damage over 15 sec. If the target is at or below 25% health, Drain Soul causes four times the normal damage. If the target dies while being drained, and yields experience or honor, the caster gains a Soul Shard. Soul Shards are required for other spells.
  • Curse of Doom – If the target yields experience or honor when it dies from this damage, a Doomguard will be summoned. Cannot be cast on players.
  • Haunt – Now heals for 100% of damage done. Down from 200%.

Demonology

  • Enslave Demon – Lasts up to 60 sec. Down from 300 sec.
  • Demonic Pact – Does not work on Enslaved demons.

Destruction

  • Chaos Bolt – Now does fire damage instead of chaos damage.
  • Conflagrate – Now works with Shadowflame as well as Immolate.

Warrior WotLK Changes

Arms

  • Sword Specialization – This effect cannot occur more than once every 6 seconds.

Fury

  • Armored to the Teeth – Attack Power instead of Strength armor value require lowered. (Now 1/2/3 AP for every 180 armor.) (Old 1/2/3 strength for every 400 armor)

Protection

  • Thunder Clap – Maximum targets removed.
  • Revenge – Damage increased (Now Rank 9 – [1454.0 + AP * 0.207] to [1776.0 + AP * 0.207]) (Old Rank 9 – [652.0 + AP * 0.093] to [796.0 + AP * 0.093])
  • Sword and Board – Now effects Revenge.
  • Shield Slam – Damage increased (Now Rank 8 – 990 to 1040 damage) (Old Rank 8 – 756 to 794 Damage)

Updated WotLK Glyphs

October 1, 2008 by Zuggy · Leave a Comment 

A few new glyphs added in the most recent beta build. Very disappointing to see the glyph of preparation has been changed (previously it reduced the cooldown of prep by 2 minutes). A 3 minute preparation would have been pretty insane though (new talent reduces it by 2.5/5 minutes).

Make to check out wotlk glyphs compiled for additional class inscription glyphs.

Warrior

  • Glyph of Resonating Power – Reduces the rage cost of your Thunder Clap ability by 5.0.

Death Knight

  • Glyph of Rune Strike – Increases the critical strike chance of your Rune Strike by 10% but increases cost by 5.0 runic power. Down from 50.

Priest

  • Glyph of Fading – Reduces the mana cost of your Fade spell by 30%. Down from 50%.
  • Glyph of Spirit of Redemption – All heals cast while Spirit of Redemption is active have a 20% chance to increase the remaining duration of Spirit of Redemption by 5 sec. Down from 20 sec.

Rogue

  • Glyph of Preparation – Your Preparation ability also instantly resets the cooldown of Blade Flurry, Dismantle, and Kick.
  • Glyph of Garrote – Reduces the duration of your Garrote ability by 3.0 sec and increases the total damage it deals by 20%. Down from 45%.

Hunter

  • Glyph of Aimed Shot – Reduces the mana cost of your Aimed Shot ability by 20%.

Druid

  • Glyph of Aquatic Form – Increases your swim speed by 50% while in Aquatic Form. Up from 20%.
  • Glyph of Thorns – Removed.
  • Glyph of Regrowth – Increases the healing of your Regrowth spell by 20% if your Regrowth effect is still active on the target. Down from 50%.

Paladin

  • Glyph of Exorcism – Your Exorcism also interrupts spellcasting for 2 sec.
  • Glyph of Flash of Light – Your Flash of Light heals for 50% less initially, but also heals for 140.0% of its inital effect over 15 sec.
  • Glyph of the Warhorse – Removed
  • Glyph of the Wise – Reduces the mana cost of your Seal of Wisdom spell by 50%.

Warrior Glyphs

September 25, 2008 by Zuggy · Leave a Comment 

Below is the updated list of warrior glyphs which will be introduced when the wrath of the lich king is released. Note, you will be able to use 3 major and 3 minor glyphs at level 80. Make sure you check out the the Compiled Inscription Glyphs to see the other class glyphs.

Major Warrior Glyphs

  • Glyph of Revenge – After using revenge your next heroic strike costs no rage
  • Glyph of Barbaric Insults – Your mocking blow also taunts the target
  • Glyph of Cleaving – Reduces the rage cost of cleave by 5
  • Glyph of Execution – Your execute ability deals damage as if you had 10 additional rage
  • Glyph of Mortal Strike – Increase the damage of your mortal strike ability by 10% but the healing penalty is reduced by half
  • Glyph of Bloodthirst – Increases the healing you receive from your bloodthirst ability by 20%
  • Glyph of Whirlwind – Increases the number of targets your whirlwind ability hits by 1
  • Glyph of Hamstring – Gives your hamstring ability a 10% chance to immobilize the target for 5 seconds
  • Glyph of Blocking - Increases the block value by 10% for 10 after using your shield slam ability
  • Glyph of Spell Reflection – Reduces the cooldown of your spell reflection ability by 10 seconds
  • Glyph of Intervene – Increases the number attacks you intercept for your intervene target by 1
  • Glyph of Rapid Charge – Reduces the cooldown of your charge ability by 20%
  • Glyph of Victory Rush – Your Victory Rush ability has a 30% increased critical strike chance against targets above 90% health
  • Glyph of Taunt – Increases the chance for your taunt ability to succeed by 8%
  • Glyph of Rapid Charge – Reduces the cooldown of your charge ability by 20%
  • Glyph of Resonating Power – Increases the maximum targets affected by your thunder clap ability by 4.
  • Glyph of Heroic Strike – You gain 10 rage when you critically strike with your heroic strike ability
  • Glyph of Sweeping Strikes – You generate 30 rage over 13 seconds when you use sweeping strikes ability
  • Glyph of Rending – Increases the duration of your rend ability by 3 seconds
  • Glyph of Overpower – Adds a 50% chance to enable your overpower when your attacks are parried
  • Glyph of Sunder Armor – Your sunder armor ability affects a second nearby target
  • Glyph of Devastate – Your devastate ability now applies two stacks of sunder armor

Minor Warrior Glyphs

  • Glyph of Bloodrage – Reduces the health cost of your bloodrage ability by 50%
  • Glyph of Battle - Increases the duration of your battle shout ability by 1 minutes
  • Glyph of Mocking Blow – Increases the damage of your mocking blow ability by 25%
  • Glyph of Thunder Clap - Increases the radius of your thunder clap ability by 2 yards

Wrath of the Lich King Paladin Talents

July 19, 2008 by Zuggy · 2 Comments 

paladin talentsWell, we’re finally hearing some of the updated wrath of the lich king paladin talents. Below are a listing of all currently updated talents on the beta client.

Holy

Blessed Hands (20 Points Required in Holy, 2 Ranks) – Reduces the mana cost and increases the resistance to Dispel effects of all Hand spells by 15/30%

Infusion of Light (35 Points Required in Holy, 2 Ranks)
– Your Holy Shock critical hits reduce the cast time of your next Holy Light spell by 1.25/2.5 secs.

Sacred Cleansing (40 Points Required in Holy, 3 Ranks) – Your Cleanse spell has a 10/20/30% chance to increase the target’s resistance to Disease, Magic and Poison by 30% for 10 sec.

Enlightened Judgements (40 Points Required in Holy, 2 Ranks) - Increases the range of your Judgement spells by 10/20 yards.

Judgements of the Pure (45 Points Required in Holy, 5 Ranks) – Your Judgement spells increase your casting and melee haste by 2/4/6/8/10% for 30 secs.

Beacon of Light (50 Points Required in Holy) – The target becomes a Beacon of Light, healing all party or raid members within 10 yards for 2000 over 15 sec.

* Rank 5: Level 80, 2330 mana, 1.5 sec Cast

Protection

Hammer of the Righteous (50 Points Required in Protection) – Hammer the current target and up to 2 additional nearby targets, causing $s1% of weapon damage as Holy damage. This ability causes high threat.

Retribution

Heart of the Crusader (5 Points Required in Retribution, 5 Ranks) – In addition to the normal effect, your Judgement spells will also increase the critical strike chance of all attacks made against that target by 1/2/3/4/5%.

Sanctified Retribution (20 Point Required in Retribution, 1 Rank) – Damage caused by targets affected by Retribution Aura is increased by 2%.

Sheath of Light (20 Points Required in Retribution, 3 Ranks) – Increases your spell power by an amount equal to 10/20/30% of your attack power and your critical healing spells heal the target for 20/40/60% of the healed amount over 12 seconds.

Sanctified Wrath (35 Points Required in Retribution, 2 Ranks) – Increases the critical strike chance of Hammer of Wrath by 25/50%, reduces the cooldown of Avenging Wrath by 30/60 secs and while affected by Avenging Wrath 25/50% of all damage caused bypasses damage reduction effects.

Swift Retribution (40 Points Required in Retribution, 3 Ranks)
– Your Retribution Aura also increases casting, ranged and melee attack speeds by 1/2/3%.

The Art of War (40 Points Required in Retribution, 3 Ranks) – Your damaging Crusader Strikes have a 5/10/15% chance to cause your next Judgement spell to cause double damage.

Righteous Vengeance (45 Points Required in Retribution, 5 Ranks) – Increases critical damage bonus of all attacks by 3/6/9/12/15%

Divine Storm (50 Points Required in Retribution) – An instant weapon attack that causes Holy damage to up to ${$i-1} enemies within $a1 yards. The Divine Storm heals up to 3 party or raid members totalling $s2% of the damage caused.

Death Knight Talent Trees Revealed

July 9, 2008 by Zuggy · 2 Comments 

death knight talentsJust when we thought we’d seen the last of the major World Wide Invitational’s updates here comes another! The guys over at http://www.worldofraids.com/ had a chance to cover the event, and more specifically, actually test the death knight class. Needless to say…this is going to be one fun class to play!

Blood

Tier 1
Butchery (Rank 0/2)
Whenever you kill an enemy that grants experience or honor, you generate 10 runic power. In addition you generate 1 runic power per 3 sec.
Bladed Armor (Rank 0/5)
You gain 5 attack power for every 1000 points of your armor value.
Improved Blood Strike (Rank 0/3)
Increases the bonus damage your Blood Strikes cause to diseased targets by 30%.

Tier 2
Subversion (Rank 0/3, Requires 5 Points in Blood Talents)
Increases the critical strike chance of Blood Strike, Pestilence and Obliterate by 1% and reduces threat generated while in Blood or Unholy Presence by 8%.
Forceful Deflection (Rank 0/5)
Whenever you kill an enemy that grants experience or honor, you generate 10 runic power. In addition you generate 1 runic power per 3 sec.

Tier 3
Rune Tap (Rank 0/1, Requires 10 Points in Blood Talents, Instant – 1 Blood – 1 min Colldown)
Converts 1 Blood Rune into 10% of your maximum health.
Dark Conviction (Rank 0/5,
Requires 10 Points in Blood Talents)
Increases your chance to get a critical strike with melee weapon by 1%.

Tier 4
Improved Rune Tap (Rank 0/3, Requires 1 point in Rune Tap, Requires 15 Points in Blood Talents)
Increases the health provided by Rune Tap by 15%.
Spell Deflection (
Rank 0/3, Requires 5 points in Forceful Deflection, Requires 15 Points in Blood Talents)
You have a chance equal to your Parry chance of taking 10% less damage from a direct damage spell.
Vendetta (Rank 0/2,
Requires 15 Points in Blood Talents)
Heals you for 3% of your total health whenever you kill a target that yields experience or honor.

Tier 5
Scent of Blood (Rank 0/3, Requires 20 points in Blood Talents)
After being struck by a ranged or melee critical hit, you gain the Scent of Blood effect, causing your next 2 melee hits to steal life from the enemy. Lasts for 12 sec. This effect cannot occur more often than once every 12 sec.
Blade Barrier (Rank 0/3, Requires 20 points in Blood Talents)
Whenever you have no Runes active, your Parry chance increases by 5% for the next 8 sec.
Mark of Blood (Rank 0/1, Requires 20 points in Blood Talents, Instant – 1 Blood – 1 Unholy – 30 yard range)
Place a Mark of Blood on an enemy. Whenever the marked target is healed, all party members receive a 5% of that healing (up to a maximum of 5% of the Deathknight’s health). If a marked target that grants experience or honor is killed, all party members are healed for 10% of their total health. Last 3 minutes.

Tier 6
Bloody Vengeance (Rank 0/5, Requires 5 points in Dark Conviction, Requires 25 points in Blood Talents)
Gives you a 1% bonus to Physical and Shadow damage you deal for 30 sec after dealing a critical strike from a weapon swing, spell, or ability. This effect stacks up to 3 times.
Blood Rune Mastery (Requires 25 points in Blood Talents)
When you strike a diseased target, there is a 10% chance that the time it takes for your Blood Runes to activate will be cut in half for the next 5 sec.

Tier 7
Infested Corpse (Rank 0/3, Requires 30 points in Blood Talents)
When an enemy that grants experience or honor dies while suffering from one of your diseases, its corpse has a 10% chance of producing 1 Bloodworm. Bloodworms attack your enemies, healing you for the amount of damage they deal for 20 sec or until killed.
Hysteria (Rank 0/1, Requires 30 points in Blood Talents, Instant – 1 Blood – 1 Unholy, 30 yd range – 2 min cooldown)
Induces a friendly unit into a killing frenzy for 30 sec. increasing their physical damage by 20%, but causing them to suffer damage equal to 1% of their total health every second.
Veteran of the Third War (Rank 0/3, Requires 30 points in Blood Talents)
Increases your total Strength by 2% and your total Stamina by 1%.

Tier 8
Sudden Doom (Rank 0/5, Requires 35 points in Blood Talents)
Your Blood Strikes have a 4% chance to make your next Death Coil consume no runic power if cast within 8 sec.
Blood Aura (Rank 0/2, Requires 35 points in Blood Talents)
Increases the amount Blood Presence heals you by 10%. While in Blood Presence, increases the total Strength of all party members within 45 yeards by 2%.

Tier 9
Will of the Necropolis (Rank 0/3, Requires 40 points in Blood Talents)
Increases your expertise by 2. When you have less than 35% health, your total armor increases by 10%.
Heart Strike (Rank 0/1, Requires 40 points in Blood Talents, 1 Blood – Next melee, Requires Melee Weapon)
A debilitating attack that lowers the target’s total health by up to 20% for 30 sec.
Might of Mograine (Rank 0/3, Requires 40 points in Blood Talents)
Increases the critical strike damage bonus of your Blood Strike, Plague Strike and Obliterate abilities by 20%.

Tier 10
Blood Gorged (Rank 0/5, Requires 45 points in Blood Talents)
When you are above 75%, your melee damage is increased by 2%.

Tier 11
Dancing Rune Weapon (Rank 0/1, Requires 50 points in Blood Talents, Requires Runic Power, Instant – Requires Melee Weapon – 1 min cooldown)
Unleashes all available runic power to summon a second rune weapon that fights on its own for 1 sec per 5 runic power, doing the same attacks that you do.

Frost

Tier 1
Improved Icy Touch (Rank 0/5)
Reduces the cooldown of your icy Touch spell by 1 sec and increases the critical strike damage by 5%.
Glacier Rot (Rank 0/3)

Diseased enemies take 5% more damage from your Icy Touch, Mind Freeze and Frost Strike spells.
Frostbite (Rank 0/3)
Gives your Icy Touch and Mind Freeze spells a 5% chance to freeze the target for 5 sec.

Tier 2
Toughness (Rank 0/5, Requires 5 Points in Frost Talents)
Increases your armor value from items by 2%.
Block Ice (Rank 0/5, Requires 5 Points in Frost Talents)
Increases your Frost and Shadow spell damage by 2%.

Tier 3
Icy Talons (Rank 0/5, Requires 5 Points in Improved Icy Touch, Requires 10 Points in Frost Talents)
You leech heat from targets of your Icy Touch, so that when their melee, ranged and casting speed are reduced, yours speed up by 3% for the next 20 sec.
Frozen Rune Weapon (Rank 0/1, Requires 10 Points in Frost Talents, Instant – 1 Frost)
Imbue your rune weapon with frost, causing 29.9 to 92 additional frost damage, based on the speed of the weapon. Also has the chance to cause your target to be vulnerable to Frost damage. Lasts 10 minutes.
Nerves of Cold Steel (Rank 0/3)
Increases your chance to hit with one-handed melee weapons by 1% and increases the damage done by your off-hand weapon by 5%.

Tier 4
Death Rune Mastery (Rank 0/3, Requires 15 Points in Frost Talents)
Whenever a rune activates, it has a 2% chance of converting into a Death Rune.
Chill of the Grave (Rank 0/3, Requires 15 Points in Frost Talents)
Your Icy Touch, Chains of Ice and Frost Strike generate 25% additional runic power.
Killing Machine (Rank 0/5, Requires 15 points in Frost Talents)
After landing a melee critical strike, there is a 20% chance your next Icy Touch, Mind Freeze or Howling Blast spell will be a critical strike.

Tier 5
Deathchill (Rank 0/1, Requires 20 points in Frost Talents, Instant – 2 min cooldown)
When activated increases your critical strike chance with Frost spells and abilities by 100% for the next 6 sec.
Frigid Dreadplate (Rank 0/3, Requires 1 point in Frozen Rune Weapon)
Enemies who hit you in melee have a 5% chance to become unsettled, decreasing their attack speed by 50% for the next swings.
Runic Power Mastery (Rank 0/3, Requires 20 points in Frost Talents)
All of your runic power spells and abilities behave as if you had an additional 10% runic power.

Tier 6
Chillblains (Rank 0/3, Requires 25 points in Frost Talents)
Adds a Chill effect to your Icy Touch and Mind Freeze, reducing movement speed by 10% for 2 sec.
Frost Rune Mastery (Requires 25 points in Frost Talents)
When you freeze a target, there is a 50% chance that the time it takes for your Frost Runes to activate will be cut in half for the next 5 sec.
Annihilation (Rank 0/3, Requires 25 points in Frost Talents)
Increases the critical strike chance of your melee special abilities by 1%. In addition, there is a 30% chance that your Obliterate will do its damage without consuming a disease.

Tier 7
Howling Blast (Rank 0/1, Requires 30 points in Frost Talents, Instant – 1 Frost, 20 yd range – 30 sec cooldown)
Blast the target with a frigid wind dealing 278 to 302 Frost damage to all enemies within 10 yards. Deals triple damage to frozen targets.
Unbreakable Armor (Rank 0/3, Requires 30 points in Frost Talents)
Whenever you use a Frost Rune, you have a 5% chance of increasing your armor by 30% and your Parry chance by 30% for 10 sec.
Endless Winter (Rank 0/1, Requires 30 points in Frost Talents)
The slowing effect of your Icy Touch lasts and additional 2 sec and the freezing effect of your Chains of Ice lasts and additional 1 sec.

Tier 8
Aneurysm (Requires 3 points in Chillblains, Requires 35 points in Frost Talents)
The Chill effects of Icy Touch and Mind Freeze lasts an additional 1 sec. In addition, Mind Freeze consumes no runic power.
Merciless Combat (Rank 0/3, Requires 35 points in Frost Talents)
Your frost spells and abilities do an additional 20% damage when striking targets with less than 20% health.
Frost Aura (
Rank 0/2, Requires 35 points in Frost Talents)
Increases your Frost Resistance by 22. While in Frost Presence, increases the total health of all party members within 45 yards by 2%.

Tier 9
Acclimation (Rank 0/3,Requires 40 points in Frost Talents)
When hit by a spell, you have a 10% chance to boost resistance to that school of magic for 18 sec. Stacks up to 3 times.
Frost Strike (Rank 0/1, Requires 3 points in Merciless Combat., Requires 40 points in Frost Talents, 1 Frost – Next melee, Requires Melee Weapon)
A strong attack that deals weapon damage as Frost damage. Has a 10% chance to freeze the target.
Guile of Gorefiend (Rank 0/3, Requires 40 points in Frost Talents)
Increases the critical strike damage bonus of your Obliterate, Mind Freeze, and Frost Strike abilities by 20%, and increases the duration of your Icebound Fortitude by 2 sec.

Tier 10
Tundra Stalker (Rank 0/5, Requires 45 points in Frost Talents)
Your spells and abilities deal 2% more damage to targets under the effects of Icy Touch, Chains of Ice or Hungering Cold.

Tier 11
Hungering Cold (Rank 0/1, Requires 50 points in Frost Talents., Requires Runic Power, Instant – 1 min cooldown)
Unleashes all available runic power to eradicate all heat from around the Death Knight, freezing enemies within 10 yards and preventing them from performing any action for 2 sec per 10 runic power. Enemies are considered frozen, but any damage will break the ice.

Unholy

Tier 1
Epidemic (Rank 0/2)
Increases the duration of diseases caused by you, or your ghouls by 3 sec.
Virulence (Rank 0/3)
Increases your chance to hit with your spells by 1% and reduces the chance that diseases you cause can be cured by 10%.
Improved Death Coil (Rank 0/5)
Increases the damage and healing of your Death Coil spell by 5%.
Vicious Strikes (Rank 0/3)
Increases the critical strike chance by 1% and critical strike damage by 1% of your Plague Strike, Death Strike and Degeneration.

Tier 2
Ravenous Dead (Rank 0/5,Requires 5 Points in Unholy Talents)
Increases the total Strength of you and your Ghouls by 1% and reduces the cooldown on Raise Dead by 30 sec.
Unholy Command (Rank 0/2,Requires 5 Points in Unholy Talents)
Reduces the cooldown of your Death Grip ability by 5 sec and the cooldown of your Blood Boil ability by 2 sec.

Tier 3
Improved Plague Strike (Rank 0/3, Requires 10 Points in Unholy Talents)
Increases the damage done by your Plague Strike ability by 5%.
Lichborne (Rank 0/1, Requires 10 Points in Unholy Talents, Instant – 5 min cooldown)
Draw upon unholy energy to become undead for 30 sec. While undead, you are immune to Charm, Fear and Sleep effects, and your horrifying visage causes melee attacks to have an additional 25% chance to miss you.
Necrosis (Rank 0/5, Requires 10 Points in Unholy Talents)
Your normal melee swings have a 20% chance to deal an additional 5% Shadow damage.

Tier 4
On a Pale Horse (Rank 0/2, Requires 15 Points in Unholy Talents)
You become as hard to stop as death itself. The duration of all Stun and Fear against you is reduced by 10% and your mounted speed is increased by 10%. This does not stack with other movement speed increasing effects.
Ferocious Dead (Rank 0/3, Requires 5 points in Ravenous Dead, Requires 15 Points in Unholy Talents)
Raise Dead lasts an additional 30 sec. Army of the Dead lasts an additional 1 sec, and Death Pact grants a heal over time effect for 15 sec equal to 50% of the amount healed.
Dirge (Rank 0/3, Requires 15 points in Unholy Talents)
Your Plague Strike, Degeneration, Raise Dead and Summon Gargoyle generate 25% additional runic power.
Shadow of Death (Rank 0/5, Requires 15 points in Unholy Talents)
Increases all your attributes by 1% and whenever you die, you return to keep fighting as a Ghoul for 45 sec.

Tier 5
Corpse Explosion (Rank 0/1, Requires 20 points in Unholy Talents, Instant – 20 yd range, 10 Runic Power)
Unleashes all available runic power to cause a targeted corpse to explode for 3.6 Nature damage per 10 runic power to all enemies within 20 yards.
Impurity (Rank 0/5, Requires 20 points in Unholy Talents)
Your spells receive an additional 4% benefit from your attack power.
Unholy Rune Mastery (Requires 20 points in Unholy Talents)
When you strike an enemy with Degeneration or Plague Strike there is a 10% chance that the time it takes for your Unholy Runes to activate will be cut in half for the next 5 sec.

Tier 6
Improved Corpse Explosion (Rank 0/2, Requires 1 point in Corpse Explosion, Requires 25 points in Unholy Talents)
Exploded corpses cause 25% additional damage and have a 50% chance to cast a disease on enemy targets that deals 36% of th eexplosion damage over 9 sec.
Magic Supression (Rank 0/5, Requires 25 points in Unholy Talents)
You take 1% less damage from all magic. In addition, your Anti-Magic Shell absorbs an additional 5% of spell damage.
Bone Armor (Requires 25 points in Unholy Talents, Instant – 1 Unholy – 1 Frost, 30 sec Cooldown)
The caster is surrounded by 4 Whirling bones. each bone reduces the damage from the next spell or melee attack by 40% but is then consumed. Lasts 5 min.

Tier 7
Improved Magic Supression (Rank 0/1, Requires 5 points in Magic Supression, Requires 30 points in Unholy Talents., Instant – 1 Unholy, 20 yd range – 2 min cooldown)
Places a large, static Anti-Magic Zone which can protect any party members inside it. The Anti-Magic Zone absorbs 75% of the damage dealt by the next harmful spell. Absorbs up to 10,000 damage. Lasts 30 sec.
Blood-Caked Blade (Rank 0/5, Requires 30 points in Unholy Talents)
Your normal melee swings have a 2% chance to infect a target with plague, dealing shadow damage over time.

Tier 8
Crypt Fever (Rank 0/5, Requires 35 points in Unholy Talents)
Your diseases also cause Crypt Fever, which reduces an enemy’s attributes by 1%. Crypt Fever lasts for 18 sec and can stack up to 3 times.
Unholy Aura (Rank 0/2, Requires 35 points in Unholy Talents)
Increases your Shadow resistance by 22. While in Unholy Presence, increases the movement speed of all party members within 45 yards by 5%. This effect stacks with other movement improving effects.

Tier 9
Wandering Plague (Rank 0/3, Requires 40 points in Unholy Talents)
When your diseases damage an enemy, there is a 5% chance they will also damage other enemies within 8 yards. This spell ignores targets with effects cancelled by taking damage.
Ebon Plaguebringer (Rank 0/3, Requires 5 points in Crypt Fever, Requires 40 points in Unholy Talents)
Your Crypt Fever morphs into Ebon Plague, which increases vulnerability to magic by 1% in addition to reducing attributes by 5%. Ebon Plague lasts for 18 sec and can stack up to 3 times.
Summon Gargoyle (Rank 0/1, Requires 40 points in Unholy Talents, Intant – 30 yd range, Requires Runic Power, 5 min cooldown)
A Gargoyle flies into the area and bombards the target with Shadow damage modified by the Death Knight’s attack power. Persists for 1 sec per 8 runic power up to 1 min.

Tier 10
Rage of Rivendare (Rank 0/5, Requires 45 points in Unholy Talents)
Your spells and abilities deal 2% more damage to diseased targets.

Tier 11
Unholy Blight (Rank 0/1, Requires 50 points in Unholy Talents, 10 Runic Power, Instant – 1 min cooldown)
A creeping swarm of unholy insects surrounds the caster for a 10 yd radius. All enemies caught in the swarm take 34 damage, and are plagued with a disease that can stack up to 3 times. Persists for 1 sec per 10 runic power.

Agility vs. AP Gems

June 21, 2008 by Zuggy · 1 Comment 

This post is in response to a question I received from a fellow arena player. I’ve posted it here as a reference for future players who may encounter a similar question.

Rogue Arena Gem Question…
Recently ive wondered if its better to stack agility (8agi) gems or attack power (16ap) gems. I have seen some rogues with one or the other, and now im not sure which is more beneficial. If anyone knows or can recommend something, please do!

Rogue Arena Gems Answers…
Zuggy’s Response:

Personally, I’m a fan of the attack power gems. Simply because stacking AP gives you a direct increase in damage on every hit. Greater AP = Greater damage.

Agility gives you ap / armor / crit / dodge…and while some rogues find this school of thought appealing, it’s just not for me. I don’t really care about defensive stats and crit is simply a chance to do additional damage.

The only way you could really justify all agility gems would if you were a fully committed sub rogue. Otherwise, I still think you should stack AP gems instead.agility vs. attack power

S-Scythe’s Response:

I prefer AP simply because I play more than one spec for PVP. I play Shadowstep and Combat so AP serves use for both of these specs. Whereas Agility really only benefits the 15% bonus of a Shadowstep spec. So if you only utilize a shadowstep spec in pvp I’d definitely say go for it, but if you change up specs for different teams AP is your optimal choice.

Diggu’s Response:

This is a question that doesn’t have a straight-forward answer imo. I like Zug’s comment about the different specs. I personally enchant/gem for Agility (if it’s not a hit gem) for PvE. Assuming you’re Combat PvE spec, the Agi (according to Elitist Jerks spreadsheets and others) maximizes your dps.

For PvP most of what I have seen is AP gemming. I seem to remember a lot of our top PvP rogues on Manno used to gem Agi back before/during S1, but now that everyone in Arena has 400+ resil, they all have AP gems.

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