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Wrath of the Lich King Wrap Up Post

November 12, 2008 by Zuggy · Leave a Comment 

The time has finally come, we are now just a few short hours away from the greatest expansion World of Warcraft has ever seen. I know I can’t hit all the changes in this wrap up, but I’ll do my best to hit all the major additions, changes, and other note worthy points regarding the WotLK.

WotLK Preparations

General

Classes

Patch Information

Achievements

Videos

PvE

PvP

Guides

note: more to come later

WotLK Hunter Changes - Aspects and Pets

October 16, 2008 by Zuggy · Leave a Comment 

Mastery Changes

Aspects are now off the GCD. It’s true. There will still be a 1 sec cooldown to switch from one aspect to another. It should feel a lot more like warrior stances or death knight presences.

We’re also going to be putting a little bit of dodge (~10%?) onto Monkey. I’ll update when we decide on a final number.

Just for consistency, paladin auras will probably get the same treatment. These changes should go live before Nov 13. As always, thanks for all of the feedback, and please keep it up now that many of the changes are live.

EDIT: After further discussion, we’re not crazy about the “stance dancing” that hunters need to do to switch to Monkey when someone is in on you in melee. As we’ve said a few times, Disengage and Deterrence should be your go-to abilities at that time. If anything, removing Aspects from the GCD makes it feel like you are supposed to go Monkey every time you’re in melee.

Rather than revert the change, we are introducing a new spell!

Instead of getting new ranks of Hawk at level 75 and 80, you now get the new Aspect of the Dragonhawk. This powerful aspect combines all of the effects of Hawk and Monkey. Any talent or glyph that affects either Hawk or Monkey also affects Dragonhawk the same way. The idea is that you retire Hawk and Monkey at level 75 and go to essentially two Aspects: Dragonhawk for combat and Viper for mana regen.

Enjoy. (source)

New Hunter Pets?

Now that we have a better system for introducing pets, I have no doubt we’ll add more per family and more families over time.

Issues with Exotic Pets

On the exotic pets issue, I have said before that we want to be very careful with the balance here. If the pets are immensely better, then the talent becomes a non-decision (which isn’t so bad) but the exotic pets also becomes a non-decision, which means that the tree that is supposed to be all about pets has fewer options to choose from.

At a slight dps increase, the particular pet you choose is still up for debate. On a boss where you need to go all out and the pet’s debuff isn’t important and survivability isn’t important, then yeah maybe you take the devilsaur or core hound. But when farming, running heroics, PvP or in other situations you still can bring which pet you want.

We did a big pass at pet dps and found that while some exotics were near the top, others were near the bottom. We made a big numbers pass to consolidate things a little better, and make sure the exotics were all near the top or at the top. Cats and other pets without a strong debuff should also do good dps as well.

Knights of the Ebon Blade Reputation Guide

October 12, 2008 by Zuggy · Leave a Comment 

How do I gain reputation with Knights of the Ebon Blade?

There are several ways you will be able to gain reputation with Knights of the Ebon Blade.

  1. If you’re a Death Knight you’ll have the option of doing four quests which give you Knights of Ebon Blade reputation. These include: Taking Back Acherus, The Battle For The Ebon Hold, The Ebon Watch, and The Light of Dawn. Note: only Death Knights can complete these quests.
  2. For everyone else, you can complete the normal mode daily dungeon quests. These quests reward 1 of 4 reputation tokens, one of which is Ebon Blade Commendation Badge. This badge awards +250 Knights of the Ebon Blade reputation when used.
  3. Finally, you’ll have the option of championing the Knights of the Ebon. To champion this faction you must wear your Tabard of the Ebon Blade while you completing other level 80 5 man dungeons. This will award you reputation with the Knights of the Ebon Blade for any mobs or bosses you kill.

    • Non-Elite Mobs Normal - 0
    • Non-Elite Mobs Heroic - 1-2
    • Elite Trash Normal - 5
    • Elite Trash Heroic - 15
    • Super Trash Normal - 10
    • Super Trash Heroic - 30
    • Boss Normal - 50
    • Boss Heroic - 250

Knights of the Ebon Blade Rewards

Friendly

Honored

Revered

Exalted

Death Knight FAQ Guide Compiled

October 7, 2008 by Zuggy · Leave a Comment 

Part 1: Death Knight FAQ Guide (basics)
Part 2: Death Knight FAQ Guide (advanced)

Q. What races can be a death knight?
A. Every race has the availability of being a death knight.

Q. Who is eligible to create a death knight?
A. Players who have at least one level 55 character on a realm may create a death knight on that realm.

Q. What if I have a level 55 character on one realm but want to create a death knight on another realm to play with friends?
A. At the launch of Wrath of the Lich King, you will only be able to create a death knight on the same realm where you have an existing level 55 or higher character. In the future, we plan to allow the creation of a death knight on any realm (provided you have at least one level 55+ character).

Q. Can I create a death knight on one realm and transfer it to another realm?
A. Yes, you will be able to transfer a death knight, using either a free character move or a paid character transfer. Normal fees still apply.

Q. Can I create a death knight on one account and transfer it to a new account?
A. Death knights can be transferred with the same fees and restrictions as any other character.

Q. If I move a death knight to another realm now, can I get a refund later when the option to create a death knight anywhere is available?
A. We will not be giving refunds to players who have relocated a death knight to another realm prior to the open creation point for all realms.

Q. Can I create a death knight on the opposite faction?
A. You will be able to create a death knight on the opposite faction provided that it is on a PvE realm. The standard restrictions for character creation apply for PvP realms.

Q. Is there a limit on how many death knights I can create?
A. You will only be able to have one death knight per realm at any one time. Should you delete a death knight, you will still be able to create a new one.

Source: Blizzard

Daily Blue and PTR Changes Wrap Up

October 6, 2008 by Zuggy · Leave a Comment 

The past few days have been a whirlwind of class changes and blue posts. Make sure you haven’t missed any of the past few days worth of updates.

Daily Blue Wrap Up

Other Important Posts

Death Knight Changes

October 6, 2008 by Zuggy · Leave a Comment 

Nothing too major for this morning’s death knight changes. The change with the largest impact is definitely rune regeneration on misses. Now, when one of your attacks is missed / dodged / parried your rune regenerates in 1 second as opposed to 2, similar to the way only a percentage of energy is consumed when a rogue misses a finishing move.

Should certainly help to further improve damage output for the class. It’s unclear yet if all of these changes will make it to the next PTR build, at least the black ice change has been confirmed for inclusion in the next PTR build. The others are still up the air.

Here is my standard caveat that if you read notes from other websites, take them with a grain of salt.

* Black Ice - Frost damage doubled (Now 6/12/18/24/30) (Old 3/6/9/12/15)

Black Ice no longer affects Shadow damage. Unholy was continuing to do too much damage, even if you ignore the fact that they get more dps from their Ghoul.

We had to buff Frost’s expertise to keep their threat per second up there with Blood and Unholy. Frost doesn’t get enough boosts to white damage, even with their haste, to compete with things like Bloody Vengeance and Ebon Plague. Their dps is pretty close when doing dps though. They were just falling down tanking a little. Expertise and Rune Strike should help them make up for it, without changing their dps that much. Unholy has the lowest expertise, but they get enough buffs to damage (especially damage that can’t be parried, like Death Coil and diseases) to make up for it.

Yeah, I can’t tell you how pleasant that is. I’m also sure a lot of it is that DKs have gotten a lot of presents the other classes never got (mounts and blues from quests etc.) and that nobody has a DK with 3 years of /played on it yet. Meet me back here next year and we’ll see if it lasts. :)

Yes, we test with and without Ebon Plague and with and without Sunder and other buffs and debuffs too. We test on dummies and Mr. Patchwerk, front and back. And a lot more.

The Black Ice tooltip may very well still be wrong. Sometimes text doesn’t get updated at the same time. But the spell effect should be that Black Ice only buffs Frost. Frost got some other buffs and Unholy got some other nerfs too. These might not all be in the build. I am also going off of memory here, so I may be mistaken.

  • Tundra Stalker buffs Obliterate and Howling Blast. Adds double expertise.
  • Acclimation buffs Rune Strike (in addition to its normal effects).
  • Crypt Fever down to 10/20/30%.
  • And the big one… when you miss, your runes activate in 1 sec instead of 2. This makes misses, dodges and parries a lot less painful.


We are also getting reports of Tundra Stalker not causing extra damage as it should. I can’t verify that, but keep it in mind.
(source)

WotLK Class Changes Build 9038 Wrap Up

October 4, 2008 by Zuggy · Leave a Comment 

Pretty big friday night, I really did not expect to see a build this large until some time towards the end of next week. That said, it’s good to see things are still moving very quickly. With the expansion just a few short weeks away the time is definitely ticking away. Make sure you check out the complete break down of class changes and analysis posts below.

Additional minor class changes and information on patch 3.0.2 build 9038

Hunter

  • Marked for Death - Increases your damage done by your shots and the damage done by your pet’s special abilities by 1/2/3% on marked targets. Down from 2/4/6%.

Mage

  • Missile Barrage - Gives your Arcane Blast, Arcane Barrage, Fireball, Frostbolt and Frostfire Bolt spells a 4/8/12/16/20% chance to reduce the channeled duration of the next Arcane Missiles spell by 2.5 secs and missiles will fire every .5 secs. Up from 3/6/9/12/20%.
  • Torment the Weak - Changed to Your Frostbolt, Fireball, Frostfire Bolt, Arcane Missiles, and Arcane Barrage abilities deal 4/8/12% more damage to Snared targets. Up from 2/4/6%.

Paladin

  • Divine Plea - You gain 25% of your total mana over 15 sec, but the amount healed by your spells is reduced by 20%. Down from 100%.

Warlock

  • Improved Corruption - Ranks 3,4, and 5 tooltip fixed. Rank 5: Increases the damage done by your Corruption by 10%, and increases the critical strike chance of your Seed of Corruption by 5%
  • Molten Core - Your Shadow spells and damage over time effects have a 15% chance to increase the damage of your Fire spells by 10% for 12 sec. Up from 6 sec.

WotLK Death Knight Changes - Build 9038

October 4, 2008 by Zuggy · Leave a Comment 

Lots of solid changes in all 3 trees for death knights in this most recent build. I really like the way the class is headed for both its DPS and tanking roles. One of the most talked about issues with the class has been its inability to function at the same level as other tanks. At this point it’s hard to really tell if the class will reach that point, but it’s looking promising.

The frost presence armor increase is a great start. Based on these most recent changes in addition to several videos and sources I’ve seen of death knight tanks in action it’s looking like the class will be fine. Threat wise there don’t appear to be any major issues left, the largest complication will be finding the gray area of ideal avoidance, damage mitigation, and DPS.

This past week has been packed with loads of changes, especially for tanks. It’s a clear priority for Blizzard and one I’m confident will end in a solution which meets the needs of all 4 tanking classes.

Death Knight

Blood

  • Blade Barrier - Changed to when you have no Blood runes. (Old No runes)
  • Heart Strike - Damage increased. (Now Rank 6 60% weapon damage plus 220.8, and an additional 110.4 bonus damage per disease.) (Old Rank 6 50% weapon damage plus 184.0, and an additional 92.0 bonus damage per disease. )
  • Dark Command - Range increased to 20yds (Old 5yds)

Frost

  • Frost Presence - Armor contribution from items increased to 65%. (Old 45%)
  • Frost Strike - Now cannot be dodged, blocked, or parried.
  • Black Ice - Frost damage doubled (Now 6/12/18/24/30) (Old 3/6/9/12/15). It no longer affects Shadow damage.
  • Tundra Stalker - Passive Icy Touch damage lowered by 25%, expertise increase doubled. (Now 5/10/15/20/25% increase to icy touch damage, and 2/4/6/8/10 expertise) (Old 20/40/60/80/100% increase to icy touch damage, and 1/2/3/4/5 expertise.)
  • Rune Strike - Runic Power cost lowered to 10, and damage increased, now only useable after an attack is dodged or parried. Can’t be dodged, blocked or parried. (Damage Now - 200% weapon damage plus [200.0 * AP * 10.0 / 10000.0].) (Old 65% weapon damage, and only usable after a critical hit with an ability that causes a disease)

Unholy

  • Blood-Caked Blade - Chance to proc doubled. (Now 10/20/30%) (Old 5/10/15%)
  • Scourge Strike - Damage lowered. (Now Rank 4 60% of weapon damage as Shadow damage plus ogx 190.5, and an additional 95.25 bonus damage per disease.) (Old Rank 4 60% of weapon damage as Shadow damage plus 226.8, and an additional 113.4 bonus damage per disease.)

Death Knight Abilities and Spells

October 2, 2008 by Zuggy · Leave a Comment 

Death Knight Presences

Death Knight presences can be best described as equivalent to warrior stances. There are 3 stances a death knight may enter.

  1. Blood Presence - Increases damage done by 15% and heals the Death Knight by 2% of damage dealt. Only damage dealt to targets that grant experience or honor can trigger this heal.
  2. Frost Presence - Increases armor by 45%, increases health by 10%, reduces spell damage taken by 5%, and increases threat generated by 45%.
  3. Unholy Presence - Increases attack speed by 15%, increases movement speed by 15%, and reduces the global cooldown on all Death Knight abilities by 0.5 sec.

Death Knight Blood Abilities

Spell Cost Cooldown Train Type Description
Blood Boil Blood Rune None Trainable Causes any of the Death Knight’s diseases on the target, and all enemies within 30 yards of the target, to painfully erupt, dealing 117 to 143 Shadow damage.
Blood Strike Blood Rune None Trainable Instantly strike the enemy, causing 50% weapon damage plus 66 and an additional 33.0 bonus damage per disease.
Blood Tap 15% of base health 1 Minute Trainable Immediately activates a Blood Rune and temporarily converts it into a Death Rune. This rune counts as a Blood, Unholy, or Frost Rune. Lasts 20 sec.
Dark Command None 8 Seconds Trainable Commands the target to attack you, but has no effect if the target is already attacking you.
Death Pact 40 Runic Power 2 Minutes Trainable Sacrifices an undead minion, healing the Death Knight for 20% of his/her maximum health.
Pestilence Blood Rune 10 Seconds Trainable Causes 65 to 79 Shadow damage to the target and all targets within 10 yards and spreads any diseases on the target to the additional targets.
Strangulate Blood Rune 30 Seconds Trainable Strangulates an enemy, silencing them for 5 sec, and deals 180 Shadow damage at the end of the effect.
Rune Tap Blood Rune 1 Minute Talented Converts 1 Blood Rune into 10% of your maximum health.
Mark of Blood Blood Rune 3 Minutes Talented Place a Mark of Blood on an enemy. Whenever the marked enemy deals damage to a target, that target is healed for 4% of its maximum health. Lasts for 20 sec.
Hysteria Blood Rune 2 Minutes Talented Induces a friendly unit into a killing frenzy for 30 sec. The target is Enraged, which increases their physical damage by 20%, but causes them to suffer damage equal to 1% of their maximum health every second.
Vampiric Blood Blood Rune 1 Minutes Talented Increases health generated through spells and effects by 50% for 20 seconds.
Heart Strike Blood Rune None Talented Rank 6: Instantly strike the enemy, causing 50% weapon damage plus 109, and an additional 54.5 bonus damage per disease. Prevents target from using haste effects for 10 sec.
Dancing Rune Weapon 50 Runic Power 2 Minute Talented Unleashes all available runic power to summon a second rune weapon that fights on its own for 10 sec plus 1 sec per 5 additional runic power, doing the same attacks as the Death Knight.

Death Knight Blood Abilities and Spells

Spell Cost Cooldown Train Type Description
Chains of Ice Frost Rune None Trainable Shackles the target with heavy chains, reducing their movement to zero. The target regains 5% of their movement each second. Lasts for 20 sec.
Empower Rune Weapon None 5 Minutes Trainable Empower your rune weapon, immediately activating all your runes and generating 25 runic power.
Horn of Winter 20 Runic Power None Trainable The Death Knight blows the Horn of Winter, increasing total Strength and Agility of all party or raid members within 30 yards by 155. Lasts 2 min.
Icebound Fortitude 20 Runic Power 1 Minute Trainable The Death Knight freezes their blood to become immune to Stun effects and reduce all damage by 50% for 12 sec. Does not remove existing Stun effects.
Icy Touch Frost Rune None Trainable Rank 5: Chills the target for 90 to 96 Frost damage and infects them with Frost Fever, a disease that reduces melee and ranged attack speed by 14% for 12 sec.
Mind Freeze 20 Runic Power 10 Seconds Trainable Strike the target’s mind with cold, interrupting spellcasting while also preventing any spell in that school from being cast for 4 sec.
Obliterate Frost Rune, Unholy Rune None Trainable A brutal instant attack that deals 100% weapon damage plus 217, and an additional 108.5 bonus damage per disease, but consumes the diseases.
Path of Frost Frost Rune None Trainable The Death Knight’s freezing aura creates ice beneath his/her feet, allowing him/her and his/her party or raid to walk on water for 10 min. Works while mounted. Any damage will cancel the effect.
Rune Strike 15 Runic Power 5 Seconds Trainable Instantly strike the target for 60% weapon damage. Only usable after the Death Knight performs critical hit with an ability that causes a disease.
Lichborne None 3 Minutes Talented Draw upon unholy energy to become undead for 15 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.
Deathchill None 2 Minutes Talented When activated, makes your next Icy Touch, Howling Blast, Frost Strike or Obliterate a critical hit.
Howling Blast Frost Rune, Unholy Rune 6 Seconds Talented Blast the target with a frigid wind dealing 192 to 208 Frost damage to all enemies within 10 yards. Deals double damage to targets infected with Frost Fever.
Unbreakable Armor Frost Rune 1 Minutes Talented Increases your armor by 25% and total strength by 10% for 20 seconds.
Frost Strike 40 Runic Power None Talented Rank 6: Instantly strike the enemy, causing 30% weapon damage plus 80.1 as Frost damage.
Hungering Cold 60 Runic Power 1 Minute Talented Purges the earth around the Death Knight of all heat. Enemies within 10 yards are trapped in ice, preventing them from performing any action for 10 sec and infecting them with Frost Fever. Enemies are considered Frozen, but any damage other than diseases will break the ice.

Death Knight Unholy Abilities and Spells

Spell Cost Cooldown Train Type Description
Anti-Magic Shell 20 Runic Power 15 Seconds Trainable Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by harmful spells and preventing application of harmful magical effects. Damage absorbed by Anti-Magic Shell energizes the Death Knight with additional runic power. Lasts 5 sec.
Army of the Dead Blood Rune, Frost Rune, Unholy Rune 20 Minutes Trainable Summons an entire legion of Ghouls to fight by your side. The Ghouls will swarm the area, taunting and fighting anything they can. While channeling Army of the Dead, you will take less damage equal to your Dodge plus Parry chance.
Death and Decay Blood Rune, Frost Rune, Unholy Rune 30 Seconds Trainable Corrupts the ground targeted by the Death Knight, causing 52 Shadow damage every sec that targets remain in the area for 10 sec. This ability produces a high amount of threat.
Death Coil 40 Runic Power None Trainable Fire a blast of unholy energy, causing 148 Shadow damage to an enemy target or healing 222 damage from a friendly Undead target.
Death Gate Unholy Rune 1 Minute Trainable Returns you to Ebon Hold.
Death Grip None 35 Seconds Trainable 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 sec.
Death Strike Frost Rune, Unholy Rune None Trainable A deadly attack that deals 60% weapon damage plus 178.2 and heals the Death Knight for a percent of damage done for each of <his/her> diseases on the target.
Plague Strike Unholy Rune None Trainable A vicious strike that deals 30% weapon damage plus 30 and infects the target with Blood Plague, a disease dealing Shadow damage over time. The strike removes one heal over time effect from the target.
Raise Dead None 5 Minutes Trainable Raises a Ghoul to fight by your side. If no humanoid corpse that yields experience or honor is available, you must supply Corpse Dust to complete the spell. If the corpses of friendly players are raised, they will have control over the Ghoul. You can have a maximum of one Ghoul at a time.
Acherus Deathcharger None None Trainable Summons a Deathcharger, which serves as a mount. Speed is increased by 100%.
Corpse Explosion Unholy Rune None Talented Rank 5: Cause a corpse to explode for 220 Shadow damage to all enemies within 20 yards. Will use a nearby corpse if the target is not a corpse. Does not affect mechanical or elemental corpses.
Summon Gargoyle 30 Runic Power 3 Minutes Talented A gargoyle flies into the area and bombards the target with Nature damage modified by the Death Knight’s attack power. Persists for 1 sec per 8 runic power up to 1 min.
Anti-Magic Zone Unholy Rune 2 Minutes Talented 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 10000 damage. Lasts 30 sec.
Bone Shield Unholy Rune 1 Minute Talented The Death Knight is surrounded by 4 whirling bones. While at least 1 bone remains, he or she takes 40% less damage from all sources and deals 2% more damage with all attacks, spells and abilities. Each damaging attack that lands consumes 1 bone. Lasts 5 mins.
Scourge Strike Frost Rune, Unholy Rune None Talented Rank 4: An unholy strike that deals 65% of weapon damage as Shadow damage plus 196.95, and an additional 98.475 bonus damage per disease.
Unholy Blight 60 Runic Power None Talented Rank 4: A vile swarm of unholy insects surrounds the Death Knight for a 10 yard radius. Enemies caught in the area take 37 Shadow damage per sec and are considered diseased. Lasts 20 sec.

Sources: wotlk.wowhead.com, wotlkwiki.info, deathknight.info

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%.

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