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
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)
Death Knight Damage Buffs
September 26, 2008 by Zuggy · Leave a Comment
Pretty big changes on the Death Knight front today as Blizzard poster, Ghostcrawler, announced a major change to death knight melee and spell critical damage earlier today.
Death knights now do double damage on melee and spell crits. Normally spell crits are only 1.5x damage.
This was an intended change. Death knights derive a lot of damage from spells, but not so much that it made sense to give them a talent to increase spell critical damage. It’s just a passive bonus for them.
We were worried about certain specs not scaling as well with high levels of gear. (source)
I find this change somewhat worrysome, simply because it puts the class on a whole tier ahead of any other caster class. Esspecially considering the amount of damage death knights are capable of doing with their single target, and particuarlly AoE nukes. Of course, this can all be scaled properly with appropriate adjustments to each individual spell.
These adjustments to spell damage may have already started. Death and decay recently received reduction in it’s overall damage output.
Crypt Fever was removed from its damage, though apparently not for everyone?
That shouldn’t have affected the damage for Blood and Frost though. We’ll try to figure out what happened. We had no intention to nerf it. (source)
Death Knight Racial Guide
September 23, 2008 by Zuggy · 6 Comments
The new death knight hero class is the only class which can be created with any race. This will lend itself to a wide range of variablity in the class, particularly based upon your unique racial abilities and traits. So what is the best knight death race? Well, it’s a very difficult question. There are many factors must go into answering this question based upon what you want to do with your death knight.
Do you want to focus on PvE and raiding? PvP and Arena? or a combination of the two? Knowing what you want to do with your DK will help you make the most informed decision for your death knight’s race. Let’s start with the horde races.
Best Race for Death Knight?
note: non-combat abilities such as +profession skills, underwater breathing, etc. were not considered for this analysis. Also, make sure you check out the alliance and horde racial abilities and traits guide for the updated list of racials.
Best Horde Death Knight Race
Orc Racials:
- Blood Fury - Excellent ability for both PvP and PvE death knights.
- Hardiness - A solid ability for PvP, fairly useless in PvE. Not quite as good as it once was, but still worth the mention.
- Command - Another bonus for the class, which benefits from it’s undead summoning. Will have great value in both PvP and most PvE encounters.
- Axe Specialization - Great if you’re using axes, so long as there are high end 2 handed axes available this will be another bonus to the class.
All in all orc receives solid bonuses which help augment the death knight’s natural abilities. A very solid choice for PvP and PvE.
Tauren Racials:
- War Stomp - A very nice ability, personally I think this is more for healers than death knights though. That said, it’s still a solid ability and will be beneficial for both PvP and PvE.
- Endurance - It’s yet to be determined exactly how this will be scaling, but on what I’ve seen and read it will be a nice HP boost, but not as crucial as it once was.
- Cultivation - Fairly pointless, no real application in both PvP or PvE. Don’t choose your death knight because of cultivation.
- Nature Resistance - Solid 2% nature resist, good for both PvP and PvE.
Overall just not that impressive. Hardcore tank death knights may opt for Tauren anyway as endurance does have the potential be significant. We won’t really know for sure until we see how it scales at level 80. The other racials are decent at best.
Troll Racials:
- Berserking - Will be a huge benefit for PvE death knights, particularly those who are tanking. Since you’ll always have life spiking up and down you can get a full 30% attack speed increase.
- Regeneration - Since death knight’s won’t have much health regeneration to begin with this racial is fairly useless.
- Beast Slaying - Is amazing for dungeons that have lots of beasts, namely bosses that are beasts. Also nice for PvP vs. hunter pets and druids in animal forms. This talent is very underestimated.
- Throwing Specialization - Pointless as death knights cannot wield throwing weapons.
- Bow Specialization - Pointless as death knights cannot wield bows.
- The VooDoo Shuffle - Great for PvP due to the importance of snare application and breaking, also should be beneficial to some degree in PvE. Will be dependent on the encounter.
I really like the idea of the berserking as a tank death knight, and of course it’s going to be great in PvP. Certainly in the running for best PvE tank. When you add beast slaying, berserking, voodoo shuffle on top of amazingly good hair cuts it’s not hard not to choose them!
Undead Racials:
- Will of the Forsaken - Always crucial for PvP, not so much in PvE.
- Cannibalize - A very solid ability, but more of a grinding / utility type of racial as opposed to an actual combat racial. Once again, more of a PvP ability.
- Undeadwater Breathing - No real combat application, don’t choose your death knight based on this.
- Shadow Resistance - A nice addition, but very minor, especially as it’s only 1% compared to the other resistances which are all 2%.
Overall I feel undead will be better suited to PvP players who are very concerned about being fear. Traditionally, undead racials have been the end all be all for PvP, but after the wotf nerf in addition to the other “meh” racial abilities, I don’t think undead are all that great.
Blood Elf Racials:
- Mana Tap - Solid PvP talent, minimal PvE application.
- Arcane Torrent - Great racial ability for both PvP and PvE.
- Arcane Affinity - Non-combat talent, don’t choose your death knight based on +10 enchanting skill. It’s just not worth it.
- Magic Resistance - 2% for all spells is pretty big, certainly makes up for arcane affinity.
Overall pretty solid here as well, a nice mix of PvP and PvE utility.
Best Death Knight Race for Horde Conclusions
- PvP Pick: Orc / Undead
- PvE Pick: Troll / Tauren (tank)
- All Around Pick: Orc
- My Preference: Troll
Perhaps I’m a little biased since I play a troll, but just based on the talent changes…well, trolls are looking pretty damn amazing. If we just compare troll / orc to the other races there’s not really much to mention. All tauren really have is the war stomp, as endurance is quite negligable after the change.
If we look at undead all we’re really considering is will of the forsaken, which is still great for PvP, but the other racials just don’t cut it for me. Blood elves are in a similar boat. Overall I feel orc is the best overall package. All 4 racials are work to directly increase damage / survivability, where as the other racials are mixed / indirrect / non-combat at best.
Personally I’d still opt for the troll, due to my natural affinity for the race in addition to their recent racial improvements and multi-faceted PvP and PvE application.
Best Alliance Death Knight Race
Dwarf Racials:
- Stoneform - More of a PvP talent, but also very nice during raids and other PvE encounters.
- Gun Specialization - irrelevant, death knights cannot use guns.
- Frost Resistance - A nice 2% resistance, solid for both PvP and PvE.
- Find Treasure - pretty pointless as it’s a non-combat talent, do not choose your death knight based on this.
- Mace Specialization - like any specialization, it’s great if you’re using the weapons for which you have bonus expertise for. Solid for both PvP and PvE purposes.
Quite frankly not all that great. If you have a 2h mace and do nothing but PvP against frost mages you might could make a case, but I’m not impressed by the racials here.
Gnome Racials:
- Escape Artist - amazing for PvP, especially now that it can no longer be resisted. Solid for many PvE encounters as well.
- Expansive Mind - pointless as death knights gain nothing from intellect
- Arcane Resistance - Like any of the resistances, this will be a solid trait for both PvP and PvE.
- Engineering Specialist - non-combat trait, don’t choose your race based on this.
Much like dwarves, pretty bad. With the exception of escape artist every racial ability is either “meh” or not used at all.
Human Racials:
- Perception - Some PvP application, not nearly as good as the old perception.
- The Human Spirit - death knight’s have no real spirit application.
- Diplomacy - non-combat, do not base your racial choice on this ability.
- Sword Specialization - Great if you are using swords, worthless if not.
- Mace Specialization - Great if you are using maces, worthless if not.
- Every man for himself - Awesome for PvP as it allows you to use another trinket, also solid for many PvE encounters.
So far the best of any alliance race. Having the double weapon specialization at least gives you some leeway as to your weapon selection. Once again nothing all that stellar though.
Night Elf Racials:
- Shadowmeld - Not crucial, very minor PvP application for death knights. Some PvE application for DPS death knights.
- Quickness - Solid for PvP and PvE.
- Wisp Spirit - Pointless, do not choose your race based on this.
- Nature Resistance - Solid for PvP and PvE.
No useable racials, quite frankly pretty bad. Quickness and Nature resistance are nice additions, but considering they are really more situational uses at best…these are pretty bad.
Draenei Racials:
- Gift of the Naaru - Excellent ability for PvP and solid for PvE as well, especially now that it scales with AP / spell power.
- Heroic Presence - Solid 1%, nothing major but certainly a nice addition.
- Gemcutting - non-combat, do not choose your race based on this.
- Shadow Resistance - Of all the resistances shadow is the one to have, especially since it’s a 2% compared to the undead’s 1%.
Overall, draenie is pretty solid. The gift of the naaru is pretty huge in my opinion, you toss some nice passive resistance and +hit on top of that you’ve got a pretty solid package.
Best Death Knight Race for Alliance Conclusions
- PvP Pick: Human
- PvE Pick: Human / Draenei
- All Around Pick: Human
- My Preference: Human
Looking at the alliance racials for the death knight…well quite frankly they all just suck. Besides escape artist, stoneform, and gift of the naaru there really isn’t much worth mentioning. The other racial abilities are cenetered around passive or non-combat traits which aren’t going to really make or break your character. I strongly feel humans will make the best all around death knight.
You’ve got weapon specialization on both maces and swords, the novelty of diplomacy, perception…and to top it all off you’ve got the real clencher for me, every man for himself. This is huge, particuarlly for PvP. For PvE it’s not as big of a deal, hence why I’ve listed draenei as another option. Heroic pressence and gift are very nice, but when compared to the human’s weapon specs and free trinket I think the 2 races come up pretty even.
Death Knight Blue Post Updates
Some interesting death knight news straight from the Blizzard forums. Both of these tid bits are courtesy of Blizzard staff member Ghostcrawler. These posts clear up a good bit of information regarding both death knight rotations and death knight tanking.
Death Knight Rotations
We’re almost ready to show the updated death knight talent tree. It was quite an overhaul but we’re pretty excited about it. In case the talent trees go out before a new data push, I wanted to explain what we’re trying to do here.We revamped the DK to have a standard rotation that used all the runes intelligently. Then we tweaked a lot of other abilities to be able to swap out one for another with similar rune costs. Some talented abilities can be used situationally for this purpose, while others just flat out replace one of the core abilities. I don’t want to give the impression that “standard rotation” means the DK loses all its depth (or that the game forces you to use this rotation at all). On the contrary it feels like you are making an intelligent decision about what to do next instead of just randomly pounding abilities when they light up.
1) Icy Touch — 1 Frost — Pull a mob and get a Frost Fever disease on it.
2) Plague Strike — 1 Unholy — Get a Blood Plague disease on the enemy.
3) Blood Strike — 1 Blood — Do extra damage for getting both diseases up.
4) Blood Strike — 1 Blood — Do extra damage for getting both diseases up.
5) Obliterate — 1 Frost, 1 Unholy — Your diseases are going to expire soon, so time for a big hit.
6) Death Coil — Runic Power — You probably have enough Runic Power by now.Those are the basics, but you can swap out those moves as you see fit. If you’re wounded, instead of Obliterate for Step 5, you can Death Strike instead for the same cost. Or you can Chains of Ice. Or Howling Blast. If you are deep Blood, you can Heart Strike instead of Blood Strike for bigger damage and an all new debuff. If you are deep Frost, you can use Blood of the North to earn 2 Death Runes and then get 2 Obliterates next time around. Or you can Frost Strike instead of Death Coil, especially if the target is really wounded and you also have Merciless Combat.
We are trying to fix the Unholy Rune demand in a few ways:
– Degeneration is now an upgrade to Plague Strike. It was such a situational ability (but a very good one in that situation) that we thought it was a good opportunity to merge it with something else. The risk is that serious PvP players will feel like it’s mandatory to only go Unholy. If this happens, we’ll try something else, like making it core again. The runeforge idea is also intriguing.
– We’re going to try Chains of Ice as 1 Frost. Certainly not too many people seem to be complaining that the DK has too much CC. :)
– Raise Dead doesn’t cost any runes. The cost was irrelevant outside of combat and hard to work into a rotation once in awhile.
– Empower Rune Weapon activates all your runes and provides some runic power. Its cooldown is probably long enough to handle this.
– This isn’t a recent change, but remember that with Annihilation more available you can sometimes save a Plague Strike when you Annihilate. Likewise, with the Icy Touch change, you can still get a disease out without spending an Unholy.It probably feels like we are focusing predominantly on the DK’s PvE options for now, which is probably true. But PvP will start to get a lot more testing as some of the new features (arenas, Wintergrasp) come online.
Death Knight Tanking Changes
When you see the new talent trees, there will be several significant tanking changes that I wanted to explain. Don’t worry — they’re all good.
1) Forceful Deflection is gone. Why? It is now a core ability all death knights get!
2) The top of each tree has a really desirable tanking talent. We figure it’s not painful to spend points in tier 1 of any tree. You can, and probably should, get all of these.
3) Near the bottom of each tree is another really desirable tanking talent. You will still be able to grab this talent and sub-spec into other trees, but you won’t be able to get the gold medal in more than one tree.
4) These talents are more predictable and more under your control. For example, we changed Unbreakable Armor to have a 30 / 60 / 100% chance of boosting your armor by 25% whenever both Frost runes are inactive. To balance this, there is a 90 sec internal cooldown (which we will show in a debuff aura). So you can choose when you want the armor buff. Hold that second Frost Rune until just before the enrage or whenever. Stack it with Icebound Fortitude or Anti-Magic Shell (or both) for truly amazing mitigation.
5) I am not trying to imply there are only 2 tanking talents per tree. The point is that there are some talents we can assume all DK tanks will have, and some others that will be more variable (but ideally equal in utility).
6) No, Blade Barrier is not the ultimate tanking talent in Blood. :)
7) With the disease changes, getting diseases on multiple enemies is much easier than before. We’re also positioning Pestilence to be better at multi-target tanking. A much improved Death and Decay will be nice for pulling, but it’s not Consecrate.
Forceful Deflection is bonus Parry Rating equal to 25% of your Strength. There is one “rank” and you start with it at level 55.The concern about saving your Runes for the bonus mitigation is totally valid and we’re just going to have to try it out. We didn’t want the bonus to be up for a very short period of time, and we didn’t want the bonus to be trivial but up nearly all the time. We think it’s okay to have to surrender a little bit of dps (in the form of saving a rune you might have used for Obliterate) in order to boost your survivability periodically — to some extent that is what tanking is all about. You also have core abilities like IBF that you can use if you get caught with the ability on cooldown.
Part of the DK tanking style is that you have high enough dps to generate sufficient threat. Still we recognize that you can get into a situation where say the ret paladin is catching up to your threat level too fast and you need to do [something] to really pour on the threat. If we find that a few DK abilities need to generate extra threat, we can go that route.
Death Knight Videos
Note: Sorry, both of the following videos were removed from their respective hosting sites
This first death knight video features the awesome power of the frost build. It show cases a few of the death knight’s frost spells, in particular how these abilities can be used to power through quests and mobs. One particular point of interest for me was right at the start of the video.
Using the death knight frost build the player was able to round up about a dozen or so mobs and maintain control over the pack while he waited for his spell (the name escapes me) to tick down and drop a DPS bomb on the pack.
Good stuff, I can’t wait to play this class. It looks like it could be a lot of fun, I just hope for the sake of the other classes they aren’t too over powered.
This second video death knight video features a death knight leveling video with the blood talent build. Once again here, very interesting stuff. Overall the class reminds me of a retribution paladin, which generally speaking was a class / spec I didn’t like.
But I think the way the death knight class is able to incorporate both strong melee and caster elements is great. It’s a mechanic that Blizzard has attempted with other hybrid classes, but in my opinion was never really able to pull it off.
Though it looks like they just might get it done with the death knight.







