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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)

More Death Knight FAQs

September 25, 2008 by Zuggy · Leave a Comment 

Korrath from the WoW forums made a great informational post regarding more FAQs for the Death Knight class. Lots of great info here, particularly regarding individual skills and spells (some still receiving lots of changes on the beta) and how they can be most effectively used.


Also, make sure to check out part 1 for more Death Knight FAQs.


Q: Why doesn’t Bladed Armor work with Frost Presence?

A: Frost Presence has a 30-second pulse that it uses to periodically check armor changes. Wait a little bit and it will kick in.

Q: Why does Summon Gargoyle suck?

A: It doesn’t, but it isn’t very useful when soloing and questing. The gargoyle has a fairly short cast time for its gargoyle strike; the spell hits about as hard as Death Coil, and happens every couple of seconds. It’s terrific for extended DPS in instances and groups since you have a steady influx of runic power and don’t have much down time. While you are questing, half the time is spent killing and the other half is spent running, which makes the gargoyle less useful.

Q: What’s a death rune?

A: A death rune is a rune that can be used as either unholy, frost or blood. It has lower priority than your other runes, meaning that if you have a Frost rune and a Death Rune available and cast Icy Touch, it will choose your Frost Rune first.

Q: Why does Corpse Explosion suck?

A: It needs love, and will hopefully get it soon. Currently, it isn’t worth using unless there are 6 or more targets in the area to explode.

Q: How is Dual Wielding?

A: Works for some builds, it probably won’t get much better than it currently is due to how attack power scales with white damage and yellow damage. There are a lot of divided thoughts on this. Do what you like.

Q: What’s the best spec for (tanking/DPS/PvP)?

A: Play the game, try things out, discuss. This is beta and this is a brand new class, there isn’t four years of back theorycraft and empirical testing for this class. There isn’t four seasons of previous arena history to base conjecture off of. There are a multitude of specs for blood, frost and unholy tanks, DPS and PvP, and the talent trees change every single patch.

Get out there and try it. That’s what the beta is for.

Q: I don’t know what to do, I just copied a premade DK and I’m all confused!

A: Try creating a new death knight, and do all of the starting quests. It’s an excellent method of trying things out, without all the skills overwhelming you.

Q: I’m still all confused!

A: Read more, post less. (like part 1 of my Death Knight FAQ!)

Q: Why did Blizzard make _______ suck?

A: Blizzard’s designers have budgets for everything. Sometimes they need to rein in the power in order to make things fit into the budget. It’s a sort of behind-the-scenes method of homogenizing all of the classes, in order to ensure that some semblance of balance exists.

Q: Balance? HA! This class sucks, this game sucks, the designers suck, yadda yadda

A: Yet you still give them money each month… Read more, post less.

Q: I just made a Death Knight and I don’t have any talent points! Where are they?

A: You initially start out with 0 talent points and as you complete quests in the starting area you are awarded them along with money/items. By the time you finish the Scarlet Enclave you will have the correct amount of talent points for your level.

Q: Necrosis is only doing 1 damage, is it bugged?

A: Nothing is wrong! Don’t panic, it’s just how necrosis works. Necrosis is based on the damage you do with your weapon. So if you hit a target dummy (it only has 1 hp) necrosis considers that a 1 damage attack and only hits for 1 damage as a result.

Q: Hey, I need mods, what are good ones?

A: Jaime keeps a thread with DK-Centric mods here:
http://forums.worldofwarcraft.com/thread.html?topicId=10529923372&sid=2000&pageNo=1
Q: I am STUCK on a HORSE! How do I turn it in?

A: Press 1.

Q: Aren’t we supposed to be overpowered? We are a hero class!


A: Death Knight as a “hero” class is in reference to the player and not the character. As far as game mechanics go, the Death Knight is just any other class in the game, albeit a new one. The “hero” qualification means that the class is more complex (not more powerful) than “standard” and you are beginning play later in the leveling curve. You have 25 levels to learn the inner workings of your class to play on a competitive level, every other class has already had 70 levels to learn. This requires a player comfortable with such a handicap placed upon them.

Q: Some guy totally made his ghoul explode, but my ghoul pet bar doesn’t have explode, what gives?


A: In order to make your ghoul explode, you need both the Master of Ghouls talent and Corpse Explosion. That will enable you to make your poor, innocent ghoul who implicitly trusts and loves you unconditionally, explode.

Q: Corpse dust sucks!!! It is too expensive and I hate it, will it ever go away?


A: No. Deal with it.

FAQ credits: Sunny, Ratri, Rabinahau

General Information:

Special Melee Attack hit cap: 9% (Strikes)
Two-hander melee hit cap vs. a boss: 9%
Dual wield melee hit cap vs. a boss: 28%
Spell hit cap vs. a boss: 17%

Hit rating for 1%:
Melee: 32.79
Spell: 26.23

This means that if you get 9% hit to ensure all of your melee attacks land you will still need 5.75% more hit or 151 more hit rating to reach the spell hit cap. If you are 2H capped and have Virulence, and a 3% hit debuff on the boss (Such as Misery or Imp. Faerie Fire) you will be spell hit capped as well.

Our melee attacks and spells have a critical damage bonus of 100%.

Hit rating does NOT increase the amount of critical strikes you will have on a target. It reduces the number of times that you will miss the boss.

It takes 45.91 critical strike rating to generate 1% melee or spell critical strike. The reason that hit is such a good stat until capped is because it is so much cheaper to hit 1% hit rating wise than 1% crit. Once you hit the two hander hit cap hit is no longer worth gemming or enchanting.

Haste rating does not reduce our GCD. Our GCD is only affected by Unholy Presence.

Our abilities scale with AP. Spell damage does nothing for us.

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.

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