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WotLK Shaman Changes – Build 8982

September 25, 2008 by · 1 Comment 

More changes from build 8982, this time for the shaman class.

Skills
Elemental Combat

  • Stoneclaw totem also protects your other totems, causing them to absorb damage.

Restoration

  • Riptide heal value has been increased. (764-826 to 1015-1099 for Rank 4, 668-722 to 888-960 for Rank 3, etc …)
  • Mana Spring Totem now restores 30 mana every 2 seconds. (Old – 90 mana every 5 seconds)

Talents
Elemental

  • Storm, Earth, and Fire doesn’t increase the effect of spell power on your Lightning Bolt but reduces the cooldown of Chain Lightning by 0.5/1/1.5/2/2.5 sec instead.

Seemingly minor changes to the class, but the new stoneclaw totem in particular is very interesting. Having what essentially amounts to a shield totem, should increase the strategic element of totem placement, particularly in arena. If anything else this should make it a bit more difficult for other players to just snipe an entire totem forest in 3 seconds. Though this will all be dependent on the amount of the absorb.

Riptide just looks better and better every time I see it. Now with nearly +300 healing added to it it’s just looking stacked! (as it shoulder considering it’s so deep in the talent tree). A friend of mine who was lucky enough get a beta invite tried out the new talent earlier today, check out his results. Note: he would have had approximately 2500 healing on live with this gear / trinket / earthweapon.

Additionally, earth shield was healing for around 1300 with trinket up, and that’s without the new improved shields talent, which adds another 15%. All in all, restoration is just looking very improved for expansion.

New WotLK Shaman Changes

September 12, 2008 by · Leave a Comment 

wotlk enhancement shaman

More changes were announced today for the shaman class. The changes to restoration / elemental were pretty bland, but I really like where blizzard is taking the class as far as enhancement goes. More and more we’re s

eeing talents that really allow for a wide variety of viable hybrid builds.

From what I’ve read and seen on the WotLK beta, enhancement shamans have been pretty much dead last in overall damage output. Enhancement is getting some pretty solid improvements with this patch though, both in utility and DPS. This change should hopefully bring enhancement shamans up to par with the other DPS classes.

Earthen Power Changes – Huge PvP Buff

Perhaps the most interesting of these changes is the new “earthen power” talent, which causes your earth bind totem to have a 50%/100% chance to dispel all snare effects when it pulses. This is a huge change and it should have a massive change for shamans in PvP. For most of TBC enhancement shamans have been on the verge of really being a great class for PvP…but their lack of utility and no MS debuff has kept them out of traditional arena teams.

While they probably won’t get a mortal strike buff before WOTLK, I think this change to earthbind will really improve the total viability of the class for 2s and 3s. I’m very excited to see how this group of enhancement shaman changes synergizes with the other new class changes.

Elemental

  • Elemental Fury and Call of Thunder are switching places. Call of Thunder will be a 1-point talent, and Elemental Fury will be a 5-point talent. For Elemental Shaman this won’t mean much, for Enhancement it means they can have easier access to 100% spell crit damage.
  • Lightning Mastery will now reduce that cast time of Lava Burst by 0.5 sec with 5 points. (Down to 1.5)
  • Lava Bursts base damage numbers have been significantly increased.

Enhancement

  • Mental Quickness and Unleashed Rage have swapped places.
  • Spectral Transformation renamed “Earthen Power”. It causes your Earthbind Totem totem to have a 50/100% dispel all snare effects when it pulses.
  • Weapon Mastery: Now a 3-point talent (4/7/10%)
  • Stormstrike – New animation, also now increases all Fire, Frost and Nature damage done by the Shaman instead of just Nature.
  • New Talent (Tier-8) – Lava Lash: You charge your off-hand weapon with lava, instantly dealing 75% off-hand Weapon damage. Damage is increased by 25% if your off-hand weapon is enchanted with Flametongue. 3 second cooldown. 4% base mana cost. (Also note: Lava Lash does Fire damage, also procs Maelstrom Weapon)
  • Maelstrom Weapon: Can now be used for Healing Wave and Lesser Healing Wave.
  • Feral Spirit – Many bugs with Spirit Wolves fixed, also increased the damage done by the Spirit Wolves

Restoration

  • Ancestral Awakening improved to 10/20/30%
  • Wrath of the Lich King Raiding

    August 29, 2008 by · 4 Comments 

    Blizzard announced some new information today regarding the way that Buffs, Debuffs, and Groups will stack in Wrath of the Lich King.

    Source: Blizzard Forums

    With the release of upcoming content patch players will see a change in the way we allow buffs and debuffs to stack exclusively in a raid. For the most part, what this change means is that many buffs and debuffs that were previously allowed to stack together no longer can, and that many buffs and debuffs that only a single talent specialization could bring can now be brought by multiple different specializations. The philosophy behind this change shows up in many of the changes we have made in Wrath of The Lich King, such as when we made almost all buffs raid-wide. We want players to be able to form raids and parties based on who they want to play with, rather than who has the correct talents and abilities to min-max their raid performance.

    Raid composition will still matter to some extent, but without this change, it would have overwhelmed every other aspect of raid planning (as we added new capabilities to each of 30 different talent trees). You no longer need to rigidly control the melee/spellcaster balance of your raid, or make sure every group has all the critical buffing classes, etc. This change has many class balance implications.

    IMPORTANT! Before we are done, we will thoroughly test the performance of every class. It should not be assumed that one class’ current performance relative to others in beta is final. Some classes (and specializations) will need to be reduced in power and some increased. Many may feel the change has more impact on class X than class Y. We will address all of those concerns via our internal testing and community feedback.

    There are thirty or so different categories into which buffs and debuffs fit. Here you will find a comprehensive list of the changes made broken down by category and which spells/talents are in that category.

    In each category, you can only benefit from the most powerful spell granting that effect. For example, Fel Intelligence grants spirit and intellect, both weaker than Arcane Intellect and Divine Spirit. If a player has Fel Intelligence and receives a stronger Arcane Intellect buff, he will gain the intellect value from Arcane Intellect and the spirit value from Fel Intelligence.

    In most cases, fully-talented players will have exactly equal power on the strength of these buffs and debuffs. Fel Intelligence is an example of where one ability is weaker than others. The buffs in the “Increased Spell Power Buff” category are also not all the same potency, as they scale and grow in radically different ways. In virtually every other case, however, the buffs are equal. This means, for example, that fully-talented Battle Shout and Blessing of Might now grant the exact same amount of attack power.

    In addition to this change, we also needed to address the “mana battery” roles in a raid. The mana regeneration effect they grant is no longer limited to their own party, and it no longer depends on the amount of damage they deal. Each time they trigger the mana regeneration effect, 10 people in their raid group will receive a buff which causes them to regenerate 0.5% of their maximum mana each second. This buff, Replenishment, will be given preferentially to raid members with the lowest mana, but will re-evaluate which raid members receive it each time it is fired. Replenishment is provided by Shadow Priests, Survival Hunters, and Retribution Paladins.

    Finally, we have modified Heroism and Bloodlust to affect the entire raid. However, all affected raid members will be unable to cast or benefit from Bloodlust/Heroism for 5 minutes.

    Below you will find a list of the changes to abilities which exhibit new behavior regardless of the exclusive categories. The changes usually mean the old behavior was removed and replaced by the new behavior. Numbers listed are for maximally-talented versions. Here is that list of changes:

    • Improved Scorch: Increases spell critical strike chance against the target.
    • Winter’s Chill: Also increases spell critical strike chance against the target.
    • Elemental Oath: Grants 5% spell crital strike to raid members.
    • Improved Moonkin Aura: Grants 3% haste of all types.
    • Earth and Moon: Increases spell damage taken from all schools by 13% on the target.
    • Misery: Causes spells cast at the target to have +3% spell hit.
    • Shadow Weaving: Buffs only self.
    • Improved Shadow Bolt: Buffs only self.
    • Expose Weakness: Buffs only self.
    • Shadow Embrace: Buffs only self.
    • Blood Pact: Grants health instead of Stamina.
    • Fel Intelligence: Has replacement ranks that grant flat values of Intellect and Spirit.
    • Frost Aura: Excludes properly against all other resistance buffs.
    • Grace: Reduces damage taken by target by 3%.
    • Rampage: Increases melee and ranged critical strike chance by 5% for the raid.
    • Improved Faerie Fire: No longer benefits melee and ranged hit chance, only spell hit.
    • Hunter’s Mark: No longer increases attack power bonus from attacks against the target.
    • Improved Hunter’s Mark: No longer grants melee attack power.
    • Sting (Hunter exotic pet – Wasp): Now acts as a minor armor debuff.
    • Waylay: Attack speed reduction changed to 20%.
    • Icy Touch: Only slows melee attack speed (not ranged or spell).
    • Tree of Life: No longer grants healing based on spirit, grants 3% increased healing received to raid.
    • Demonic Pact: Now buffs raid instead of debuffing monsters.
    • Focus Magic: Now buffs raid instead of debuffing monsters.
    • Totem of Wrath: Now grants a flat amount of spell damage, and all enemies in its radius have an increased chance of being struck by criticals.
    • Heroism: Cannot be recast while caster has Exhausted debuff, and those with Exhausted debuff cannot be affected by it.
    • Bloodlust: Cannot be recast while caster has Sated debuff, and those with Sated debuff cannot be affected by it.
    • Vampiric Touch: Grants Replenishment mana regeneration buff to up to 10 raid members on dealing damage.
    • Hunting Party: Grants Replenishment mana regeneration buff to up to 10 raid members on specified shots.
    • Judgements of the Wise: Grants Replenishment mana regeneration buff to up to 10 raid members on Judging.

    WotLK Shaman Changes

    August 2, 2008 by · Leave a Comment 

    Quite honestly, It’s hard to get excited about the most recent round of shaman changes to hit the WotLK beta. We’ve basically got a few balance issues fixed and that’s it. That said I do find these changes a bit annoying from the restoration side.

    I mean, let’s take a brief look at the resto tree. We get tital force, which is pretty lack luster in my book. It basically is amounting to a 3 critical heals, no big deal. I suppose you can’t be too hard on tidal force, considering it’s a tier 3 talent. But then on top of that they cut Nature’s blessing in half?! I really don’t care for Blizzard’s explanation there either. I mean c’mon, it’s a tier 8 talent. If you’re going to go that deep into the restoration tree there should be some legitimate benefits to the last few talents.

    While I’m not exactly angry with the totem mastery removal it does take away from a variety of potential hybrid specs. For most specs it’s pretty much a staple, the 20 yard totem range just doesn’t cut it. So giving this to all shamans certainly works as a nice buff for all elemental and enhancement shamans.

    Guess I shouldn’t gripe too much since I play elemental.

    • Flametongue Weapon: Now has a passive spell damage.
    • Nature’s Blessing no longer increases spell damage from Intellect, and the effect has been reduced to 5/10/15% from 10/20/30%. This is in result of the new spell power system. Players should notice little to no change in the power of the spell relevant to healing spells.
    • New Talent: Tidal Force- Increases the critical effect chance of your Healing Wave, Lesser Healing Wave and Chain Heal by 60%. Each critical heal reduces the chance by 20% and lasts 20 seconds.
    • Stoneclaw Totem: Health of the Stoneclaw totem is increased by 5% of the Shaman’s total health.
    • The range of all “friendly totems” has been increased to 30 yards, up from 20.
    • Totemic Mastery talent removed and replaced with “Tidal Force”.

    Wrath of the Lich King Paladin Talents

    July 19, 2008 by · 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.

    Rogue Leveling Guide

    July 14, 2008 by · 9 Comments 

    rogue leveling guideThis rogue leveling guide is designed for one reason, to help you cruise your way to 70. For those of you just starting World of Warcraft or finally deciding to level a rogue alt let me congradulate you. Leveling a rogue is one of the most fulfilling and exciting elements of the game, take it from me…I’ve leveled a total of 7 rogues to 60 and 2 to 70, clocking more days on the game than I’d game to remember.

    The rogue class is a dynamic and engaging experience, simply put…it’s a blast to level. But enough talk, let’s get right down to what tools you’re going to need to level the most effectively, and more importantly, the fastest.

    Now, I don’t recommend other player’s guides often…because quite frankly 99% of “expert guides” are 100% bull shit. But when it comes to leveling guides I haven’t found a more effective resource than Team I-Demise’s leveling guide package. The guide details the step by step process of leveling 1-70, and walks you through the whole process with an in-game map mod. Awesome guide that has my 100% recommendation.

    Rogue Leveling Specs
    First things first, let’s talk rogue leveling talent specs. This is probably the most important factor of any in determining the speed at which you can power grind quests and mobs. The best talent spec for leveling is almost always going to be a deep combat build, rogue leveling build – 18/53/0. The link to the left is my prefered build for leveling.

    It offers the greatest long duration damage output, while not leaving you completely screwed if you get into a PvP situation. You will want to fill out the combat tree first and foremost, getting adrenaline rush, combat potency, and surprise attacks will help you greatly. Most of the assassination talents help, but aren’t as clutch. So 42 into combat first, 19 into assassination second.

    Now, if you’ve ever visited my site before then you know I’m a huge fan of combat for all realms of this game. That said, a solid mutilate build can work just as effectively for leveling purposes. Mutilate rogue leveling spec – 44/15/10.

    Keep in mind, the build above takes advantage of only those talents that will provide the greatest benefit to you in a leveling environment. It’s not designed for PvP, but due to the strong openers and energy management will offer you better protection against ganking (and the ability to gank) than the combat build.

    Either of the above two builds will work great for you, as will any slight point variations. The only builds you should stay 100% away from are those which use position attacks, in essence, mutilate, backstab, and ambush. Since you’ll be solo grinding large portions of your experience and quest you can’t afford to deal with positional attacks.

    rogue leveling specBest Rogue Race
    Now this is a very difficult question, especially for someone who plays a troll rogue. I’ve built two lists below to hopefully give you some guidance. These lists are based off of the overall effectiveness / usefulness of the racials, considering both PvE and PvP elements.

    Horde

    1. Undead
    2. Blood Elf
    3. Orc
    4. Troll

    Alliance

    1. Human
    2. Gnome, Dwarf
    3. Night Elf

    Rogue Leveling Weapons
    For weapons we are going to be using a hierarchy of big hitting swords. If you have another character with a bit of gold (and you should since you’ve already read my Gold Secrets Guide!) you can certainly assist your rogue’s leveling ability by purchasing swords off the auction house. However, for the purpose of this guide let’s go over all the swords easily at our disposal.

    1. Wingblade – complete quest “Leaders of the Fang” in Wailing Caverns, min. level 10 (horde only)
    2. Outlaw Sabre – complete quest “Baron Aquanis” in Ashenvale, min. level 21 (horde only)
    3. Sword of Serenity – complete quest “In the name of the Light” in Scarlet Monastery, min. level 34 (alliance only)
    4. Sword of Omen – complete quest “Into the Scarlet Monastery” in Scarlet Monastery, min. level 34 (horde only)
    5. Vanquisher’s Sword – complete quest “Bring the End” (horde only) or “Bring the Light” (alliance only) both in Razer Fend Down, min. level 37
    6. Thrash Blade – complete quest “Corruption of Earth and Seed“, in Maraudon min. level 45 (alliance & horde)
    7. Foe Reaver – complete quest “Felspark Ravine” (horde only) or “The Path of Anguish” (alliance only) in Hellfire Peninsula, min. level 58
    8. Blade of the Unyielding – complete quest “Honor the Fallen” in Hellfire Peninsula, min. level 58 (horde only)
    9. Keen Marshfang Slicer – complete quest “The Sharpest Blades” (horde only) or “Lines of Communication” (alliance only) in Zangarmarsh, min. level 62

    Now, obviously I haven’t listed out every single sword from every quest out there. But, this is the list I’ve used to level all of my rogues and found it works quite well. When you have gaps in the list simply get the best green sword available.

    For swords you think should be on this list, but I left out, check this custom wowhead chart I’ve created. It details every uncommon, rare, or epic sword from levels 1-70 so you can always find what you need.

    Death Knight Talent Trees Revealed

    July 9, 2008 by · 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 · 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.

    Combat vs. Shadowstep Arena Spec

    June 21, 2008 by · 2 Comments 

    This post is in response to a question I received from a fellow rogue. It’s posted here in the event other rogues encounter similar questions.

    Rogue Arena Questions…
    I started with shadowstep and for the longest time loved it. After playing arenas for a few weeks as combat when I go back to shadowstep it feels like its much harder to kill geared players. Currently, my gear is all season 2/3 and my weapons are maces.

    What am I missing?

    Perhaps im missing something, but with a geared paladin or shaman spamming heals in shadowstep spec most of my energy is used kicking or kidney shotting to stop him from healing. Thus reducing in barely enough energy to hemo. If I focus on the healers partner, even with cyclone (from my partner) the shadowstep build seems hard to override the healing ability of the healer.

    My partner (druid) and I can win most of these games but it always ends in one of the other team running out of mana. With combat spec, we can time a 3 cyclone cycle from the druid with my adrenaline rush when my target is 50-60 percent and its almost guarenteed to kill him.

    Except for 5s, I am having a hard time seeing how anyone can feel a shadowstep build is superior, even though its 4 times more popular than combat maces.

    Even when I am shadowstep, its not hard to stay on target enough to justify the points in the talent tree. The extra stats are great +attack pwer and agility but I still do way less damage, so to what benefit?

    Rogue Arena Strategy Answers..

    It’s hard to judge without really watching a match all the way through. Generally speaking I would guess it just comes down to managing your energy consumption a bit better.

    One of the big strengths of combat spec is the raw damage output, while shs doesn’t have quite as good of output it’s still solid. But you absolutely must keep your slice and dice up, without it you’re really going to have difficult time taking out healers.

    In my experience when fighting healers virtually 100% of my energy goes to stopping heals, because I know if I can get ahead briefly I can immediately send the healer into a panic mode situation.

    So I basically open up, get a slice and dice going with my initial CPs then just play the position game making certain to always stop the healer.

    Here’s the interrupt sequence I use.
    1) kick
    2) KS
    3) gouge
    4) vanish / CS
    5/ blind

    preferably I’d rather not get to 4 and 5, but If it means stopping a heal in a clutch situation it’s something I have to do.

    Additionally you might enlist the help of your druid here to help stop heals. You can very easily just cyclone one target, go through all your rogue CC…kick, into, ks, into gouge…then you switch targets, pressure the other guy with just good auto attacks, get another slice and dice going.

    Meanwhile your druid is putting a 3 cyclone combo on your previous target. Once DRs are up on the cyclones you can switch back to your previous targets, now you’ve got a SND cooking, hopefully full energy and all your CDs.

    I would say with virtually any rogue spec keeping a constant slice and dice up is an absolute must. There just is no better use of energy or combo points.

    Even though you don’t have imp. snd and not as much +hit, it’s still an insane amount of damage. Consider the fact that your rupture does…well just using round numbers let’s say 2000 damage over it’s duration.

    If you get just 4-5 extra attacks you’ve probably already exceeded the damage of your rupture. Toss a trinket + mongoose proc on that…you’ve got some serious white damage coming out.

    About the only time I think rupture is the better finisher is vs. a defensive stance warrior / feral spec’d bear druid / protection paladin.

    Similarly the only time I really use expose as shs is vs. priests and some warlocks.

    Shadow Priest / Rogue 2v2 Arena Strategy

    June 21, 2008 by · 8 Comments 

    Well this weekend I recently started playing with my friend who’s a Shadow priest and I have to say it’s been a blast so far. In this first section I’ll break down this combo, and with time will go into specific combos.

    Rogue Arena Talent Spec:
    Now in this type of team the rogue will probably want to go with either an AR / Prep build or a Shadowstep build

    Personally, I’m more biased towards Shadowstep as the standard assassination talents and Vile Poisons really are just amazing. Others may like the burst ability of Ar/Prep and by all means more power to you.
    Priest Arena Talent Spec:
    Arena Shadow Priest Specs


    Now that you have you’re talents chosen let’s begin with the way most fights work with this team.
    In most fights you and your teammate will usually be trying to CC the healer and down the dps in Healer/DPS combos(druids can be an exception to this) while going for the squishier of the two dps targets in Dual Dps situations. The one thing that is going to win you a game is your ability to coordinate CC well. This means rotating fears, blinds, saps as needed and being perfect about calling out trinket pops.

    Arena Trinkets
    The priest will definitely want a battlemaster’s trinket as people are going to stick to you like white on rice. The rogue can justify using one as well as sometimes it will really pull through for certain combos. Now if you do grab your BM trinket try not to gimp your offensive capabilities too much.

    Team Weaknessess
    Well your number one problem in this combo is: Undead opponents. Will of the Forsaken can be a real killer sometimes.
    Another weakness is that you guys are meant for quick 1-2 minute matches. If you don’t have someone down by the first 30-60 seconds, the chances are that you’re going down.

    Hope this first section helped look out for specific combos strategies in the coming days.

    2v2 Arena Macros
    Shadow Priest Macros
    Rogue Macro Guide
    Rogue Focus Macro Guide

    Shadow Priest / Rogue Arena Matchups:
    Priest / Warrior
    Priest / Rogue
    Rogue / Hunter
    Rogue / Warlock
    Rogue / Shadow Priest
    Rogue / Mage
    Druid / Warrior
    Druid / Rogue
    Shaman / Warrior
    Paladin / Warlock

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