Tag: Death Knight

Screenshots from one of the DK artifact scenarios.Important things we’ve learned:1) The Ebon Blade gave Zero Fucks and drove the entirety of Acherus to Dad’s house2) Dad’s house is melting.

Screenshots from one of the DK artifact scenarios.

Important things we’ve learned:

1) The Ebon Blade gave Zero Fucks and drove the entirety of Acherus to Dad’s house
2) Dad’s house is melting.

Oh man these weapons and that mythic recolor.

Oh man these weapons and that mythic recolor.

The Blade of the Fallen Prince

  • The Call of the North – The Lich King awaits your return to the citadel.
  • The Gates Are Open – Enter Icecrown Citadel.
  • Seek the Fragments – Collect Fragments within Icecrown Citadel.
  • Travel to the Frozen Throne – Use the Scourge Teleporter within the Spire.
  • Power Overwhelming – Reforge the fragments and form your weapon.
  • The Purge – Purge the blades of the malevolent souls within.
  • The Hungering Cold – The Blades are purged of the corruption. Claim them as your own.
  • Death’s March – Obtain the Lich King’s Blessing.

That last one though? Is it Bolvar or is it the Lich King?

Data points to followers that are class-specific, which you’ll get from quests in Legion. These will likely be tied to your Class Order Hall.

Followers
Thassarian / Koltira Deathweaver – Class: Death Knight, Quest: Always a Knight of the Ebon Blade, Zone: Azsuna
Koltira was raised into undeath as a Death Knight after being slain by the knight, Thassarian. Despite death at Thassarian’s hand, they treated each other as friends up till they found themselves on opposing sides in the Battle for Andorhal. In this battle they held a truce that prevented outright hostilities until Sylvanas Windrunner became involved and he was cast into the Undercity by the Bainshee Queen. When asked about this Koltira refuses to speak any further.

YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS.

Legion Class Preview Series: Death KnightThe first new class introduced to World of Warcraft after its launch, Death Knights came into the fray with an identity unmistakably tied to the Wrath of the Lich King story. The Death Knights of Acherus, their cold bodies lifted from the

Legion Class Preview Series: Death Knight

The first new class introduced to World of Warcraft after its launch, Death Knights came into the fray with an identity unmistakably tied to the Wrath of the Lich King story. The Death Knights of Acherus, their cold bodies lifted from the grave in the Scarlet Enclave, were commanded by the Lich King and Highlord Darion Mograine to slaughter every villager in Tyr’s Hand, New Avalon, and Havenshire, and to sack Light’s Hope Chapel, decimating both the Scarlet Crusade and the Argent Dawn.

Ultimately, as a result of such uncompromising ambition, the Lich King was betrayed by Highlord Mograine in an act that freed the Death Knights from their servitude. Under Mograine’s leadership they formed the Knights of the Ebon Blade and began joining the ranks of the Horde and Alliance forces bound for Icecrown Citadel to end the reign of Arthas, the Lich King. Though now free from the Lich King’s grasp, these once virtuous champions remain knights of darkness, wielding runeblades of death and destruction and mercilessly stealing the very life essence of their enemies.

We always want to reflect the Death Knight origin story and identity in how they play. The biggest area where we see room for improvement is in their resource system. Runes are a very iconic resource, but their functionality has always been convoluted. In Legion, we’re making Runes more straightforward by removing their division into separate Blood, Frost, and Unholy types. Death Knights now have six unified Runes to spend, with a maximum of three recharging at any one time.

With this change, it’s also important that we preserve the existing gameplay familiarity of Death Knights by making mostly minor changes to core ability functionality and cost—we don’t want the Rune change to create a situation where the best Frost rotation is just Obliterate, Obliterate, Obliterate. Finally, we’re reducing ability overlap between specializations, giving each a single disease with a unique trait and creating a talent tree that’s largely populated with spec-specific talents to better distinguish them.

Blood

The core abilities for Blood should be familiar, though we’ve touched them up to bring added clarity to the specialization. Each core ability now better leverages that sinister command of blood and bone to fuel your survivability. In particular, we’ve changed Death Strike to cost Runic Power instead of Runes. This results in a more clear choice of resource expenditure; you can’t lock yourself out of being able to heal if you spend a Rune at the wrong time, and also gives Runic Power generation a bigger impact.

Frost

The mechanics of the Frost Death Knight are quite solid and we don’t want to do too much to change that. You’ll notice that the core combat abilities listed below are largely familiar. One small area where we found room for improvement, however, is in Killing Machine’s passive interaction with the core rotation. While the automatic critical strikes it provides feel good, it’s often better to ignore its proc in favor of spending resources as fast as you can, as your damage output suffers if you wait for the different resources required for using Obliterate and Frost Strike to become available. Killing Machine now only affects Obliterate, and making wise use of its effect should feel more meaningful.

Unholy

Unholy is receiving slightly more mechanical changes than Blood and Frost, to better realign with their unique identity. We want to ensure that Unholy continues to be the spec with the most active use of diseases. In this regard, we recognize that Festering Strike lost its luster over time and have developed a new mechanic to ensure the ability remains integral in the Unholy rotation.

Looks like there are some major changes to unholy DKs:

  • Death Knights had a lot of balance changes over time. They had unique
    mechanics, like DoT snapshotting with Unholy. Those things have gone
    away now, so part of what made Unholy special is gone.
  • Something they are trying now is Festering Wounds. When the Death Knight
    hits a target, they will apply debuff and when they use a different
    ability that wound will pop. You might hit them and apply three or five,
    or pop three of them all at once.
  • The fantasy of a Death Knight pulling corpses from the ground to do
    their bidding is great, but in the game it doesn’t feel like that when
    you are playing, so the team wanted to give them a unique mechanic.
  • Talents may give them multiple pets, different pets, stronger pets.
  • Frost is still very similar to live and Blood is somewhere in the middle.
  • Blood Death Knights having the different rune types is part of what made
    it easy to play. You would just push whatever buttons were lit up, as
    the runes controlled what you could use. Now you will have more options
    and control over how to use your runes.

Tev’s in the center of that… somewhere

Tev’s in the center of that… somewhere

Your blindness is not an excuse for your rudeness.

Your blindness is not an excuse for your rudeness.