Hello, I made this thread to talk about The Death Knight the new class in WOLTK,
So if any one know anything about him, please write it here.
Hello, I made this thread to talk about The Death Knight the new class in WOLTK,
So if any one know anything about him, please write it here.
Blood
Blood Gorged: When you are above 75% health, you do an additional 3% damage with any melee weapon.
Dancing Runeblade: Summons a second Runeblade that fights on its own for 1 sec per 10 Runic Power, doing the same strikes that you do.
Frost
Tundra Stalker: “You deal 2% more melee damage to targets under the effects of Icy Touch, Chains of Ice, Howling Blast or Hungering Cold.”
Hungering Cold: A wave of cold leeches all heat from the earth, freezing all enemies in the cone-shaped area, and causing 10 damage per Runic Power. The frozen terrain persists for 1 sec per 10 Runic Power and will freeze enemies that attempt to cross it.
Unholy
Rage of Rivendare: You do 2% additional weapon damage to diseased targets. 9 2 Unholy
Unholy Blight: A creeping swarm of unholy insects surrounds the caster for a 10 yard radius. All enemies caught in the swarm take 120 damage and are plagued with a disease that can stack up to 3 times. Lasts for 1 sec per 10 Runic Power.
Degeneration: “Instantly attack the target, dealing $s1% weapon damage and inflicting a disease dealing ${$m2*7} over $48428d. This disease will corrupt an existing heal over time spell, removing it and dramatically increasing the damage dealt. While afflicted by this disease, other heal over time effects on the target will have no effect.” [definitely DK]
When the diseases you inflicted upon an enemy target cause damage, there is a 15% chance the disease will instead damage all enemies within 8 yards. This damage will not cancel spells normally cancelled when targets take damage.”
“Launches an Icy Touch at every enemy within 40 yards, dealing 4 damage per Runic Power to each target and causing a high amount of threat.” [death knight aoe tanking!]
Black Ice - Increases your Frost and Shadow spell damage by $s1%
Bone Armor: “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.”
Chromatic Rune Mastery: “Whenever a Blood, Frost or Unholy Rune activates, it has a 6% chance of converting into a Chromatic Rune. This Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec.”
Degeneration: “Instantly attack the target, dealing $s1% weapon damage and inflicting a disease dealing ${$m2*7} over $48428d. This disease will corrupt an existing heal over time spell, removing it and dramatically increasing the damage dealt. While afflicted by this disease, other heal over time effects on the target will have no effect.”
Army of the Dead - Summons an entire legion of your best Ghouls to fight by your side
Death and Decay - ${$m1+$AP*0.039} shadow damage inflicted every $t1 sec to all targets in the effected area for $d. Has a chance to cause affected targets to cower in fear.
Dirge - Whenever you kill a diseased target that yields experience or honor you have a 5% chance of the corpse rising as a free Ghoul. You can have a maximum of 2 Ghouls at one time
World
Northrend is Huge. It is larger than Outland by a couple of zones, and some of the zones in Northrend are bigger than the largest zone in Outland.
The mounts available to buy in Wrath will probably be able to take passengers. These mounts will also work in the old world (Provided they are land mounts), so players can give low-level characters a ride! The new mounts will also be slightly faster, around the speed of the Armored Netherdrakes.
We’re not sure if that will be available from the start but one of the ideas is to give the players new mounts they can buy and allow these new mounts to be available for passengers.
Trainers and Auction houses will remain in the “Old World”.
Dalaran wil be in Nothern/Central Northrend, near the final zones.
The Ashbringer lore will feature heavily in Wrath.
Professions
Blacksmithing may be able to put Gem slots on items that didn’t have them before.
All professions will give players something powerful specific to them, similar to the Epic weapons that weaponsmiths can make just for themselves.
A new metal ore found in Northrend is Cobalt.
The new cloth in Northrend is called Frostweave.
The way inscription is going to work is you’ll have a series of mats that you need to do and then you’ll create a scroll that will actually do the buff of the spell in question. Each scroll will have a specific use, so you won’t create a generic scroll, it’ll be a special scroll that will upgrade this fireball to do this type of thing. Right now we’re still trying to make sure we’ve got that kind of mechanic down. That’s actually most of the work. Most of the work is figuring out how that all works, what the materials are, how that comes together, and once we have that, then figuring out what the individual spells are and what the individual spells are and what the effects are going to be is going to be relatively easy.
That was a bit information about Deathknight and WotLK![]()
deathknights are gonna be like warrior locks so i've heard... they are gonna be so sickkkkkkkkkk
WARNING: SPOILERS BELOW. IF YOU HAVE ANY INTEREST IN THE WOTLK STORY AND HAVE NOT MADE A DK ON A BETA SERVER (LIVE OR PRIVATE) YET, DO NOT READ BELOW!
I've played a Death Knight in the live US beta, and I gotta say, I love what Blizzard has done with them. They're a very fun and original class.
The beginning quests are interesting, and they made it so when you progress along the quests, the world changes around you. (You are silently transported to a new instance with the other players who are you on your stage of the story. There's no loading screen; it just magically happens.) Basically, your actions stay in the world, and it's very interesting.
Then, at the end of the quest line, you command a Scourge army, along with Mograine's DK son (Darion) to attack Light's Hope Chapel. You lose the battle though, and Mograine's father's spirit appears before him, and he comes back to the good side, along with all the DKs there. You pass out and then wake up in the starting zone again, which is now controlled by good Death Knights, instead of the Scourge-controlled ones.
It was a little cheesy, but it was very interesting and interactive. I think you'd all really enjoy it.
Link to my guide: https://www.mmowned.com/forums/wow-g...rd-policy.html | I'm retired, please don't PM me. Thanks.
Thanks to all,
And do you have to start a death knight all over again?? i mean from level 1 or ??
Seems really interesting especially the mount with passengers.
like "taxi,10 gold to badlands"