DEATHKNIGHT HELL
deathknight talent tree made from curent info
http://www.war-tools.com/t52595.html
look @ frost tree synergy with frost mage in arena wil be imba
http://www.war-tools.com/t52595.html
look @ frost tree synergy with frost mage in arena wil be imba
This item has been remove by request of BlizzardBlahran wrote:deathknight talent tree made from curent info
http://www.war-tools.com/t52595.html
look @ frost tree synergy with frost mage in arena wil be imba
Awesome, I would play dead knight only for the special effects xDLateralus wrote:http://www.youtube.com/watch?v=v-cRf2o5XcM
http://war-tools.darlinganime.com/index ... 100334001s
something like that as end build for tanking looks nice although i guess lichborne form will be imposible in frost presence or you might get that whole impossible to be hit thing from that rogue tanking vid :\
something like that as end build for tanking looks nice although i guess lichborne form will be imposible in frost presence or you might get that whole impossible to be hit thing from that rogue tanking vid :\
Found new Alpha deathknight patch notes over at deathknight.info
Found full patchnotes Here
Someone also hax0red some code from war-tools.com to make his own alpha talent trees Here
Alpha Patch (8391) Brings Death Knight Changes
By Kenzi • May 31, 2008
Here is the list of Death Knight Changes in the recent Alpha patch. This should open up the door for a whole new round of mathcrafting. Taken from the WotLK Wiki.
* Most places mentioning “Runeblade” changed to “Rune Weapon”
* Death and Decay damage changed to (100/121/190/241)+0.039*AP and random component removed
* Death Strike deals 60% weapon damage
* Icy Touch cooldown reduced to 4 seconds
* Blood Tap - Level 55, Costs 15% of Base Health
o “Immediately activates a Blood Rune and temporarily converts it into a Death Rune. This rune counts as a Blood, Unholy, or Frost Rune. Lasts 30 seconds”
* Chromatic Rune Mastery - Replaced by Death Rune Mastery - “Whenever a rune activates, it has a 2% chance of converting into a Death Rune.”
* Degeneration - DOT Stacks up to 3 times. “Unable to be healed by periodic heals” effect removed
* Mind Freeze - cooldown increased to 10sec and duration increased to 4 seconds
* Death Coil - Works on undead enemies
* All presences have 1 second cooldown, but won’t trigger GCD
* Butcher changed to Butchery
o “Whenever you kill an enemy that grants experience or honor, you generate 10/20 runic power. In addition you generate 1 runic power per 3 sec.”
* Scent of Blood - charges reduced to 2
* Mark Of Blood - Cooldown removed, can only be placed on enemy
* Vendetta - Heal reduced to 3%
* Sudden Death renamed to Sudden Doom
* Blood Rune Mastery (NYI) - proc chance changed to 10%
* Unholy Rune Mastery (NYI) - proc chance changed to 10%
* Heart Strike renamed to Obliterate, 150% weapon damage + 300 per desease
* Merciless Combat (NYI) changed
o “Your Frost attacks do an additional 20%/40%/60% damage when striking targets with less than 20% health.”
* Pestilence renamed to Infested Corpse
* Crypt Fever - stacks up to 3 times
* Ferocious Dead - added “Death Pact grants a heal over time effect for 15 sec equal to 50% of the amount healed”
* Lichborn - 15 minutes cooldown removed, 5 minute category cooldown added (shared with what?)
* Frozen Rune Weapon - Also has a chance to cause your target to be vulnerable to Frost damage
* Frost Strike - changed: “A strong attack that increases melee damage by 200 and causes your attack to deal Frost damage. Has a 30% chance to freeze the target.” GCD removed
* On a Pale Horse - changed:
o “You become as hard to stop as death itself. The duration of all Stun and Fear effects used against you is reduced by 10%, and your mounted speed is increased by 10%. This does not stack with other movement speed increasing effects.”
* Midnight Sun replaced with Unbreakable Armor
o “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.”
* Chillbanes - renamed to Chilling Focus. Effect changed to 25%/50%/75%
* Shadow of Death - Duration increased to 45 sec
* Corpse Explosion - changed
o “Unleashes all available runic power to cause a targeted corpse to explode for 12 Shadow damage per 10 runic power to all enemies within 20 yards.”
* Improved Icy Touch - changed
o “Increases the damage done by your Icy Touch spell by 5%/10%.”
* Blade Barrier (NYI) - duration reduced to 8 seconds.
* Howling Blast - changed
o “Blast the target with a frigid wind dealing 719-782 Frost damage to all enemies within 10 yards. Deals triple damage to frozen targets.”
* Frozen Dread Plate replaced by Frigid Dreadplate
o “Enemies who hit you in melee have a 5% chance to become unsettled, decreasing their attack speed by 50% for the next 3 swings.”
* Will of the Necropolis - effect changed to 10%/20%/30%
* Hungering Cold - NYI removed
o “Unleashes all available runic power to eradicate all heat from around the Death Knight, freezing enemies within [???] 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.” Stun renamed to “Frozen.”
* Summon Gargoyle - “The Gargoyle remains until the summoner runs out of Runic Power.” changed to flat 1 minute duration
* Wandering Plague - Changed “This damage will not cancel spells normally cancelled when targets take damage.” to “This spell ignores targets with effects cancelled by taking damage”
* Glacier Rot - Hungering Cold removed from affected spells
* Spell Deflection - changed to “You have a chance equal to your Parry chance of taking 20%/30% less damage from a direct damage spell.”
* Dance of the Dead - renamed to Dirge
* Deathchill - Changed to
o “When activated, increases your critical strike chance with Frost spells by 100% for the next 6 sec.”
* Blood Gorged - changed to
o “When you are above 75% health, your melee damage is increased by 2%/4%/6%/8%/10%.”
* Tundra Stalker - Howling Blast removed from affected spells list
* Anti-Magic Field replaced by Anti-Magic Zone - “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 a limited amount of damage”
Found full patchnotes Here
Someone also hax0red some code from war-tools.com to make his own alpha talent trees Here
Mains through the ages: Asharak -> Liandrin -> Shaidar -> Albeo
Sneek: So much, so fast. It's hard not to OD
Sneek: So much, so fast. It's hard not to OD
I like more and more the whole 2hander tank idea based on stacking parry which next to avoidance resets or hastens your swing timers.
Also with runes and runic power theres no need to downgrade your gear for 5 mans etc like warrios sometimes have to do. All the scaling for their abilities comes from ap. Also much of the leaked info gives big hints on them finally removing crushing blows altogether in wotlk. The talent trees still get major changes at these alpha stages so cant say much about it yet.
Also with runes and runic power theres no need to downgrade your gear for 5 mans etc like warrios sometimes have to do. All the scaling for their abilities comes from ap. Also much of the leaked info gives big hints on them finally removing crushing blows altogether in wotlk. The talent trees still get major changes at these alpha stages so cant say much about it yet.
-
- Legionnaire
- Posts: 330
- Joined: 21 Jan 2008, 18:02
2 rage per dodge is totally gonna make 5 mans tankable in (insert epic gear 3 tiers above the 5 man)sneek wrote:They seem to adress the outgearing issue across the board.
Even though Din talents aren't out there, the warrior talents include getting rage for mitigating an incoming attack.
It's a step however