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by Jasi, Level 63
Last updated at July 27, 2008, 5:02 am
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The Rune System/Runic Power
If I were to compare the current Rune/Ruinic power system of DK's to any current classes, I, much like Slappywag, would consider it to be a hybrid of Warriors and Rogues. You have 2 available runes of Blood, Unholy and Frost, each with their respective refresh time close to that of a tic of Rogue energy or slightly longer. Most of the basic abilities require 1 rune, or 1 rune of each, such as the following:
Chains of Ice: Freezes the target in place for 3 sec. The target regains 10% of their movement speed each second after breaking free of the chains. (Rank 1) (Instant, 20 yd range)
Requires 1 Frost Rune, 1 Unholy
Then you consider the following:
Obliterate: A brutal instant attack that deals 100% of weapon damage plus 494 and 183 additional damage for each of your diseases on the target, but consumes the diseases.
Requires 1 Frost, 1 Blood
After using those two abilities you now have zero frost, 1 blood and 2 Unholy for until your runes recharge about 5-7 seconds later, one at a time.
A good death knight player will have to remain calm and focused pretty much for the entire duration of a fight in order to predict each unique battle far enough ahead of time to know which kind of runes will be necessary for abilities needed against the specific class they're fighting. Unlike Rogues, all of your abilities won't be based on one element (so to speak, AKA Energy) but multiple.
For example, if you run into a caster you might start the fight as so (assuming you're talented into the Blood tree)
2 Blood/Unholy/Frost Runes.
Open with: Mark of Blood - Place a Mark of Blood on an enemy. Whenever the marked enemy deals damage to a target, you are healed for 2% of your maximum health. Lasts for 30 sec. (Talent: Blood: Tier 5) (Instant, 30 yd range)
Cost: 1 Blood, 1 unholy ( 1 blood, 1 unholy, 2 Frost Remaining)
Followed by: Hysteria - 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.(Talent: Blood: Tier 7) (Instant, 30 yd range)
Cost: 1 Blood, 1 Unholy ( 0 Blood, 0 Unholy, 2 Frost Remaining)
With reading the description, you'd assume this only works on friendly targets, but from my testing you can actually use it on yourself. This in combination with the Blood Presence - one of the three "presences" which are exactly like stances (except they don't have an affect on which abilities you can use), the - 1% health aspect of Hysteria can be negated.
- Blood Presence: Increases damage done by 15% and returns back 4% of the damage done as health.
- Frost Presence: Increases armor by 45% and threat generated by 25%.
- Unholy Presence: Increases attack speed by 15% and lowers the global cooldown by 0.5 seconds.
So now you have 15% extra damage from blood presence, 20% more from Hysteria, and some health drain + regen effects from your abilities - but now you also have zero blood and unholy runes, and will only regenerate 1 of each after 5-7 seconds (I'll get the exact cooldown time the next time I play) without using the small available abilities that give you instant runes.
So with you're remaining frost runes, it's up to you as to whether or not you read the battle correctly and decided to go offensive or defensive to prolong your death as runes regenerate.
Icebound Fortitude: The Death Knight freezes their blood to become immune to Stun effects and reduce all damage by 50% for 12 sec. Does not remove existing Stun effects.(Rank 1) (Instant)
Cost: 1 Frost Rune
Howling Blast: Blast the target with a frigid wind dealing 777 to 843 Frost damage to all enemies within 10 yards. Deals triple damage to frozen targets.(Talent: Frost: Tier 7) (Rank 5) (Instant, 20 yd range)
Cost: 1 Frost Rune
If you happen to take a different route and have a couple of Unholy runes, you could use Anti-Magic Shell to give you protection while you're waiting for other runes to come back up for damage abilities.
Anti-Magic Shell: Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by harmful spells. Damage absorbed by Anti-Magic Shell energizes the Death Knight with additional runic power. Lasts 3 sec.(Rank 1) (Instant)
Cost: 1 Unholy Rune
Or if you're looking to stay offensive, you could use Death and Decay, or Degeneration if the caster is of the healing type.
Death and Decay: Corrupts the ground targeted by the death knight, causing 241 Shadow damage modified by attack power every second that any target remains in the affected area. Targets are also diseased for 6 sec and have a chance to cower in fear for 2 sec. The ground remains corrupted for 10 sec.(Rank 4) (1.5 sec cast, 30 yd range)
Cost: 2 Unholy Runes
Degeneration: Instantly attack the target, dealing 60% weapon damage and inflicting a disease dealing 182 over 21 sec. Any existing heal over time spells on the target become corrupted, dramatically increasing the damage done by the disease and removing the healing effect. Stacks up to 3 times.(Rank 3) (Instant, 5 yd range)
As you can see ( and this is only a small sample - more options open up with talents etc.) there are a ton of options and alternatives as to how you can operate and plan you're attack. Feasibly much more diverse than a lot of classes currently in the game. That's not all either - you might be wondering where the Warrior part comes in.
Death Knights also have something called Runic Power which develops much like rage, where in many of the above abilities will give you a set amount of Runic power (usually 10-30) granting you access to abilities like those listed below that cannot be used otherwise.
Deathchill: When activated, increases your critical strike chance with Frost spells and abilities by 100% for the next 6 sec. (Talent: Frost: Tier 5) (Rank 1) (Instant)
This in combination with Howling Blast could yield some huge numbers.
Mind Freeze: Strike the target's mind with cold, dealing 200 Frost Damage modified by attack power and interrupting spellcasting while also preventing any spell in that school from being cast up to a maximum of 4 sec.
(Rank 4) (Instant, 5 yd range)
MMMmm Counterspell with damage.
You get the idea. As I said above, there's just many many directions a DK can tread with their directions in attack, and these are when you don't even take the talent trees into consideration (for the most part). As I explore the class more as I level up, I'll continue to nerd-craft and analyze what kinds of combinations work in PVP.
MoB-Gaming Commercial Strikes Again
Need I say anything?

65 comments
Wewa Jul 27, 2008 at 9:11 am
+1 votes
WHITE SCREEN FLASH BASS WOOSH SOUND
yep gansters discuss business to pendulum
yep gansters discuss business to pendulum
Lesane Jul 27, 2008 at 9:17 am
+1 votes
If you ask me runic power works more like combo points than rage aside from the fact that the runic power spells don't consume all of it anymore (which it did previously).
Panics Jul 27, 2008 at 9:22 am
+1 votes
I think when people compare deathknights to rogues they are usually referring to energy instead of combo points.
rieux Jul 27, 2008 at 10:31 am
+3 votes
so what you're trying to say is that death knights use abilities and cast spells
excellent thank you for this blog post
excellent thank you for this blog post
Twoface Jul 27, 2008 at 10:32 am
+6 votes
I didn't want to say anything for the past few weeks, but your blogs are indeed becoming very bad.
I mean, half of this article is copy/pasting spells, and the other half offers very little insight at all.
You get paid to write good articles, don't you?
I mean, half of this article is copy/pasting spells, and the other half offers very little insight at all.
You get paid to write good articles, don't you?
HappyMint Jul 27, 2008 at 10:44 am
+1 votes
I find it amazing that people give Jasi **** for writing articles that are informative, but apparently now love ming because he takes random pics from MLG and tries to pitch clever stories with zero validity. If Jasi writes, you actually learn something. If Ming writes, you would have been better off never loading the website.
Bris Jul 27, 2008 at 11:22 am
+2 votes
I like josis blogs, they are informative and you do learn something, theyre very interesting and well written in my opinion. Mings articles are more like tabloids, theyre like when two random people you dont know break up, or get in a fight, and you ask, "what happened! tell me! tell me!"
Like em both, jasi, stay. =]
Like em both, jasi, stay. =]
flushed Jul 27, 2008 at 1:20 pm
+1 votes
informative or not, quality-wise it sucks. it's boring... you cant expect to copy paste a bunch of info about DKs and have a good article just because it has "information", please...
nzgs Jul 27, 2008 at 2:26 pm
+1 votes
ming's stories are full of journalistic integrity and are a constant source of facts. After all, Facts x Importance = News.
Godsmak Jul 28, 2008 at 2:25 pm
+1 votes
Maybe in your 3rd world country, but not in America where we have the top news sources being broadcasted to all you 3rd worlders.
America > Euro trash
America > Euro trash
Godsmak Jul 28, 2008 at 2:24 pm
+1 votes
Uh that is the only reason why people read Ming's ****. Everyone loves sensationalistic bull****, well not everyone but you get the picture. 90% of the kids on GR are nerdy tools who think Ming is cool, WoW is a e-Sport and Jasi sucks.
Jasi > Ming
Jasi > Ming
Orion1234 Jul 27, 2008 at 11:05 am
+4 votes
I wonder if Godfather knows how ******* stupid he looks in those commercials.
Apolaustic Jul 27, 2008 at 11:19 am
+1 votes
Is mark of blood 'friendly' as in party members or 'friendly' as in anyone in your faction? I could see people being annoying by casting it on nearby friendly casters.
Oh and the MoB commercial needs more "YEAHHHH BOOOIIII"
Oh and the MoB commercial needs more "YEAHHHH BOOOIIII"



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