Getting Started
This guide is designed to help you understand what the Death Knight
is, why you should play one, what professions go along with the Death
Knight, and to provide an introduction to many of the unique mechanics
that fuel the unholy warrior's different play style.
One of the very first things to consider should be deciding if a
Death Knight is the right class for you. However, this very simple
question is actually prefaced by another question: do you already have
a level 55 or higher character? If you do then you can consider the
class. This is due to the fact that Death Knights are a hero class in
the game and as such start at level 55, but require you to have a level
55 character before you can create one.
Death Knights are unholy warriors who fill both a DPS and tanking
role. This means they know how to deal the damage and how to take it.
They also can not use shields making them the on par with Druid tanks
that can tank with two-handed weapons equipped. Most of their damage
mitigation is from their tough armour, their presences (see below for
more information), and various abilities.
Pros on playing a Death Knight:
- Death Knights wear Plate armour, start at level 55, and come with
a set of uncommon gear and get a set of rare gear from their starting
zone quests.
- Death Knights use runic power and a rune system which is unique
to the class and provides a new and interesting style of game play.
- Death Knights can tank with two-handed weapons and get free
weapon enchants as part of their Runeforging ability. As a tank they
are in high demand for groups.
- Resilient class with lots of magical abilities and melee
abilities providing a dynamic combat style.
- Can pull enemies directly to them with an instant ability.
- Lots of abilities to take down casters.
Cons of playing a Death Knight:
- Requires a character to reach level fifty five to unlock, meaning
you cannot begin the game as a Death Knight.
- Identity Crisis: Death Knights start at level fifty five, making
them attractive for everyone's first choice when they decide to make an
alt, but this also means there are millions of them around.
- With Runes, Runic Power, and a number of cooldown abilities they
can be complicated to play correctly.
Creating a Death Knight
Death Knights require you to have a level fifty five character
before you can create one. You may create one per server and they can
be any race (though some racial's lean themselves to the Death Knight
more than others). You'll also need the Wrath of the Lich King
expansion. If you have a level fifty five character and the expansion
then you're ready to make one. Just head to the log in screen and click
create new character, and away you go.
A good suggestion is to make one and take it through the starting
zone. By the time you're done you'll have had a good deal of fun
questing with all of the unique and high-tech quests in the area. Then
you'll be able to make up your mind if it's right for you. Since you
have to be seasoned with the game to make one you should have a good
grasp on what you're looking for in a class. The Death Knight is
already levelled up a good bit too giving you plenty of things to try
and play around with.
Race Selection
The Death Knight can be any race which opens it up to a world of
choice. Each race has its own advantages and disadvantages when it
comes to picking. Races can be considered both subjective and definite.
Some races are better in that their racial abilities are superior to
others as far as the class is concerned. However, the differences can
be cast aside whenever looks or visual appeal come into play.
If you're going by racial's then there are some obvious choices. For
the Alliance you have Night Elves with their ability to shadow meld
which can often give them an excellent PvP boost (not to mention their
dodge chances for tanking), Gnomes who have Escape Artist, and Dwarves
with Stone Form (which is excellent for tanking). Humans have increased
expertise with Swords (which is awesome).
On the Horde side you have two very strong choices. The Tauren's War
Stomp (another great PvP and PvE racial) and the Forsaken's Will of the
Forsaken (which is also amazing in both PvP and PvE for the Death
Knight) are excellent choices. Orcs and Trolls are also very viable.
Every class is viable really, so you can't go wrong.
Since a Death Knight will generally be a secondary character for
most players anyway, go for something you like. If you are still unsure
of what race to pick then check out our detailed list of races right
here. In this list youll be able to see the various abilities each
race has along with how they look.
Picking a Profession
While professions will not make or break any character there are
some nice benefits to many of the professions that make them attractive
to a Death Knight. Some of the ones to consider are as follows.
- Alchemy - This is a good
profession for almost any class since you will be using a variety of
potions and flasks in your various roles. Alchemy can also be used to
make an assortment of extremely useful potions, elixirs, and flasks
that can be sold for cash or used to make combat easier.
- Blacksmithing - Many players find
early on that creating your own weapons and armour can be very helpful
compared to trying to obtain them through quests or the Auction House.
The armor created through Blacksmithing can be very useful to a Death
Knight, especially later in the game when you gain access to Raid level
patterns. Blacksmiths can also add extra gem sockets to their bracers
and gloves.
- Inscriptionist - Being an Inscriptionist
gives you access to the best shoulder enchants in the game. This has
the side benefit of letting you skip the long Sons of Hodir reputation
grind.
- Jewelcrafting - Being a Jewelcrafter
grants you access to several jewelcrafting only items and access to
better jewelcrafter only gems. These gems provide additional stats
which are highly benificial to any class.
Which profession you take is ultimately up to you. You should pick
one that you enjoy and that works well with the talent build you
choose. Which one is the absolute best changes from patch to patch, so
don't get to worried if they change a bit over time.
Runes and Runic Power
Mana, energy, or rage may have been what your eyes paid very close
attention when you were first leveling up. You needed to carefully
watch how much mana you used or else you'd be out and either being
chomped on by nasty monsters, watch how much energy you had before you
used an ability or else you'd be cutting yourself short on your next
ability, or monitor your rage and make sure you were getting enough to
use your abilities. Runes and Runic Power work differently than either
of these three.
As a Death Knight you'll have six rune shown below your
health bar. You will have two Blood, Frost, and Unholy runes. Abilities
will use a set number of runes that when used will make that number of
runes go inactive for 10 seconds until they're recharged. So let's
say you're giving a Murloc quite a bit of a thrashing and you use an
ability which costs one Blood and one Frost rune. For ten seconds one
of the two Blood and Frost runes will be unable to be used. So if you
had an ability that used two Blood runes then you'd be out of luck.
Now, if you played a Warrior on your way to fifty five then you're
in luck. Runic Power works a lot like Rage. You gain runic power every
time you use a rune. Some abilities work off of Runic Power meaning
that you'd be able to unleash them after you've used enough
abilities that were powered by runes. Runic Power depletes over time
like Rage, so be sure you use it up when it's available!
Certain abilities can affect the recharge on runes or even convert
them into Death runes which will work for any of the three rune
types. Mixing these abilities into combat can really help you finish
off enemies faster and show Murlocs an extra good trashing.
You can find a more in-depth look at Runes and Runic Power in our
sub-guide here: Runes and Runic Power.
Presences
Death Knights have access to personal aura like abilities called
Presences. They provide powerful buffs to you that help you to fulfil
your various roles. The presences are continuous effects, and will last
until you change them. You can only have one active presence at a time.
The benefit provided depends on the presence, but they can provide
extra damage, extra health, extra threat, and more.
If you are doing damage in PvE then you will mainly be using Blood
presence or potentially Unholy. If you are tanking, then you will be
using Frost presence for extra health and threat. If you are fighting
in PvP combat then you will be using Unholy for faster attacks or
potentially Blood, depending on your build and the situation.
Character Stats
Being a hybrid class capable of melee DPS or Tanking, Death Knights
rely on many statistics. The primary stats depend on what role you are
attempting to fulfil in your group. If you are tanking then you are
looking for Stamina, Defence, and Avoidance. If you are DPSing
then you need to focus on Strength, Hit, and Crit.
Strength - Increases your Attack Power thereby
increasing your damage.
Stamina - Increases your health points. This is
critical for tanking since you will take a beating.
1 Stamina = 10 Health points
Agility - Agility increases the following: attack
power with ranged weapons, armor, critical hit chance and your chance
to dodge attacks. The ranged weapon bonus is meaningless to Death
Knights since you can not use ranged weapons. The armor bonus is also
relatively small since we can use plate armor. The main reason to
boost agility is for the critical hit % and dodge %.
Defence - Defence is a key stat for Tanking Death
Knights. The more you have the less chance an enemy will be able to
critically hit you. At level 80 you need 540 defence to be able to tank
without suffering critical hits.
Hit - Hit is critical for Death Knights but
essential for DPS Death Knights. At level 80 you need 295 Hit rating to
ensure that you do not miss with melee attacks. This number drops to 263 if
you are a Draenei or have one in your party.
Expertise - This stat is another critical one for
DPS Death Knights and important for Tanks as well. You need 123
expertise at level 80 as Blood or 172 as Frost or Unholy to reach the
soft expertise cap. There is a hard expertise cap but it is
significantly higher and not completely necessary. The soft cap
prevents your attacks from being dodged, while the hard cap prevents
them from being parried as well. DPS only needs to aim for the soft cap
since they should be attacking enemies from behind, where they can not
be dodged anyway. Tanks can aim to reach the hard cap since they will
be attacking from the front but need to ensure they are not sacrificing
too many other stats.
Critical Hit - This is important for DPS Death
Knights since when you crit you will cause significantly more damage.
Posted Thursday, October 2, 2008 by Xerin
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