Posted January 26th, 2009 by Messiah
| Key Blood Talents | ||
| Talent | Advantages | |
| Two-Handed Weapon Specialization Increases the damage you deal with two-handed melee weapons by up to 4% |
Again extra damage is equal to extra threat. If you want to be viable when your DPS party members start to gear up, you need to cause as much damage as possible. | |
| Sudden Doom Your Blood Strikes and Heart Strikes have a 15% chance launch a free Death Coil at your target. |
Heart Strike is one of your standard attacks anyway, and this will allow it to create a free Death Coil. This is free extra damage. Extra damage that you don't have to do anything to cause, sign me up. | |
| Heart Strike Instantly strikes the target and his nearest ally, causing 50% weapon damage plus 368, total damage is increased by 10% for each of your diseases on the target. |
This is a direct replacement for your Blood Strike that causes additional damage and has a cleave effect, hitting more than one target at a time. | |
| Abomination's Might Your Blood Strikes and Heart Strikes have a 50% chance and your Obliterates have a 100% chance to increase the attack power by 10% of raid members within 45 yards for 10 seconds. Also increases your strength by 2%. |
This provides a big reason for a Blood Death Knight to be invited to a raid. In most cases this will be active most of the time and provide a fairly constant 10% boost to the raid. | |
| Hysteria Induces a friendly unit into a killing frenzy for 30 secs. The target is Enraged, which increases their physical damage by 20%, but causes them to suffer damage equal to 1% of their maximum health every second. |
Can be used on yourself or anyone else. Provides a huge DPS increase to anyone in your group. The damage that it causes back to yourself is very easily healed through, even just by your blood aura. | |
| Dancing Rune Weapon Unleashes all available runic power to summon a second rune weapon that fights on its own for 10 sec plus 1 sec per 5 additional runic power, doing the same attacks as the Death Knight. |
This is the Blood talent school’s runic power dump. It uses up all of your current runic power to cause a significant amount of single target damage. | |
Frost
Frost Build (12/51/8)
Frost is the standard talent build that most players think of when they
consider tanking as a Death Knight. It is not the only viable tanking
build, but is the best for main tanking duties. Unholy may win out
slightly in AoE situations due to its ability to do more AoE damage and
hold threat against multiple targets slightly better. Frost tanks
generate a significant amount of damage when compared to most other
tanking classes and are a great choice as a tank for almost any
situation.
The build discussed here is an end game tanking build. Its goal is to
hold threat against a single target, or small group of targets, while
your party kills the attacking creatures. Almost all of this build's
talent points are put into frost to get all abilities that reduce
incoming damage and increase threat or damage. It also dips into the
Blood school to get a few talents that increase your damage output and
avoidance, which also raises your threat generation. These talents
include Blade Barrier and Two-Handed Weapon Specialization.
In Unholy you grab the must have tanking ability of Anticipation.
Frost Strike – This is an attack that hits for a large amount of damage
and threat and as an added bonus it can not be dodged, blocked, or
parried. Even better, it uses Runic Power instead of runes, so it will
replace Death Coil as your method of burning off your runic power. This
is one of your primary threat generators on a single target.
Howling Blast –
This ability hits the target and all additional enemies within 10 yards
for frost damage. Combined with Death and Decay this
ability allows a Frost based Death Knight tank to effectively hold
threat on multiple targets. You should rotate between using this and
Death and Decay to hold threat on large groups.
Tundra Stalker – This talent allows you to do additional damage, and therefore cause more threat, to any enemy that is under the effects of frost fever. It also increases your expertise. Both of these benefits allow significant threat per second increases since most of the time frost fever will be up on a target, and expertise allows the target to succeed less at avoidance moves.
| Key Frost Talents | ||
| Talent | Advantages | |
| Bladed Armor Increases your attack power by up to 5 for every 180 armor value you have. |
As a Tank you will be getting a large amount of armor value. This turns that armor into additional damage and threat generation. | |
Black Ice |
When tanking a large amount of your threat on secondary targets will come from your frost and shadow AOE effects. This extra 10% damage really helps you hold the additional enemies. | |
| Frigid Dreadplate Reduces the chance melee attacks will hit you by 3%. |
3% may sound like a small amount, but it really means 3% less damage for 3 talent points. As a tank this is priceless. Think of bosses that hit for 15,000 damage or more, one additional miss means that much less healing need be done to you. | |
| Hungering Cold Purges the earth around the Death Knight of all heat. Enemies within 10 yards are trapped in ice, preventing them from performing any action for 10 sec and infecting them with Frost Fever. Enemies are considered Frozen, but any damage other than diseases will break the ice. |
This AoE while useful to holding creatures in place for a short time, is really used more for the fact that it applies the frost fever disease to all opponents it catches in its area. | |
| Key Unholy Talents | ||
| Talent | Advantages | |
| Ravenous Dead Increases the total Strength 3% and the contribution your Ghouls get from your Strength and Stamina by 60%. |
Since you will have a ghoul up almost all the time, this ability adds a big amount of damage and survivability to your ghoul. | |
| Corpse Explosion Cause a corpse to explode for 166Shadow damage to all enemies within 20 yards. Will use a nearby corpse if the target is not a corpse. Does not affect mechanical or elemental corpses. |
What better way to desecrate the dead, than blowing them up? Once you start killing opponents, you get to then use them to help kill even more opponents around you. | |
| Master of Ghouls The Ghoul summoned by your Raise Dead spell is considered a pet and is under your control. Unlike normal Death Knight Ghouls, your pet does not have a limited duration. |
This is one of the defining Unholy talents. Being able to keep a Ghoul up all the time adds a lot of utility to an Unholy Death Knight. | |
| Night of the Dead Reduces the cooldown on Raise Dead by 90 seconds and the cooldown on Army of the Dead by 10 minutes. Also reduces the damage your pet takes from area of effect attacks by 70%. |
This talent allows you to use your raise dead and Army of the Dead spells again much quicker. Both provide a good amount of damage and the more often you can use them, the better! | |
| Unholy Blight A vile swarm of unholy insects surrounds the Death Knight for a 10 yard radius. Enemies caught in the area take 21 Shadow damage per sec. Lasts 20 sec. |
This is yet another of the Unholy Death Knight's AoE abilities. While it is not a huge amount of damage, it really adds up when you have a big number of opponents in the affected area. | |