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    World of Warcraft: Dragonflight - Death Knight Talents and Abilities Preview

    World of Warcraft: Dragonflight - Death Knight Talents and Abilities Preview
    Originally Posted by Blizzard (Blue Tracker / Official Forums)
    As we move toward Dragonflight talents we are exploring ways for the Death Knight to express themselves based on their class talent choices. Each branch of the class tree is thematically tied to a specialization and the further you invest down a path the more you unlock talents that may have been previously unavailable to your spec such as Empower Rune Weapon, Will of the Necropolis, and Soul Reaper. Our goal is to create new and exciting options for you to explore and play around with allowing for a rich and engaging core tree that you can customize based on your own goals.


    Death Knight Talent Trees (click or tap to enlarge)



    Death Knight Ability and Talent Tooltips

    Below you'll find a list of all baseline abilities and Talents available for Death Knights, including class-shared and specialization-specific Talents.


    Baseline Death Knight Abilities

    All maximum level Death Knights will have access to these abilities. They are earned through leveling and do not require you to spend talent points to have them.

    Death Coil: Fires a blast of unholy energy at the target, causing Shadow damage to an enemy or healing an Undead ally for health.

    Death Grip: Harnesses the energy that surrounds and binds all matter, drawing the target toward you.

    Runeforging: Allows the Death Knight to emblazon their weapon with runes.

    Dark Command: Command the target to attack you.

    Death Gate: Opens a gate which you can use to return to Ebon Hold. Using a Death Gate while in Ebon Hold will return you back to near your departure point.

    On a Pale Horse: You are as hard to stop as death itself, increasing your mounted speed by 20%.

    Path of Frost: Activates a freezing aura for 10 min that creates ice beneath your feet, allowing party or raid members within 50 yards to walk on water. Usable while mounted, but being attacked or damaged will cancel the effect.

    Death and Decay: Corrupts the targeted ground, causing Shadow damage over 10 sec to targets within the area.

    Rune Strike: Strike the target for Physical damage. This attack cannot be dodged, blocked, or parried.


    Death Knight Class Talents. [NNF] denotes a talent that has a temporary, not yet final name.


    Row 1

    Chains of Ice: Shackles the target with frozen chains, reducing movement speed by 70% for 8 seconds.

    • Granted by default when selecting Frost Specialization.

    Death Strike: Focuses dark power into a strike that deals Physical damage and heals you for a percentage of all damage taken in the last 5 seconds.

    • Granted by default when selecting Blood Specialization.

    Raise Dead: Raises a ghoul to fight by your side. You can have a maximum of one ghoul at a time. Lasts 1 minute.

    • Granted by default when selecting Unholy Specialization.


    Row 2

    Mind Freeze: Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 3 seconds.

    Anti-Magic Shell: Surrounds you in an Anti-Magic Shell for 5 sec, absorbing a large amount of magic damage and preventing application of harmful magical effects. Damage absorbed generates Runic Power.

    Improved Death and Decay [NNF]:

    • Blood: Heart Strike hits 3 additional enemies while you remain in Death and Decay.
    • Frost: Obliterate hits 1 additional enemy while you remain in Death and Decay.
    • Unholy: Scourge Strike hits 5 additional enemies while you remain in Death and Decay.


    Row 3

    Icebound Fortitude: Your blood freezes, granting immunity to Stun effects and reducing all damage you take by 30% for 8 seconds.

    Blood Scent: Increases Leech by 3%.

    Veteran of the Third War:

    • Blood: Stamina increased by [10/20]%. Two Rank Talent
    • Frost & Unholy: Stamina increased by [5/10] % Rank Two Talent. Two Rank Talent

    Suppression: Increases Avoidance by 3%.

    Brittle: Your diseases have a chance to weaken your enemy causing your attacks against them to deal 6% increased damage for 5 seconds.


    Row 4

    Blinding Sleet: Targets in a cone in front of you are blinded, causing them to wander disoriented for 5 seconds. Damage may cancel the effect. When Blinding Sleet ends, enemies are slowed by 50% for 6 seconds.

    Permafrost: Your auto attack damage grants you an absorb shield equal to 40% of the damage dealt.

    Death Pact: Create a death pact that heals you for 50% of your maximum health, but absorbs incoming healing equal to 30% of your max health for 15 seconds.

    Wraith Walk: Embrace the power of the Shadowlands, removing all root effects and increasing your movement speed by 70% for 4 seconds. Taking any action cancels the effect. While active, your movement speed cannot be reduced below 170%.

    Sacrificial Pact: Sacrifice your ghoul to deal Shadow damage to all nearby enemies and heal for 25% of your maximum health. Deals reduced damage beyond 8 targets.

    Unholy Ground: Gain 5% Haste while you remain within your Death and Decay.


    Row 5

    Merciless Strikes: Increases Critical Strike chance by [2/4]%. Two Rank Talent.

    Anti-Magic Zone: Places an Anti-Magic Zone that reduces spell damage taken by party or raid members by 20%. The Anti-Magic Zone lasts for 8 sec or until it absorbs a large amount of damage.

    Might of Thassarian: Increases Strength by [2/4]%. Two Rank Talent.


    Row 6

    Proliferating Chill: Chains of Ice affects 1 additional nearby enemy.

    Choice Node:

    • Runic Empowerment: Each Runic Power you spend has a 2.0% chance to instantly grant you a Rune.
    • Runic Corruption: Each Runic Power you spend has a 1.6% chance to increase your Rune regeneration rate by 100% for 3 seconds.

    Anticipation: Successfully interrupting an enemy with Mind Freeze grants 10 Runic Power and reduces its cooldown by 3 seconds.

    Asphyxiate: Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 5 seconds.

    Death's Advance:For 8 sec, your movement speed is increased by 30%, you cannot be slowed below 100% of normal speed, and you are immune to forced movement effects and knockbacks. Passive: You cannot be slowed below 70% of normal speed.

    Anti-Magic Barrier: Reduces the cooldown of Anti-Magic Shell by 20 sec and increases its duration and amount absorbed by 40%.

    Control Undead: Dominates the target undead creature up to level 61, forcing it to do your bidding for 5 minutes.

    Choice Node:

    • Death's Reach: Increases the range of Death Grip by 10 yds. Killing an enemy that yields experience or honor resets the cooldown of Death Grip.
    • Grip of the Dead: Death and Decay reduces the movement speed of enemies within its area by 90%, decaying by 10% every seconds.

    Enfeeble: Your ghoul’s attacks have a chance to apply Enfeeble, reducing the target’s movement speed by 30% and the damage they deal to you by 15% for 6 seconds.


    Row 7

    Acclimation: Icebound Fortitude's cooldown is reduced by 60 seconds.

    Assimilation: The amount absorbed by Anti-Magic Zone is increased by 10% and grants up to 100 Runic Power based on the amount absorbed.

    Lichborne: Draw upon unholy energy to become Undead for 10 sec, increasing Leech by 10%, and making you immune to Charm, Fear, and Sleep.


    Row 8

    Icy Talons: Your Runic Power spending abilities increase your melee attack speed by [2/4/6]% for 6 sec, stacking up to 3 times. Three Rank Talent.

    Horn of Winter: Blow the Horn of Winter, gaining 2 Runes and generating 25 Runic Power.

    Improved Death Strike [NNF]: Death Strike's cost is reduced by 10, and its healing is increased by [3/6/10]% for Blood specialization and [20/40/60]% for Frost and Unholy specialization. Three Rank Talent.

    Will of the Necropolis: Damage taken below 30% Health is reduced by 30%.

    Unholy Bond: Increases the effectiveness of your Runeforge effects by [10/20/30]%. Three Rank Talent.


    Row 9

    Runic Attenuation: Auto attacks have a chance to generate 5 Runic Power.

    Rune Mastery: Consuming a Rune has a chance to increase your Strength by 6% for 6 seconds.

    Blood Draw: When you fall below 30% health you drain health from nearby enemies. Can only occur every 3 minutes.

    Death's Echo: Death's Advance, Death and Decay, and Death Grip have 1 additional charge.


    Row 10

    Empower Rune Weapon: Empower your rune weapon, gaining 15% Haste and generating 1 Rune and 5 Runic Power instantly and every 5 sec for 20 seconds. If Empower Rune Weapon is not talented elsewhere on the tree, this grants 1 charge of Empower Rune Weapon.

    Abomination Limb: Sprout an additional limb, dealing Shadow damage over 12 sec to all nearby enemies. Deals reduced damage beyond 5 targets. Every 1 sec, an enemy is pulled to your location if they are further than 8 yds from you. The same enemy can only be pulled once every 4 seconds. Gain Runic Corruption instantly, and again every 6 seconds.

    Soul Reaper: Strike an enemy for Shadowfrost damage and afflict the enemy with Soul Reaper. After 5 sec, if the target is below 35% health this effect will explode dealing additional Shadowfrost damage to the target. If the enemy that yields experience or honor dies while afflicted by Soul Reaper, gain Runic Corruption.


    Blood Death Knight Talents. [NNF] denotes a talent that has a temporary, not yet final name.


    Blood Row 1

    Heart Strike: Instantly strike the target and 1 other nearby enemy, causing Physical damage, and reducing enemies' movement speed by 20% for 8 sec.


    Blood Row 2

    Marrowrend: Smash the target, dealing Physical damage and generating 3 charges of Bone Shield.

    Blood Boil: Deals Shadow damage and infects all enemies within 10 yds with Blood Plague.


    Blood Row 3

    Foul Bulwark: Each charge of Bone Shield increases your maximum health by 1%.

    Crimson Scourge: Your auto attacks on targets infected with your Blood Plague have a chance to make your next Death and Decay cost no runes and reset its cooldown.

    Improved Blood Boil [NNF]: Increases the maximum number of Blood Boil charges by 1.


    Blood Row 4

    Improved Boneshield [NNF]: Bone Shield increases your Haste by [5/10]%. Two Rank Talent.

    Improved Heart Strike: [NNF] Heart Strike damage increased by [10/20/30]%. Two Rank Talent.

    Blood Fortification: Stamina increased by [10/20/30]%. Damage taken reduced by [3/6/10]%. Three Rank Talent.

    Rune Tap: Reduces all damage taken by 20% for 4 sec.


    Blood Row 5

    Blood Tap: Consume the essence around you to generate 1 Rune. Recharge time reduced by 2 sec whenever a Bone Shield charge is consumed.

    Reinforced Bones: Increases Armor gained from Bone Shield by 10%.

    Leeching Strike: Heart Strike heals you for 0.5% health for each enemy hit while affected by Blood Plague.

    Vampiric Blood: Embrace your undeath, increasing your maximum health by 30% and increasing all healing and absorbs received by 30% for 10 sec.

    Hasty Bargain: When Crimson Scourge activates, you gain [3/6]% Haste for 6 sec. Two Rank Talent.

    Death's Caress: Reach out with necrotic tendrils, dealing Shadow damage and applying Blood Plague to your target and generating 2 Bone Shield charges. 6 second cooldown.


    Blood Row 6

    Choice Node:

    • Blooddrinker: Drains health from the target over 3 sec. You can move, parry, dodge, and use defensive abilities while channeling this ability.
    • Consumption: Strikes all enemies in front of you with a hungering attack that deals Physical damage and heals you for 150% of that damage. Deals reduced damage beyond 8 targets.

    Choice Node:

    • Mark of Blood: Places a Mark of Blood on an enemy for 15 sec. The enemy's damaging auto attacks will also heal their victim for 3% of the victim's maximum health.
    • Tombstone: Consume up to 5 Bone Shield charges. For each charge consumed, you gain 6 Runic Power and absorb damage equal to 6% of your maximum health for 8 sec.

    Choice Node:

    • Voracious: Death Strike's healing is increased by 20% and grants you 15% Leech for 8 sec.
    • Bloodworms: Your auto attacks have a chance to summon a Bloodworm. Bloodworms deal minor damage to your target for 15 sec and then burst, healing you for 15% of your missing health. If you drop below 50% health, your Bloodworms will immediately burst and heal you.

    Relish in Blood: While Crimson Scourge is active, your next Death and Decay heals you for a small amount of health per Bone Shield charge and you immediately gain 10 Runic Power.


    Blood Row 7

    Ossuary: While you have at least 5 Bone Shield charges, the cost of Death Strike is reduced by 5 Runic Power. Additionally, your maximum Runic Power is increased by 10.

    Improved Vampiric Blood [NNF]: Increases all healing and absorbs by [5/10]% and duration by [2/4] sec. Two Rank Talent.

    Hemostasis: Each enemy hit by Blood Boil increases the damage and healing done by your next Death Strike by [4/8]%, stacking up to 5 times. Two Rank Talent.

    Heartbreaker: Heart Strike generates [1/2] additional Runic Power per target hit. Two Rank Talent.


    Blood Row 8

    Rapid Decomposition: Your Blood Plague and Death and Decay deal damage 15% more often. Additionally, your Blood Plague leeches 50% more Health.

    Dancing Rune Weapon: Summons a rune weapon for 8 sec that mirrors your melee attacks and bolsters your defenses. While active, you gain 40% parry chance.

    Gorefiend's Grasp: Shadowy tendrils coil around all enemies within 15 yards of a hostile or friendly target, pulling them to the target's location.


    Blood Row 9

    Shattering Bone: When Bone Shield is consumed it shatters dealing damage to nearby enemies. This damage is tripled to enemies affected by Death and Decay. Two Rank Talent.

    Heartrend: Heart Strike has a chance to reduce the Runic Power cost of your next Death Strike by 10 and deal an additional [20/40]% damage based on your missing health. Two Rank Talent.

    Crimson Rune Weapon: Dancing Rune Weapon generates 5 Bone Shield Charges and whenever a charge of Bone Shield is consumed, the cooldown Dancing Rune Weapon is reduced by 5 sec.

    Tightening Grasp: Enemies hit by Gorefiend's Grasp take [5/10]% increased damage from you for 15 sec. Additionally, reduces the cooldown on Gorefiend's Grasp by 30 sec. Two Rank Talent.

    Red Thirst: Reduces the cooldown on Vampiric Blood by [1/2] sec per 10 Runic Power spent. Two Rank Talent.


    Blood Row 10

    Bonestorm: A whirl of bone and gore batters all nearby enemies, dealing Shadow damage every 1 sec, and healing you for 3% of your maximum health every time it deals damage (up to 15%). Lasts 1 sec per 10 Runic Power spent. Deals reduced damage beyond 8 targets.

    Everlasting Bond: Summons 1 additional copy of Dancing Rune Weapon. Additionally, each rune spent increases its duration by 0.5 sec.

    Purgatory: An unholy pact that prevents fatal damage, instead absorbing incoming healing equal to the damage prevented, lasting 3 sec. If any healing absorption remains when this effect expires, you will die. This effect may only occur every 4 minutes.

    Unquenchable Thirst: While Vampiric Blood is active store a portion of of your Death Strike healing. When Vampiric Blood expires splatter nearby enemies dealing 100% of the stored healing as Shadow damage.


    Frost Death Knight Talents. [NNF] denotes a talent that has a temporary, not yet final name.


    Frost Row 1

    Frost Strike: Chill your weapons with icy power and quickly strike the enemy with both, dealing Frost damage.


    Frost Row 2

    Obliterate: A brutal attack with both weapons that deals Physical damage.

    Howling Blast: Blast the target with a frigid wind, dealing Frost damage to that foe, and reduced damage to all other enemies within 10 yards, infecting all targets with Frost Fever.


    Frost Row 3

    Killing Machine: Your auto attack critical strikes have a chance to make your next Obliterate critically strike.

    Rime: Obliterate has a 45% chance to cause your next Howling Blast to consume no runes and deal 150% additional damage.


    Frost Row 4

    Unleashed Frenzy: Frost Strike increases your strength by 1.0% for 6 seconds, stacks up to 3 times.

    Runic Command: Increases your maximum Runic Power by [5/10]. Two Rank Talent.

    Improved Frost Strike [NNF]: Increases Frost Strike damage by [10/20%]. Two Rank Talent.

    Remorseless Winter: Drain the warmth of life from all nearby enemies within 8 yards, dealing Frost damage over 8 sec and reducing their movement speed by 20%.


    Frost Row 5

    Improved Obliterate [NNF]: Increases Obliterate damage by [10/20%]. Two Rank Talent.

    Pillar of Frost: The power of frost increases your Strength by 20% for 12 seconds. Each Rune spent while active increases your Strength by an additional 1%.

    Improved Rime [NNF]: Increases Howling Blast damage done by an additional [75/100]%. Two Rank Talent.


    Frost Row 6

    Choice Node:

    • Frigid Executioner: Obliterate has a 10% chance to refund 2 runes.
    • Rage of the Frozen Champion: Obliterate has a 15% increased chance to trigger Rime and Howling Blast generates 8 Runic Power while Rime is active.

    Improved Killing Machine: Your next Obliterate also deals Frost damage.

    Choice Node:

    • Inexorable Assault: Gain Inexorable Assault every 8 sec, stacking up to 5 times. Obliterate consumes a stack to deal additional Frost damage.
    • Cold Heart: Every 2 sec, gain a stack of Cold Heart, causing your next Chains of Ice to deal Frost damage. Stacks up to 20 times.

    Choice Node:

    • Avalanche: Casting Howling Blast with Rime active causes jagged icicles to fall on enemies nearby your target, dealing Frost damage.
    • Frozen Pulse: While you have fewer than 3 full Runes, your auto attacks radiate intense cold, inflicting Frost damage on all nearby enemies.

    Biting Cold: Remorseless Winter damage is increased by 30%. The first time Remorseless Winter deals damage to 3 different enemies, you gain Rime.

    Chill Streak: Deals Frost damage to the target and reduces their movement speed by 70% for 4 seconds. Costs 40 Runic Power. Chill Streak bounces up to 9 times between closest targets within 6 yards.


    Frost Row 7

    Murderous Efficiency: Consuming the Killing Machine effect has a 50% chance to grant you 1 Rune.

    Might of the Frozen Wastes: Wielding a two-handed weapon increases Obliterate damage by 30%, and causes your auto attack critical strikes to grant Killing Machine.

    Enduring Strength: When Pillar of Frost expires, your Strength is increased by [5/10%] for 6 seconds. This effect lasts 2 sec longer for each Obliterate and Frostscythe critical strike during Pillar of Frost. Two Rank Talent.

    Frostwhelp's Aid: Pillar of Frost summons a Frostwhelp who breathes on all enemies within 40 yards in front of you for Frost damage. Each unique enemy hit increases your Mastery by [2/4%], up to [10/20%]. Two Rank Talent.

    Gathering Storm: Each Rune spent during Remorseless Winter increases its damage by 10%, and extends its duration by 0.5 seconds.

    Empower Rune Weapon: Empower Rune Weapon gains an additional charge. If Empower Rune Weapon is not talented elsewhere on the tree, this grants 1 charge of Empower Rune Weapon.

    Choice Node:

    • Piercing Chill: Enemies suffer 5% increased damage from Chill Streak each time they are struck by it.
    • Enduring Chill: Chill Streak's bounce range is increased by 2 yds and each time Chill Streak bounces it has a 20% chance to increase the maximum number of bounces by 1.


    Frost Row 8

    Glacial Advance: Summon glacial spikes from the ground that advance forward, each dealing Frost damage and applying Razorice to enemies near their eruption point.

    Bonegrinder: Consuming Killing Machine grants 1% critical strike chance for 6 seconds, stacking up to 5 times. At 5 stacks, your next Killing Machine consumes the stacks granting you [5/10%] increased Frost damage for 10 seconds. Two Rank Talent.

    Everfrost: Remorseless Winter deals [3/6]% increased damage to enemies it hits, stacking up to 10 tanks. Two Rank Talent.

    Frostscythe: A sweeping attack that strikes all enemies in front of you for Frost damage. This attack benefits from Killing Machine. Critical strikes with Frostscythe deal 4 times normal damage. Deals reduced damage beyond 5 targets.


    Frost Row 9

    Cold-Blooded Rage: Frost Strike critical strikes have a [5/10%] chance to grant Killing Machine. Two Rank Talent.

    Frostwyrm's Fury: Summons a frostwyrm who breathes on all enemies within 40 yd in front of you, dealing Frost damage and slowing movement speed by 50% for 10 seconds.

    Invigorating Freeze: Frost Fever critical strikes increase the chance to grant Runic Power by an additional [5/10%]. Two Rank Talent.


    Frost Row 10

    Choice Node:

    • Obliteration: While Pillar of Frost is active, Frost Strike and Howling Blast always grant Killing Machine and have a 30% chance to generate a Rune.
    • Icecap: Your Frost Strike, Obliterate & Frostscythe critical strikes reduce the remaining cooldown of Pillar of Frost by 4 seconds.

    Absolute Zero: Frostwyrm's Fury has 50% reduced cooldown and Freezes all enemies hit for 3 seconds.

    Breath of Sindragosa: Continuously deal Frost damage every 1 sec to enemies in a cone in front of you, until your Runic Power is exhausted. Deals reduced damage to secondary targets. Generates 2 Runes at the start and end.


    Unholy Death Knight Talents. [NNF] denotes a talent that has a temporary, not yet final name.


    Unholy Row 1

    Festering Strike: Strikes for Physical damage and infects the target with 2-3 Festering Wounds.


    Unholy Row 2

    Scourge Strike: An unholy strike that deals Physical damage and Shadow damage, and causes 1 Festering Wound to burst.

    Improved Raise Dead [NNF]: Your Raise Dead ghoul becomes permanent.


    Unholy Row 3

    Sudden Doom: Your auto attacks have a chance to make your next Death Coil cost no Runic Power.

    Outbreak: Deals Shadow damage to the target and infects all nearby enemies with Virulent Plague.


    Unholy Row 4

    Replenishing Wounds: When Festering Wound pops it generates an additional 3 Runic Power.

    Improved Festering Strike [NNF]: Festering Strike damage increased by [10/20/30]%. Three Rank Talent.

    Infectious Wound: Festering Strike has a 20% increased chance of applying [1/2/3] additional Festering Wounds. Three Rank Talent.

    Epidemic: Causes each of your Virulent Plagues to flare up, dealing Shadow damage to the infected enemy, and an additional Shadow damage to all other enemies near them.


    Unholy Row 5

    Improved Scourge Strike [NNF]: Scourge Strike damage increased by [10/20]%. Two Rank Talent.

    Harbinger of Doom: Sudden Doom triggers 15% more often and can accumulate up to 2 charges.

    Dark Transformation: Your ghoul deals Shadow damage to 5 nearby enemies and transforms into a powerful undead monstrosity for 15 seconds. The ghoul's abilities are empowered and take on new functions while the transformation is active.

    Deadly Coil: Reduces the Runic Power cost of Death Coil by [5/10]. Two Rank Talent.


    Unholy Row 6

    Clawing Shadows (Replaces Scourge Strike): Deals Shadow damage and causes 1 Festering Wound to burst.

    Pestilence: Death and Decay damage has a 10% chance to apply a Festering Wound to the enemy.

    Choice Node:

    • Unholy Pact: Dark Transformation creates an unholy pact between you and your pet, igniting flaming chains that deal Shadow damage over 15 sec to enemies between you and your pet. While active, your strength is increased by 3%.
    • Defile: Defile the targeted ground, dealing Shadow damage to all enemies over 10 seconds. While you remain within your Defile, your Scourge Strike will hit 4 enemies near the target. If any enemies are standing in the Defile, it grows in size and deals increasing damage every seconds.

    Choice Node:

    • Bursting Sores: Bursting a Festering Wound deals 25% more damage, and deals Shadow damage to all nearby enemies. Deals reduced damage beyond 8 targets.
    • Ebon Fever: Virulent Plague deals 15% more damage over time in half the duration.

    Infected Claws: Your ghoul's Claw attack has a 30% chance to cause a Festering Wound on the target.

    All Will Serve: Your Raise Dead spell summons an additional skeletal minion.


    Unholy Row 7

    Pestilent Pustules: Bursting a Festering Wound has a 10% chance to grant you Runic Corruption.

    Unholy Command: Damage Dealt by Death Coil reduces the cooldown of Dark Transformation by [0.5/1] seconds. Two Rank Talent.

    Army of the Dead: Summons a legion of ghouls who swarms your enemies, fighting anything they can for 30 seconds.

    Improved Death Coil: Death Coil deals [20/40]% additional damage and seeks out 1 additional nearby enemy.

    Reaping: Your Soul Reaper, Scourge Strike, Festering Strike, and Death Coil deal 20% additional damage to enemies below 35% health.


    Unholy Row 8

    Death Rot: Sudden Doom causes your Death Coil to burst up to 2 additional Festering Wounds and increases the Shadow damage the target takes from you by 4% per wound popped for 6 seconds.

    Apocalypse: Bring doom upon the enemy, dealing Shadow damage and bursting up to 4 Festering Wounds on the target. Summons an Army of the Dead ghoul for 15 sec for each burst Festering Wound.

    Unholy Blight: Surrounds yourself with a vile swarm of insects for 6 sec, stinging all nearby enemies and infecting them with Virulent Plague and an unholy disease that deals damage over 14 sec, stacking up to 4 times.


    Unholy Row 9

    Festermight: Popping a Festering Wound increases your Strength by [1/2]% for 20 sec, stacking. Does not refresh duration. Two Rank Talent.

    Frenzied Monstrosity: Dark Transformation also increases the attack speed and damage of you and your Monstrosity by [4/8]%. Two Rank Talent.

    Morbidity: Diseased enemies take [3/6]% increased damage per disease they are affected by. Two Rank Talent.

    Unholy Aura: All enemies within 8 yards take [10/20]% increased damage from your minions. Two Rank Talent.


    Unholy Row 10

    Unholy Assault: Strike your target dealing Shadow damage, infecting the target with 4 Festering Wounds and sending you into an Unholy Frenzy increasing haste by 20% for 12 seconds.

    Army of the Damned: Death Coil reduces the cooldown of Apocalypse by 1 sec and Army of the Dead by 5 seconds. Apocalypse and Army of the Dead also summon a Magus of the Dead who hurls Frostbolts and Shadow Bolts at your foes.

    Summon Gargoyle: Summon a Gargoyle into the area to bombard the target for 30 seconds. The Gargoyle gains 1% increased damage for every 2 Runic Power you spend.
    Last edited by Lumy; 2022-06-04 at 04:32 AM.

  2. #2
    After these, I'm quite eager to see what they have for Hunters, Warriors, and Priests. I'm sure we'll see a talent calculator either here or on WoWhead sometime soon so we can play around with builds a bit.

  3. #3
    As suspected, they're basically taking classes that have been in the same dumbed down state since Legion and locking your baseline abilities behind talent "choices". This is just comical.

  4. #4
    looks like complete shit. you can see the heavy pruning already.

    have fun with your 8 buttons.

  5. #5
    Quote Originally Posted by OrangeJuice View Post
    looks like complete shit. you can see the heavy pruning already.

    have fun with your 8 buttons.
    Hey, you might only have 1/3 of the abilities you had as baseline back in MoP but at least you can choose which 1/3 you want to have. It's called meaningful choice.
    The absolute state of Warcraft lore in 2021:
    Kyrians: We need to keep chucking people into the Maw because it's our job.
    Also Kyrians: Why is the Maw growing stronger despite all our efforts?

  6. #6
    Warchief roboscorcher's Avatar
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    Looks great!

    I am personally a big fan of reducing buttons. There is more to a compelling rotation than the amount of buttons. I would much rather play a 8-button rotation with good timing and combo potential than a rotation with 20 spells you almost never press.

  7. #7
    ffs Blizzard, update those icons already, they are 20 years old.

  8. #8
    Seems interesting but I won't know how I really feel about it till I see it for a class I'm more familiar with.

  9. #9
    Is that DK interrupt in the frost section?

    What do other DK specs use to interrupt? Say... unholy DK?

    The way I have understood, you can pick any route on the nonspec tree, but if you are going to pick interrupt you are not going to pick up ghoul?

    I feel like interrupt is something that should be baseline.

    edit: This has been explained to me already. I dont need any more.
    Last edited by Morae; 2022-06-05 at 12:02 AM.

  10. #10
    Quote Originally Posted by OrangeJuice View Post
    looks like complete shit. you can see the heavy pruning already.

    have fun with your 8 buttons.
    I'm all down for less buttons. Maybe I'll actually play DK then.

  11. #11
    Bloodsail Admiral Omertocracy's Avatar
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    Quote Originally Posted by Fight4Fun View Post
    ffs Blizzard, update those icons already, they are 20 years old.
    Some are from WC2, so 25.

  12. #12
    Immortal jackofwind's Avatar
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    Quote Originally Posted by Nerovar View Post
    As suspected, they're basically taking classes that have been in the same dumbed down state since Legion and locking your baseline abilities behind talent "choices". This is just comical.
    They literally are choices, no quotation marks required.

    Button and ability bloat is real and there's nothing wrong with getting to pick what you want. If you can choose the same shit you have now who cares, it just provides other people with other options.
    Originally Posted by Blizzard Entertainment
    Because fuck you, that's why.

  13. #13
    Quote Originally Posted by jackofwind View Post
    They literally are choices, no quotation marks required.

    Button and ability bloat is real and there's nothing wrong with getting to pick what you want. If you can choose the same shit you have now who cares, it just provides other people with other options.
    There is no such thing as ability bloat in the current state of the game. Classes have already been in a pruned mouthbreather state since Legion to make room for borrowed power systems. Now they remove said systems and on top of that lock your baseline abilities behind contrived talent choices. It's dogshit design and people will swiftly realize this once they actually get to play it.
    The absolute state of Warcraft lore in 2021:
    Kyrians: We need to keep chucking people into the Maw because it's our job.
    Also Kyrians: Why is the Maw growing stronger despite all our efforts?

  14. #14
    Immortal jackofwind's Avatar
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    Quote Originally Posted by Nerovar View Post
    There is no such thing as ability bloat in the current state of the game. Classes have already been in a pruned mouthbreather state since Legion to make room for borrowed power systems. Now they remove said systems and on top of that lock your baseline abilities behind contrived talent choices. It's dogshit design and people will swiftly realize this once they actually get to play it.
    Wiggity woggity your opinion something something.
    Originally Posted by Blizzard Entertainment
    Because fuck you, that's why.

  15. #15
    Does anyone else think these look a bit like the RIFT talent trees when they see them?

  16. #16
    Quote Originally Posted by jackofwind View Post
    Wiggity woggity your opinion something something.
    Yeah, that's what it's called. Impressive realization.
    The absolute state of Warcraft lore in 2021:
    Kyrians: We need to keep chucking people into the Maw because it's our job.
    Also Kyrians: Why is the Maw growing stronger despite all our efforts?

  17. #17
    Slightly underwhelmed.

    While I hate how borrowed power systems result in a class that feels “incomplete” until you’ve leveled up (your already max level character) within that borrowed power system, I will say that, in the current state of Shadowlands, there’s actually a lot of room for kooky, creative builds within those systems.

    Looking at blood, I don’t really feel like there’s a whole lot of room within the talent tree for more than a couple unique or interesting synergies.

    Within the blood tree itself, there isn’t a lot of room to create an interesting build. And there aren’t a lot of synergies between any of the “talent tree” talents, and the baseline talent tree for all of DK’s.

    That being said, this is just my feeling given a few minutes of reading.

  18. #18
    Immortal jackofwind's Avatar
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    Quote Originally Posted by Nerovar View Post
    Yeah, that's what it's called. Impressive realization.
    You seem very sure that a system where players can literally have all the abilities they have now with a few additional button presses, but that also allows players to go a completely different route if they want to is "dogshit design".

    Most likely this doesn't even affect you at all. By even being on MMOC you're in the 1% of WoW players and you can't speak to the way truly casual players play the game and the things they might want to see.
    Originally Posted by Blizzard Entertainment
    Because fuck you, that's why.

  19. #19
    So if I'm reading this right... they are essentially taking a lot of passives and actives and tossing them on the talent tree. So by the time we hit level 70 we'll be a lesser version of what we are in Shadowlands with fewer passives and actives both?

  20. #20
    Quote Originally Posted by Morae View Post
    Is that DK interrupt in the frost section?

    What do other DK specs use to interrupt? Say... unholy DK?

    The way I have understood, you can pick any route on the nonspec tree, but if you are going to pick interrupt you are not going to pick up ghoul?

    I feel like interrupt is something that should be baseline.
    Yes it is, but you have to use just 2 general talent points to get it. It's on row 2, which means everyone can get it EASILY.
    The icon on row 6 is just an upgrade, not the baseline kick.

    - - - Updated - - -

    Quote Originally Posted by helusay View Post
    Does anyone else think these look a bit like the RIFT talent trees when they see them?
    In worse tho. /sad

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