Death Knight
Foreword: This thread will attempt to explain the mechanical aspects of and thought-processes behind a re-imagined, re-designed Death Knight. It is one among a series of threads similarly purposed for each and every class within World of Warcraft. You'll find that the initial post will be exceptionally brief, with more iteration being found in updates at a later date. If you choose to respond to this thread in any capacity, please do so with the understanding that the contents within are simply the posters conceptualization of more thematically-appropriate classes.
Summary
- The original Death Knights that were created by the Lich King were imbued with a small portion of his powers -- the most prevalent among these powers being an innate mastery of necromancy, a perversion of the arcane schools. These infection-spreading soldiers would constitute the vast majority of existing Death Knights (and thus, 2 of the 4 specializations below are directly related to this sub-grouping). The remaining Death Knights fall distinctly into two categories:
1) The first group of foreboding combatants seems to have learned, presumably from the San'layn, how to corrupt and manipulate life itself and thus becoming some of the most feared and revered champions of the Scourge. As with above, this sub-grouping will constitute 2 of the 4 specializations below.
2) The second group seems to have not only been ignored by blessings from the Lich King, but also passed over by the San'layn, and possess little more than an understanding of the arcane that allows them to influence the elements (namely, ice and frost). This sub-grouping is being sidelined, but with glyph functionally keeping it's thematic alive in-game.
- Although virtually all Death Knights (especially high-ranking individuals) are known to utilize runed weapons, it's never explicitly stated that they, or even the Lich King himself, have much or any knowledge regarding runic magic. The resource system for Death Knights will change to reflect this ignorance of all things runic, with Dark Energy replacing Runic Power and Dark Sigils replacing BB/FF/UU Runes.
Resources
- The primary resource for Death Knights will be Dark Energy. It will function similarly to Runes/Energy currently, including gains from the T75 talents.
- The secondary resource for Death Knights will be Dark Sigils. It will function similarly to Chi/Holy Power and be used for more powerful abilities.
Specializations
Exsanguination
Description: A dark guardian who manipulates and corrupts life energy to sustain himself in the face of an enemy onslaught.
Role: Tank
Important Passive:
Sacred Blood -- This causes a portion of incoming physical damage to be dealt over 10 seconds rather than instantly. The first half of the damage ticks on you as a damage-over-time effect; the second half of the damage is applied as a healing absorb, absorbing half of all your healing until both the damage-over-time and heal-absorb are cleansed by Flowing Blood.
Core Abilities:
Extravasate -- This replaces Death Strike. It costs Dark Energy and generates 1 Dark Sigil.
Blood Boil -- This applies Scarlet Fever, which acts like Deep Wounds. It costs Dark Energy and generates 2 Dark Sigils.
Plasma -- This replaces Death and Decay. It costs Dark Energy and generates 1 Dark Sigil.
Leech -- This replaces Rune Strike. It has a chance to increase your Dark Energy regeneration speed for 3 seconds.
Flowing Blood -- This replaces Rune Tap. It costs 1 Dark Sigil and cleanses your Sacred Blood debuff.
Blood Shield -- It costs 1 Dark Sigil and shields you from a percentage of incoming physical damage, based on your Mastery.
Infection
Description: An emissary of plague, spreading infection and following up with vicious attacks.
Role: Melee Damage
Core Abilities:
Outbreak -- This ability applies Plague to the target. It costs Dark Energy and generates 1 Dark Sigil.
Festering Strike -- This ability does shadow damage and increases the duration of your Plague. It costs Dark Energy and generates 1 Dark Sigil.
Rotting Strike -- This ability does shadow damage and applies Rot to the target for 3 seconds. It costs 2 Dark Sigils.
Pestilence -- This ability is unchanged. It costs Dark Energy and generates 1 Dark Sigil.
Death and Decay -- This ability is unchanged. It costs Dark Energy and generates 1 Dark Sigil.
Subjugation
Description: A harbinger of death and decay, channeling runic power and controlling undead minions.
Role: Ranged Damage
Core Abilities:
Blight -- This ability applies Blight to the target. It costs Dark Energy and generates 1 Dark Sigil.
Edict -- This ability blasts your target with dark energy, dealing damage and increasing your pets damage on the target by 20% for 4 seconds. It costs Dark Energy and generates 1 Dark Sigil.
Imposition -- This ability blasts your target with dark energy, dealing damage and forcing your pet to use it's most powerful ability. It costs 2 Dark Sigils.
Contagion -- This ability spreads your Blight to all targets within 10 yards of your target. It costs Dark Energy and generates 1 Dark Sigil.
Decree of Service -- This ability empowers your minion, sending him into a whirling rage dealing damage to everything within 15 yards. It costs 3 Dark Sigils. Has a cooldown.
Transfusion
Description: A wielder of dark magic, siphoning the life energy of enemies to preserve and bolster his allies.
Role: Healing
Core Abilities:
Infuse -- The caster uses a small portion of the life energy about her to heal an ally. It cost Dark Energy and generates 1 Dark Sigil.
Suffuse -- The caster uses a large portion of the life energy about her to heal an ally. It cost Dark Energy and generates 1 Dark Sigil.
Envelopment -- The caster uses her stores of energy to save an ally from the brink, healing her and shielding her with a protective bubble all at once. It costs 2 Dark Sigils.
Permeate -- The caster gathers a large amount of life energy and wills it to pulsate from her, healing allies near her. It costs 1 Dark Sigil.
Saturate -- The caster gathers an enormous amount of life energy and sends it forth in a circle around her, healing allies up to 40 yards away. It costs Dark Energy and generates 1 Dark Sigil.
Note: The majority of these numbers are entirely placeholder. I'll update this further as I fine-tune it, of course, but for now this is a very crude version of what I'd love to see them do with the class. Please, feel free to post about anything that seems concerning.