Legion 7.0 Death Knight Guide 3. Legion Class Changes: Death Knight

Compiled detailed guide to unholy DK 7.1 for WOW Legion. Let's take a look at the pve build for playing as Unholy DK in 7.1 (Unholy Death Knight), stat priority when using different talents, Death Knight rotation, as well as recommended equipment upgrades.

PvE build / unholy DK talents

In this section, we will figure out how to make the correct pve build for raids and dungeons for the Death Knight of the Unholy branch in Legion 7.1:

For AoE damage, respectively, you should take the Epidemic. In addition, this talent will help you accumulate some Runic Power before the fight if your Army of the Dead is not ready yet.

A plagued rune weapon will be useful for the DK in situations where it is required to deal serious damage to a single target (but it is desirable that the target be destroyed within a minute).

Unholy Frenzy can only outperform Punisher if you have the Legendary Bracers Instructor's Lesson Four . If these bracers are not available, then the Punisher is still the best choice.

  1. Maintain a Virulent Plague on the target.
  2. Use Dark Transformation.
  3. Apply Dark Judge. Use this ability when runic power is close to maximum. While the Dark Judge is active, expend as much Runic Power as you can while spamming Death Coil .
  4. Use Decay Strike.
  5. Apply Apocalypse.
  6. Use Scourge Strike .
  7. Apply Death Coil
  1. Maintain a Virulent Plague on the target.
  2. Use Dark Transformation.
  3. Apply Decay Strike.
  4. Use Soul Reaper if there are 3 or more Festering Wounds on the target. Cast Scourge Strike to build up 3 more Festering Wounds - this will increase your haste by up to 21%.
  5. Apply Apocalypse.
  6. Use Scourge Strike .
  7. Use Death Coil to maximize your runic power.

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The Unholy specialization currently allows you to deal high damage to one, two or three targets. In this regard, it leaves behind many competitors.

The Unholy Death Knight PvE guide for Battle for Azeroth is here -

List of guide changes from 12/16/17:

  • Ancient Healing Potion changed to Astral Healing Potion.
  • Equipment: Updated recommendations for bonuses from T21.
  • Characteristics:
  • Enchantments, Food, and Consumables: Recommendations have been updated to reflect the speed limit.
  • Brief guide: Updated attribute priority.
  • Artifact: Updated relic priority.
  • Netherlight Crucible: Added an artifact progression path with Netherlight Crucible.

The Unholy death knight guide is relevant for World of Warcraft Legion 7.3. Below, you'll learn everything you need to know to effectively complete raids and dungeons in Advanced Mythic.

Changes in patch 7.3

  • There are no significant changes in patch 7.3.

Changes in patch 7.2.5

  • Death Coil costs 35. runic power (instead of 45) and deals more damage.
  • The damage of some abilities has been slightly increased.
  • Dark Judge now lasts 20 seconds. (instead of 15 sec.)
  • The game has new legendary items, the Soul of the Lord of Death and Frozen .

Changes in patch 7.2

  • Artifact talents have been reworked. By investing 35 points in development, the player gains access to new talents (Cunning of the Ebon Blade, Dark Scourge, Harbinger of Death, Black Claws and Legionfall Harmony). An additional (fourth) rank has been added to all old talents.

Changes in patch 7.1.5

Specialization has been significantly enhanced.

  • Many abilities and talents now deal more damage.
  • Plague Rune Weapons now affect 5 basic attacks (up from 4).
  • Dark Judge cooldown 2 min. (instead of 3 min.)
  • Necrosis gives a 40% bonus (up from 35%).
  • Unholy Frenzy lasts 2.5 seconds. (instead of 2 sec.)

1. Changes to Unholy DK in Legion

Compared to Warlords of Draenor, the Unholy specialization has changed significantly.

  • The rune system has been greatly simplified. Now all runes belong to the same type, each rune is recharged individually.
  • Runic Corruption has become passive and is now the only tool for accelerated replenishment of runes.
  • Frost Presence, Blood Presence, and Unholy Presence have been removed from the game.
  • All diseases have been replaced with a single damage over time effect, Deadly Plague. Plague can only be applied/refreshed with Outbreak .
  • Decay Strike no longer extends the effects of diseases, but inflicts a new effect called Festering Wound .
  • Dark Transformation now simply empowers the pet for 20 seconds. and no longer interacts with Death Coil. However, the Shadow Infusion talent (Tier 6) reduces the cooldown of Dark Transformation when using Death Coil.
  • Soul Reaper has become a talent.
  • Blood Boil and Empower Rune Weapon have been removed from the game.

2. Advantages and disadvantages

Advantages:

  • Heavy damage to one or more targets
  • Powerful defensive abilities
  • Great raid benefit in the form of one or two Death Grips

Flaws:

  • Low movement speed
  • Dealing damage effectively requires a boost (due to the Festering Wound mechanic)
  • Specialization is demanding in choosing legendary items

3. Brief guide

This section is for those who are just starting out as a Death Knight, don't aim to raid Mythic, or just want to keep their play style as simple as possible without having to constantly remember to prioritize and keep track of various effects.

Basics

Unholy is a death knight specialization that allows them to deal high damage to one or more targets. At first glance, it is quite difficult, so it is recommended for beginners to master the Ice specialization.

The main goal in combat is to control the Festering Wound effect. Try not to get too many charges and detonate the plague in time with Scourge Strike (actually with the recommended Talent Clenching Shadows).

Talent Selection

The following talents are useful in the vast majority of situations.

  • Level 56: Black Rush
  • Level 57: Infectious Ulcers
  • Level 58: Unholy Frenzy
  • Level 60: Slime Belcher
  • Level 75: Conjurer (against magic damage) / Corpse Shield (against any damage) / Lingering Ghost (Mobility)
  • Level 90: Darkness Infusion (single target) / Infected Claws (AoE)
  • Level 100: Dark Judge (single target) / Defile (AoE)

Characteristics

Currently, the priority of secondary stats for the Unholy specialization is as follows:

  1. Speed ​​(up to 26%)
  2. Mastery
  3. Critical Strike = Versatility
  4. Speed

Basic rotation

The rotation assumes you're using Shadow Judge as your Tier 7 talent, so it feels tricky.

4.4. Cooldowns

Unholy Death Knights have two offensive cooldowns, as well as the Apocalypse artifact ability.

  • Summon Gargoyle is a very powerful cooldown that costs no resources. Use it whenever you get a chance or whenever you need extra damage. The gargoyle is affected by the speed of the magic attack, so under Bloodlust / Heroism / Time Warp, she will be able to use a few additional spells and deal a little more damage.
  • Army of the Dead summons several ghouls to fight by your side for some time. The army of the dead requires a lot of resources and deals huge damage.
  • Apocalypse is an artifact ability of the Unholy Death Knight. She summons one Army of the Dead for each Festering Wound on the target (max 6 warriors). Warriors deal massive damage and interact with Nether Portal and Armies of the Damned, i.e. explode upon death.

5. Talents

Talents can be freely changed out of combat while in a recreation area (for example, in a tavern or capital). Tome of the Tranquil Mind and Codex of the Tranquil Mind provide temporary effects that allow players to switch talents outside of combat, no matter where they are.

Tier 1 talents (level 56)

  • Universal Service when using Resurrect the Dead summons a skeleton minion. Also allows you to use Resurrection Dead without a cooldown. The skeleton is constantly present near the death knight and attacks his targets from afar.
  • Bursting Sores increases the damage dealt by Festering Wound by 50%. Also deals Shadow damage to all enemies within 8 yards of the target when it breaks through.
  • Black Rush passively reduces the duration of Vile Plague by 50% and increases damage dealt by 20%.

Tier 4 talents (level 60)

  • Slime Belcher summons an Abomination instead of a Ghoul when using Raise the Dead. The abomination has the same abilities, with the exception of the Hook , which can pull the target towards him and immobilize them for 2 seconds. (immobilize only works during Dark Transformation).
  • Asphyxia stuns one target for 5 seconds. Cooldown - 45 sec.
  • Withering Infestation when using Outbreak reduces the movement speed of the affected target by 50%. Slow duration - 3 sec.

None of the talents provide damage bonuses, but they are all very useful. We recommend staying with the Slime Belcher, as his Hook can be used for a variety of purposes. Belcher is also suitable for dealing AoE damage, because it deals damage around itself, while a regular ghoul deals damage in front of it.

6. Artifact Development

  1. Plaguebringer and Putrid Touch (in any order)

After that, it is necessary to distribute the remaining points in the following order:

Relic selection

When choosing a relic, always be guided by the level of the item, regardless of the bonuses it provides. When choosing between two relics of the same level, follow the priority list below:

  1. Plaguebringer and Dark March (+7 ilvl)
  2. Terrifying Death Coil (+6 Item Level)
  3. Putrid Touch, Renegade Scourge, and Rune Tattoos (+3 ilvl)
  4. Eternal Agony (+1 item level)

Netherlight Crucible

The Netherlight Crucible works very simply. You can choose one of two development paths (Light or Darkness) and follow it to the talent that is considered the best in terms of artifact development.

When choosing one of the paths, compare the sum of the item levels for each of them (see values ​​below) and choose the path with the highest value.

Talent Priority Tier 2

  1. Torture the Weak (+14 pts)
  2. Shadow Binding (+12 pts);
  3. Chaotic darkness (+10 item levels);
  4. Safety in the Light , Master of Shadows , Infusion of Light and Concussive Flash (+9 pts);
  5. Killing Intent (+8 pts);
  6. Speed ​​of Light (+7 units);
  7. Dark Sorrow (+5 pts).

Tier 3 Talent Priority

The priority for Tier 3 talents is identical to the priority from the Artifact Talents page. For convenience, we present them again:

  1. Plaguebringer and Dark March (+7 ilvl)
  2. Terrifying Death Coil (+6 Item Level)
  3. Putrid Touch, Renegade Scourge, and Rune Tattoos (+3 ilvl)
  4. Eternal Agony (+1 item level)

7. Single Goal Rotation

  1. Keep Virulent Plague on the target, refreshing it with Outbreak.
  2. If you have the legendary item Frozen , use Chains of Ice .
  3. Use Dark Transformation.
  4. Use Decay Strike.
    • Festering Strike inflicts 2-4 stacks of Festering Wound , up to a maximum of 8 stacks. Do not use Festering Strike if the target already has 8 stacks. Ideally, you should not use it on 5 or more effects, so as not to lose them. The exception is when you are preparing to use Apocalypse.
  5. Use Apocalypse when you have 6 stacks of Festering Wound .
  6. Use Scourge Strike (or Clenching Shadows if you have this talent) when you have 3 or more Festering Wounds.
    • If the target does not have 3 Festering Wound effects, use Festering Strike.
    • If you have Instructor Lesson Four, use Festering Strike with 4 or less stacks of Festering Wound and Scourge Strike with 5 or more stacks of Festering Wound.
  7. Use Death Coil, being careful not to build up maximum runic power.
    • If you use the Dark Transformation talent, accumulate resources while this effect is active so that you can use Death Coil as soon as the effect wears off, and thereby hasten the moment of the new Dark Transformation.

Cast on Primary Target Festering Wound before the appearance of additional targets in order to be able to deal maximum AoE damage. In any case, in an AoE rotation, Decay Strike is only used if Death and Decay / Defile and Epidemic are unavailable.

It should also be noted that when using Scourge / Clawing Shadows in Death and Decay / Corruption, these abilities deal AoE damage. If you have the Clenching Shadows talent (30m range), you can place a Death and Decay/Desecration zone below you and hit targets that are 30m away from you.

9. Using cooldowns

The Unholy Death Knight has two primary offensive cooldowns and an Artifact Weapon ability. Below we will explain how to use them with maximum efficiency. Other cooldowns can be obtained by choosing the appropriate talents. We consider them in the corresponding section.

9.1. Apocalypse

If you travel to a Mythic dungeon and have the Soul of the Deathlord , you can stack Festering Wound on targets that are about to die to deal damage to all other enemies. The same goes for Unholy Frenzy, which extends its duration if the target with Festering Wound dies.

10.4. Using the Anti-Magic Shell

11. Priority of characteristics

  1. Speed ​​(up to 26%)
  2. Mastery
  3. Critical Strike or Versatility, depending on the item level (it is recommended to run a simulation on a specific character)
  4. Speed

26% speed

The first step is to gain 26% haste rating. The following assumes that you have already reached this cap and are trying to increase your second priority stat, Mastery. If you haven't reached 26% haste yet, use speed gems and enchants.

The priority was built using common sense, in-game tests and calculations made using Simulation Craft.

Force is the primary feature. When changing items of equipment, pay attention primarily to strength indicators. Strength gives attack power, which determines the amount of damage dealt by abilities. or its cheaper counterpart Hearty Treats. Instead of health stones, you can use Astral Healing Potion.

In addition, you will need boost runes that work in both raids and Mythic dungeons. Corrupted Augment Rune is a one-time (cheap) option. Lightforged Augment Rune - Reusable, costs 50,000 gold, requires Exalted with Army of the Light.

15. Macros

15.1. General macros for death knights

15.1.1. Resurrect an ally

  • #showtooltip Raise Ally
  • /cast [@mouseover,help][@target]Raise Ally

16.1.5. Weak Auras

WeakAuras is a very useful addon that allows you to visualize buffs/debuffs and cooldowns. The addon has flexible settings and allows you to more effectively use the features of a particular class. You can also use it for other purposes.

16.1.6. Recount / Skada

17. Legendary Items

Legendary items give a huge increase at the expense of a high level (970). When you receive a legendary item, be sure to equip it, regardless of what item of equipment is already on the character.

There is currently a limited number of legendary items a character can wear (one by default, two with the last class hall talent). Some legendary items have an advantage over others, so you will have to choose which one to wear.

The best legendary items for single-target combat are Tak'teritrix Shoulderpads, Frozen, and Soul of the Deathlord. Soul of the Deathlord is best for completing Mythic Dungeons.) and choose the one that will give you the highest item level.

The Frost specialization, now only wielding one-handed weapons, allows its wielder to deal reasonable damage to one or more targets. The Frost spec is currently on par with the Unholy spec. The hallmarks of Frost DC are its predictable play style and simplified rotation.

The Frost death knight guide is relevant for World of Warcraft Legion 7.2. Below, you'll learn everything you need to know to effectively complete raids and dungeons in Advanced Mythic.

List of guide changes (03/30/2017):

  • Enchantments, Food, and Consumables: Added recommendation for using a peer.
  • Artifact: Added artifact development path for patch 7.2.
  • Equipment: Legendary item ratings have been updated to reflect changes in patch 7.2.
  • Introduction: Added changelog for patch 7.2.

Changes in patch 7.2

  • Artifact talents have been reworked. By investing 35 points in development, the player gains access to new talents (Fortitude of the Ebon Blade, Runic Frost, Runic Chill, Thronebreaker and Legionfall Harmony). An additional (fourth) rank has been added to all old talents.
  • The Black Martyr's stamina has been weakened.

Changes in patch 7.1.5

  • Many talents (Breath of Sindragosa, Abomination's Strength, Frost Haze, Horn of Winter) have been buffed. None of them were weakened.

Compared to Warlords of Draenor, the Frost specialization has changed significantly. Despite some similarities in play style, many key mechanics have been reworked, in particular:

  • The rune system has been greatly simplified (all runes now belong to the same type, each of them is recharged individually).
  • Frost DKs can only carry one-handed weapons.
  • Runic Empowerment has become a passive ability and is now the only way to speed up the rune regeneration process.
  • Frost Presence, Blood Presence, and Unholy Presence have been removed from the game.
  • Blood Plague has also been removed from the game, and Chill can now only be cast by Howling Blast .
  • In addition, spells such as Reaper of Souls, Frost Touch, Plague Strike, Blood Boil, Death and Decay, and Army of the Dead have disappeared from the game.
  • Rime now also increases Howling Blast damage.
  • The Killing Machine can now proc from auto-attack critical hits (previously from regular auto-attacks).

2. Advantages and disadvantages

Advantages:

  • Good AoE damage
  • Strong AoE burst damage

Flaws:

  • Low mobility (one of the slowest specializations in the game)
  • No unique raid bonuses

3. Brief guide

3.1. Basics

FDCs are melee fighters who use one-handed weapons and deal heavy AoE damage. Their playing style is quite simple and quite accessible to beginners.

The main goal is to generate as much runic power as possible and keep track of the two important effects - Rime and Killing Machine.

3.2. Talent Selection

Breath of Sindragosa

  • Level 56: Killer Efficiency
  • Level 57: Horn of Winter
  • Level 58: Hungering Rune Weapon
  • Level 60: any
  • Level 75: any
  • Level 90: Harbinger of the Storm
  • Level 100: Breath of Sindragosa

If you are planning on using a play style also known as "machine gun", distribute the talents as follows:

  • Level 56: Ice Claws
  • Level 57: Waves of Cold
  • Level 58: Avalanche
  • Level 60: any
  • Level 75: any
  • Level 90: Runic Attenuation (1 or 2-3 targets) OR Frost Scythe (heavy AoE)
  • Level 100: Havoc (1 or 2-3 targets) or Ice Rush (heavy AoE)

3.2.1. Breath of Sindragosa

If you chose Breath of Sindragosa as your Tier 7 talent, use the following build:

  • Level 56: Killer Efficiency
  • Level 57: Horn of Winter
  • Level 58: Hungering Rune Weapon
  • Level 60: Blinding Ice
  • Level 75: depends on the type of combat
  • Level 90: Harbinger of the Storm
  • Level 100: Breath of Sindragosa

3.2. Characteristics

If you chose Breath of Sindragosa as your Tier 7 talent, your stat priority is as follows:

  1. Critical hit (up to 25%)
  2. Speed ​​(up to 20%)
  3. Critical hit
  4. Versatility = Speed ​​= Mastery

If you prefer the "machine gun" play style, the stat priority looks like this:

  1. Speed ​​(up to 20%)
  2. Critical hit (up to 25%)
  3. Versatility
  4. Critical Hit >= Speed ​​(up to 30% speed)
  5. Mastery
  6. Speed

3.3. Basic rotation

Breath of Sindragosa

  1. Keep Chill on targets with Howling Blast .
  2. Use Ice Rush.
  3. Use Remorseless Winter , .
  4. Use Ice Scythe.
  5. Use Frost Strike Runic Empowerment .

3.4. Cooldowns

  • Pillar of Ice
  • Rune Weapon Empowerment
  • Rage of Sindragosa

4. Frost DK's abilities

This section is intended for those who have just started to master the specialization. In it, we'll take a look at all of the available abilities and talk about how they interact with important cooldowns. If you have been familiar with the specialization for a long time and feel comfortable in combat, you can move on to reading other sections.

4.1. Key Resources

The main resources for the Frost specialization are runes and runic power. During the battle, you must actively spend runes, generating rune power. Thanks to this, you will be able to deal maximum damage.

4.2. Basic abilities

These abilities always remain the same, regardless of the choice of talents.

Tier 4 talents (level 60)

  • The power of the abomination allows you to stun weak enemies (not bosses!) with Obliterate . The stun lasts 2 seconds. If the target is a player, they get the dizzy effect.
  • Blinding Ice is an active ability with a 1-minute cooldown. It is a frontal cone attack that disorients the affected enemies for 4 seconds. If the target takes damage, the effect may disappear.
  • Winter close stuns enemies hit by 5 Remorseless Winter stacks while Pillar of Frost is active. The duration of the stun is 4 sec.

The talents on this tier are purely for control and do not increase damage, so you need to choose the one that best suits the current circumstances.

Tier 6 talents (level 90)

  • Frost Scythe is an active ability that costs 1 Rune and deals Frost damage to all enemies in front of you. Frostbar receives a bonus from Killing Machine in the same way as Obliterate . Frostcythe critical hits deal 4 times more damage.
  • Runic Attenuation restores 1. Rune Power for each Basic Attack you land.
  • Harbinger of the Storm increases damage per Rune consumed during Remorseless Winter by 15% and extends its duration by 0.5 seconds.

If you use Breath of Sindragosa as your Tier 7 talent, Storm Foreboding is your only option. An exception is made for those who have just started playing with this talent. They are advised to use Runic Attenuation. It simplifies the process a little, but gives a smaller increase in damage than the Foreshadowing.

If you're a machine gun playstyle, use Runic Fade in single-target or 2-3-target fights, and Frostbar in fights with a lot of targets.

Tier 7 talents (level 100)

  • Havoc is an active ability with a 1.5-minute cooldown. Within 8 sec. each Frost Strike that hits the target triggers Killing Machine , and Obliterate costs 1 less rune.
  • Breath of Sindragosa is an active ability with a 2-minute cooldown. The spell consumes 15 energy while channeling. rune power per second Lasts until canceled or until rune power runs out. Breath of Sindragosa deals Shadow Frost damage to all enemies in a cone in front of the caster.
  • Ice Rush is an active ability with a 15 second cooldown. Summons spikes from underground that deal Frost damage to all enemies in the area.

This talent synergizes naturally with Breath of Sindragosa .

If you prefer the machine gun style of play, choose between Havoc (single or 2-3 targets) and Ice Rush (multi-targets).

6. Choosing talents and relics for the Artifact

The first stage of artefact development for a Frost Death Knight is fairly straightforward.

After that, it is necessary to distribute the remaining points in the following order:

  1. Ice in the Veins and Frozen Skin (in any order)

Relic selection

When choosing a relic, always be guided by the level of the item, regardless of the bonuses it provides. When choosing between two relics of the same level, follow the priority list below:

If you prefer the "machine gun" playstyle, the talent priority looks like this:

7. Rotation for Frost DK in Legion

Rotate with Breath of Sindragosa

This rotation assumes that you are using Breath of Sindragosa as your tier 7 talent in combination with Killing Efficiency , Horn of Winter , Hungry Rune Weapon and Storm Foreshadowing .

This rotation represents the cycle that precedes the use of Breath of Sindragosa, as well as the order in which abilities are used during this effect.

  1. Maintain Chill on targets with Howling Blast , but only if they live longer than 6 sec.
  2. Use Ice Rush.
  3. Use Remorseless Winter, if the targets live longer than 6 seconds.
  4. Use Ice Scythe.
  5. Use Frost Strike to have a chance to trigger Runic Empowerment .

8. Using cooldowns

The Frost Death Knight has 2 main damage cooldowns. In addition, he has an active artifact ability. Below we will explain how to use them with maximum efficiency.

  • Pillar of Ice is used on cooldown, in combination with potions and accessory effects. Helps to deal increased damage at the right moments.
  • Rune Weapon Empowerment should be used as often as possible, trying to avoid wasting resources.
  • Rage of Sindragosa should also be used as often as possible. Rage should ideally be directed against multiple targets, but it is perfectly acceptable to hit a single target with it.

Details on these cooldowns and cooldowns obtained through talents can be found in the corresponding section.

9. How to play a Frost Death Knight

The information in the previous sections will allow you to play Frost at a fairly high level. However, there are some subtleties of mechanics that we haven't mentioned yet.

9.1. Runes and runic power

Death knights use two resources - runes and rune power. Their mechanics are quite simple, but we will focus on them for the sake of completeness of the guide.

9.1.1. Runes

The death knight has 6 runes, all of which are available by default. Some abilities consume runes, after using such abilities, the runes instantly begin to recharge. The recharge speed of runes depends on the speed rating of the character himself.

For each rune consumed, the death knight gains 10 damage. rune powers (see next section).

At any given time, you can recharge up to three runes. Thus, for the fastest possible recharge, you should always spend at least three runes.

9.1.2. Rune power

The power of runes is a lot like rage. It fades out of combat, but does not fade in combat. As mentioned above, when a rune is consumed, the death knight gains 10 damage. rune powers. In addition, there are abilities that allow you to replenish the power of the runes. Runic Power is maxed out at 100.

9.2. Two-handed or two single-handed?

While Frost Death Knights were originally able to wield both one-handed and two-handed weapons, most of their abilities are currently only active when the character is wielding two one-handed weapons. Thus, the two-handed weapon style of play can be safely considered obsolete.

9.3. Mastery: Frozen Heart

9.6.2. Rune Weapon Empowerment

Breath of Sindragosa

  1. Force
  2. Critical hit (up to 25%)
  3. Speed ​​(up to 20%)
  4. Critical hit
  5. Versatility = Speed ​​= Mastery

"Machine gun"

  1. Force
  2. Speed ​​(up to 20%)
  3. Critical hit (up to 25%)
  4. Versatility
  5. Critical Hit >= Speed ​​(up to 30% speed)
  6. Mastery
  7. Speed

The limits are not very precise, so we recommend running a simulation for your character.

The priority was built using common sense, in-game tests and calculations made using Simulation Craft.

Force is the primary characteristic. When changing items of equipment, pay attention primarily to strength indicators. Strength gives attack power, which determines the amount of damage dealt by abilities.

Speed increases the number of hits of the Killing Machine and the speed of replenishment of runes.

It must be remembered that critical hits dealt while under the effect of Killing Machine devalue the critical strike rating.

In addition, you can use the Legion rune: Corrupted Augment Rune. It should be noted that this rune now also works in Extended Mythic dungeons.

14. Macros

14.1. General macros for death knights

14.1.1. Resurrect an ally

  • #showtooltip Raise Ally
  • /cast [@mouseover,help][@target]Raise Ally

Aggramar's tread cannot compete with all of the above items.

The frozen heart of the spouse is currently uncompetitive.

18. Competitors in the division of production

In addition to other Frost Death Knights, you'll have to compete against the following classes for loot.

Introduction

This guide will walk you through everything you need to know to play a Death Knight in PvP. The guide will cover everything: talent selection, artifacts, gameplay and rotation, as well as useful racial bonuses. This is most applicable to arena content, but talents and bonuses from races will work in battles and encounters.

This guide is written Mystical, a legendary PvP player who took Arena Master many times and 2200 rating.

1. Overview of the specification / place in the current meta:

Death Knights are a force to be reckoned with in the arena. They have the ability to single-handedly bend enemies and inflict the most severe damage.

2. Item level:

In terms of gear, the biggest change to Legion is that there is no more PvP gear. Your PvP strength will be determined based on your average equipment level (as shown on your character sheet). For example, the base element level at level 110 is 800, so your PvP stats will be adjusted accordingly.

The implication is that it doesn't matter where your gear comes from, and all that matters is the item level. Items from quests or PvE content are just as great as the gear you get capped in PvP or dropped (which is essentially going to be very similar to PvE gear, no more PvP stats).

Practically, you will just be looking at gear gathering with the highest possible item levels, and the distribution of stats on the gear is irrelevant.

3. Artifact Talents:

Below we will explain what is recommended for an artifact if you want to maximize your PvP potential. It is possible that your artifact path (while reading this guide) is different from our suggestions. If so, don't worry and use the information below to help you understand your traits and determine your future options.

If you suddenly decide that you want to move to PvP, the best thing to do in your artifact progression is to keep leveling to the nearest golden trait, and then follow the recommendations below. Pick up the most useful abilities http://ru.wowhead.com/spell=189180 , and http://ru.wowhead.com/spell=189154 , http://ru.wowhead.com/spell=189179) along the way - a great way to increase your potential.

3.1. The first golden feature in the Artifact.

The first gold trait to take is Rage of Sindragosa.

5.1.7. Level 7 (Level 100) Talents

If you are playing against a team with two melee fighters, we recommend http://www.wowhead.com/spell=195425 . Both of these talents improve survivability, you just need to toggle them based on the team you're playing against.

5.2.3. Level 3 talents

http://ru.wowhead.com/spell=51052 is the best choice in this level. This is an additional defense against ranged and even some melee classes.

5.2.4. Level 4 talents

http://www.wowhead.com/spell=199719 is the best choice in this tier. Since the enemy team's defensive cooldowns will have a longer cooldown, this talent allows you to play very offensively. However, if you are playing with a teammate who uses mainly magic damage, Necrotic Aura Icon Necrotic Aura is the best choice in this tier.

5.2.5. Level 5 Talents

http://ru.wowhead.com/spell=204135 is the best choice in this class. This is a great talent to make it easier to hit targets that will try to kite your damage. It also makes it easier for you to spread pressure on the enemy team if multiple enemies are together.

5.2.6. Level 6 talents

http://ru.wowhead.com/spell=204160 is the best choice in this level. This is a good damaging ability to use against the enemy team.

6. Racial Bonuses:

Racial bonuses can provide interesting PvP benefits. Here are the best races for each faction.

Orc is the best race for Death Knights, thanks to the passive skill, reduces all stuns, greatly improves survivability.

Alternatively, the blood elf is also a good race. Thanks to the extra fat.

6.2. Alliance

The human bonus (each man for himself) is a great way to avoid being stunned.

7. Playing Style:

The Death Knight has a single role, and in the arena deals relentless sustained damage. Death Knights in Ice have no control and have very little utility to teammates. Players should focus on maximizing their sustained damage as much as possible. Death knights have no mobility, so when you get to the enemy you have to do as much damage as you can for them. With relatively short CDs, Frost Death Knights can use their rotation and activate the CD as soon as the Arena starts. They have high sustained damage and a very short cooldown.

7.1.1. Gate Opening

Before opening the gate, you need to decide who you will attack, and immediately after the exit, start doing it. The main purpose of the DK is to force the enemies to use their trinkets.

If an enemy healer uses his trinket, he will be in trouble. Death Knight Frost should be focused on fighting the enemy and doing a lot of damage to the target.

Use http://www.wowhead.com/spell=49143 when you have http://www.wowhead.com/spell=138214 for it.
Use http://www.wowhead.com/spell=107116/ if you have http://www.wowhead.com/spell=59052/ or to reapply

The Death Knight is the first class we've added to World of Warcraft since launch. Their characteristic features are inextricably linked with the plot of the expansion Wrath of the Lich King. The death knights of Acherus, whose cold remains were raised from the grave in the Scarlet Enclave, were to, at the behest of the Lich King and Highlord Darion Mograine, slaughter all the inhabitants of Tyr's Hand, New Avalon and Stillland and attack Light's Hope Chapel, destroying both the Scarlet Crusade, so is the Silver Dawn.

Driven by his own ambitions, Highlord Mograine betrayed the Lich King, freeing the death knights from slavery. Under Mograine's leadership, a new order arose. The Knights of the Ebon Blade, as they called themselves, began to join the Horde and the Alliance in order to storm Icecrown Citadel and end Arthas' rule forever. Even freed from the will of the Lich King, these once-noble heroes remain the Knights of Darkness, feeding on the life force of their opponents and armed with death and destruction runeswords.

The history of the formation of death knights completely determines their style of play. However, there are some things we want to improve, most notably their resource system. Runes are a unique resource and unequivocally associated with death knights, but the principle of their use has always been too obscure. Runes will become much easier to manage in Legion, as they will no longer be classified by type: blood, ice, and unholy runes will be a thing of the past. Death Knights will now have six universal runes, three of which can be restored at a time.

This change required a slight change in how core abilities work and how much they cost in order to maintain familiar gameplay. With the change in rune system, we don't want the Ice Knight rotation to consist of only Obliterate. We're also reducing the number of abilities available regardless of specialization, with each specialization now having one disease with a unique effect, and talents being more focused.

Blood

Death knights who choose this path experience an irresistible craving for the blood of the living. They dissect the bodies of their victims, draining their life energy and using their torn remains to protect themselves. Moral norms do not matter when you are in the forefront and you need to stop the pressure of the enemy.

Moral norms do not matter when you are in the forefront and you need to stop the pressure of the enemy.

Game process

We've kept the core abilities, but tweaked them a bit to better fit the specialization. Every primary ability now fits into the image of the lord of blood and bones, whose task is to survive in any circumstances. In particular, Death Strike now requires Runic Power, a resource much easier to wield than Runes. Now the player will not be deprived of the opportunity to heal if he accidentally uses the right rune, and the accumulation of runic power will become more important.

The main active ability for defense will no longer be Rune Tap, but Bone Shield, which fits better into the image and is a more interesting ability overall. Spine Shatter is a new attack that allows the player to periodically refresh Bone Shield. To add more variety to gameplay, Blood Strike now generates additional Runic Power (in addition to what is generated by using Runes) after eliminating different types of runes.

To give you an idea of ​​how Blood Death Knights will perform in combat, here is a quick overview of their main combat abilities.

  • Blood Strike
    • An instant hit that deals moderate physical damage to an enemy and infects the victim with Blood Plague.
    • Death Knight generates an additional 10 Power. rune powers.
    • blood plague
      • A disease that deals minor Shadow damage and heals the Death Knight for 1% of their maximum health every 3 sec. within 30 sec.
  • Ridge crushing
    • The death knight strikes the target, dealing heavy physical damage and gaining 3 charges of Bone Shield.
    • Bone Shield
      • Whirling bones surround the death knight, reducing damage taken by 25%. Each damaging attack consumes one charge. The shield lasts 30 seconds. or until all charges are used up.
  • death blow
    • Costs: 40 units. rune power, range: melee, cast instantly.
    • The Death Knight focuses dark power and strikes, dealing heavy Physical damage and healing him for 50% of all damage taken in the last 6 seconds. (minimum 7% of maximum health).
    • If the death knight is below 35% health when this ability is used, all runic power is consumed and the healing effect is increased.
  • Mastery: Blood Shield
    • When a Death Knight is healed with Death Strike, they gain a shield that absorbs damage equal to 40% of their base amount of health restored (based on the bonus Mastery from equipment).
    • Also increases the attack power of the death knight by 20% (based on the bonus to Mastery from equipment).
  • Death and Decay
    • The death knight corrupts the target area, inflicting moderate Shadow damage to all enemies within 10 sec. Blood Strikes inflicted by a Death Knight in this area will hit all nearby enemies.
  • Scarlet Scourge
    • Passive Ability
    • Successful auto attacks against targets infected with Blood Plague have a 25% chance to reset the cooldown of Death and Decay.
  • Bone Storm
    • Costs: 15 units. runic power per second, applied instantly, cooldown: 1 min.
    • Whirlwind of bones and blood every 3 sec. Deals minor Shadow damage to nearby enemies, healing the Death Knight for 1% of their maximum health each time.

Ice

Some death knights are equally skilled with the blade and command an uncanny cold that binds enemies and breaks their will to win. Unlike magicians who study the wisdom of ice spells, they themselves are born of this spell, and their decaying hearts are covered with frost. In battle, these long-dead warriors wield their two-bladed savagery and strike deadly cold at anyone who dares to challenge them.

These knights are born under the spell of ice, their decaying hearts frosted over.

Game process

The mechanics of the Frost specialization are quite good and do not need major changes. All of the core abilities listed below are likely to be familiar to you. The only thing we would like to improve is the impact of the Killing Machine passive ability on the base rotation. The guaranteed critical strikes granted by this ability are a useful bonus, but players often ignored it in order to spend all the resources as quickly as possible, as the resulting damage drops if you have to wait for the rune needed for Obliterate or Froststrike to recover. The Killing Machine ability now only affects Obliteration, and the thoughtful use of its effect will be more justified.

Below is a brief overview of the main combat abilities of the Frost Specialization.

  • howling wind
    • Cost: 1 rune, range: 30m, cast instantly.
    • An icy wind pierces the target and other enemies within 10 yards, dealing minor Frost damage and infecting all targets hit with Chill.
    • Chills
      • A disease that every 3 sec. within 30 sec. Deals minor Frost damage and heals the Death Knight for 5 damage. rune powers.
  • Destruction
    • Cost: 2 runes, range: melee, cast instantly.
    • A brutal attack with both blades that deals massive physical damage.
  • Ice Strike
    • Costs: 20 units. rune power, range: melee, cast instantly.
    • The death knight imbues his weapon with the power of cold, and then quickly attacks with two blades, dealing massive frost damage.
  • Frost
    • Passive Ability
    • After using Destruction, your next Howling Blast has a 45% chance to cost no Runes and deal 300% additional damage, but no Runic Power.
  • killing machine
    • Passive Ability
    • Destruction following an auto attack has a chance to be guaranteed to deal a critical hit.
  • Remorseless Winter
    • Cost: 1 rune, applied instantly, cooldown: 30 sec.
    • The Death Knight exudes supernatural cold, inflicting moderate Frost damage to all enemies within 10 yards over 10 sec.
  • Mastery: Frozen Heart
    • Increases all Frost damage dealt by 40% (based on the bonus to Mastery from the equipment).
  • Ice onslaught
    • Cost: 1 rune, applied instantly, cooldown: 12 sec.
    • Ice spikes erupt from the ground, each dealing moderate Frost damage to enemies near the spike's spawn point.

Unholy

Even if some death knights are free from the influence of the Lich King, they still carry the devastating plague of the Scourge that once nearly consumed all of Azeroth. Regardless of what goal they pursue, they are the defilers of all life, especially when they have to defend themselves. In their arsenal - the most dangerous of diseases and the ability to raise obedient servants from the dead. They fight fiercely in close combat, unleashing the full power of the Undead Legion and deadly pestilence on opponents.

They fight fiercely in close combat, unleashing the full power of the Undead Legion and deadly pestilence on opponents.

Game process

The Unholy specialization has been reworked more than Frost and Blood to better match its mechanics. We would like to see heroes with this specialization continue to use disease the most. Decay Strike has fallen out of favor over time, so we've developed a new mechanic that will ensure that this ability remains an integral part of the rotation.

Below is a brief overview of the main combat abilities of the Unholy specialization.

  • disease outbreak
    • Costs: 1 rune, range: 30m, cast instantly, cooldown: 6 sec.
    • Deals minor Shadow damage to the target and surrounds them with fumes that last for 6 sec. infect the target and all nearby enemies with Deadly Plague.
    • deadly plague
      • A disease that inflicts moderate Shadow damage every 3 sec. within 21 sec. When the infected target dies, the plague erupts, dealing moderate Shadow damage divided among all nearby enemies.
      • Vile Plague has a 30% chance to erupt each time it deals damage.
  • Decay Strike
    • Cost: 2 runes, range: melee, cast instantly.
    • Deals massive Physical damage and inflicts 1 to 3 Festering Wounds on the target.
    • Purulent ulcer
      • A pustular mass that can be opened with Scourge Strike. When opened, deals moderate Shadow damage and generates 3 Shadow damage. rune powers.
  • Scourge Strike
    • Costs: 1 Rune, Range: Melee, cast instantly.
    • An unholy strike that deals high physical damage and high shadow damage. Reveals 1 Festering Wound if present on the target.
  • The face of death
    • Costs: 30 units. rune power, range: 40 m, cast instantly.
    • The Death Knight strikes the target with a bolt of unholy energy, dealing heavy Shadow damage and restoring 10 damage. energy to your ghoul.
  • Relentless rock
    • Passive Ability
    • Death Coil following an auto attack has a chance to cost no Runic Power.
  • dark transformation
    • Applied instantly, cooldown: 1 min.
    • Ghoul for 20 sec. turns into a terrifying undead monster. The Ghoul's abilities are enhanced for the duration of the effect, and its combat potential grows.
  • Death and Decay
    • Costs: 1 rune, range: 30m, cast instantly, cooldown: 30 sec.
    • The death knight corrupts the target area for 10 sec. dealing moderate Shadow damage to all enemies within it. Blood Strikes inflicted by a Death Knight in this area will hit all nearby enemies.
  • Mastery: Blade of Dread
    • Increases all Shadow damage dealt by 50% (based on the bonus to Mastery from the equipment).
  • Universal service
    • Passive Ability
    • The Raise Dead spell raises an additional skeleton minion and has no cooldown.

We hope you enjoy the Death Knight changes!