New Death Knight Rotations and Mechanics Changes in WotLK Beta
Ghost gave us (Death Knights) some really good feedback from the developers. It’s a good read and any of my Death Knight brothers or sisters should read it closely. There’s much more coming right after this so stay tuned.
We’re almost ready to show the updated death knight talent tree. It was quite an overhaul but we’re pretty excited about it. In case the talent trees go out before a new data push, I wanted to explain what we’re trying to do here.
We revamped the DK to have a standard rotation that used all the runes intelligently. Then we tweaked a lot of other abilities to be able to swap out one for another with similar rune costs. Some talented abilities can be used situationally for this purpose, while others just flat out replace one of the core abilities. I don’t want to give the impression that “standard rotation” means the DK loses all its depth (or that the game forces you to use this rotation at all). On the contrary it feels like you are making an intelligent decision about what to do next instead of just randomly pounding abilities when they light up.
1) Icy Touch — 1 Frost — Pull a mob and get a Frost Fever disease on it.
2) Plague Strike — 1 Unholy — Get a Blood Plague disease on the enemy.
3) Blood Strike — 1 Blood — Do extra damage for getting both diseases up.
4) Blood Strike — 1 Blood — Do extra damage for getting both diseases up.
5) Obliterate — 1 Frost, 1 Unholy — Your diseases are going to expire soon, so time for a big hit.
6) Death Coil — Runic Power — You probably have enough Runic Power by now.
Those are the basics, but you can swap out those moves as you see fit. If you’re wounded, instead of Obliterate for Step 5, you can Death Strike instead for the same cost. Or you can Chains of Ice. Or Howling Blast. If you are deep Blood, you can Heart Strike instead of Blood Strike for bigger damage and an all new debuff. If you are deep Frost, you can use Blood of the North to earn 2 Death Runes and then get 2 Obliterates next time around. Or you can Frost Strike instead of Death Coil, especially if the target is really wounded and you also have Merciless Combat.
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We are trying to fix the Unholy Rune demand in a few ways:
– Degeneration is now an upgrade to Plague Strike. It was such a situational ability (but a very good one in that situation) that we thought it was a good opportunity to merge it with something else. The risk is that serious PvP players will feel like it’s mandatory to only go Unholy. If this happens, we’ll try something else, like making it core again. The runeforge idea is also intriguing.
– We’re going to try Chains of Ice as 1 Frost. Certainly not too many people seem to be complaining that the DK has too much CC. ![]()
– Raise Dead doesn’t cost any runes. The cost was irrelevant outside of combat and hard to work into a rotation once in awhile.
– Empower Rune Weapon activates all your runes and provides some runic power. Its cooldown is probably long enough to handle this.
– This isn’t a recent change, but remember that with Annihilation more available you can sometimes save a Plague Strike when you Annihilate. Likewise, with the Icy Touch change, you can still get a disease out without spending an Unholy.
It probably feels like we are focusing predominantly on the DK’s PvE options for now, which is probably true. But PvP will start to get a lot more testing as some of the new features (arenas, Wintergrasp) come online.
(src)



















