WotLK Death Knight talents, spells, and more! Part 2

Hopefully you’ve had some time to fiddle around with the talent builder and got to see some of what’s in store for us in the expansion. However without knowing the actual spells and abilities we’re at a loss for making sense of a lot of these talents.

Here is a comprehensive list of those spells & abilities.

First are the Death Knight’s self auras or Presences. The Death Knight will have three presences they can choose from at any time (similar to stances) to best fit their current task. They are as follows:

  • Blood Presence: Increases damage done by 15% and returns back 4% of the damage done as health.
  • Unholy Presence: Increases attack speed by 15% and lowers the global cooldown by 0.5 seconds.
  • Frost Presence: Increases armor by 45% and threat generated by 25%.

Now you can spec deep in each tree to buff the respective presence to add further benefits to the group since currently presences only affect the Death Knight. You can check after the break to see the Blood, Unholy, and Frost abilities since it’d cause a lot of scrolling if I put them here.

Blood

Spell Rune Cost APC Cooldown Description
Blood Strike bloodpg3.gif 0.6 None Instantly strike the enemy, causing 60% weapon damage plus 164 for each disease on the target.
Strangulate Runic Power 0.2 30 Seconds Strangle an enemy consuming all available Runic Power to silence the target for a maximum of 5 seconds and dealing up to 434 shadow damage at the end of the effect. 10RP per .5sec and 43.4 damage. [30 yard range]
Blood Boil None 0.1 15 Seconds Causes all disease effects on targets within 30yards to painfully erupt, consuming the disease, dealing 53 to 63 damage modified by attack power, and forcing the target to attack the Death Knight for 3 sec.
Death Pact bloodpg3.gif shadowvh5.gif N/A None Sacrifice an undead minion, healing the Death Knight for 2600 health. [30 yard range]
Blood Tap None N/A 20 Seconds Immediately activates a Blood Rune and temporarily converts it into a Death Rune. This rune counts as a Blood, Unholy, or Frost Rune. Lasts 10 sec.
Rune Tap bloodpg3.gif N/A 1 Minute (Talent:Blood) Converts 1 Blood Rune into 10% of your maximum health.
Mark of Blood bloodpg3.gif shadowvh5.gif N/A None (Talent:Blood) Place a Mark of Blood on an enemy. Whenever the marked target is healed, all party members receive 5% of that healing (up to a maximum of 5% of the Death Knight’s Health). If a marked target that grants experience or honor is killed, all party members are healed for 10% of their total health. Lasts 3 minutes. [30 yard range]
Hysteria bloodpg3.gif shadowvh5.gif N/A 2 Minutes (Talent:Blood) Induces a friendly unit into a killing frenzy for 30 seconds, increasing their physical damage by 20%, but causing them to suffer damage equal to 1% of their base health every second. [30 yard range]
Heart Strike bloodpg3.gif N/A None (Talent:Blood) A debilitating attack that lowers the target’s total health by up to 20% for 30 seconds.
Dancing Rune Weapon 10 Runic Power N/A 1 Minute (Talent:Blood) Unleashes all available runic power to summon a second rune weapon that fights on its own for 1 second per 10 runic power, doing the same attacks that you do.

Unholy

Spell Rune Cost APC Cooldown Description
Death Gate shadowvh5.gif N/A 15 minutes Returns you to Ebon Hold
Death Strike shadowvh5.gif N/A None A deadly attack that deals 60% weapon damage. If the target dies within 3 seconds and yields experience or honor, Death Strike heals the Death Knight for 1310.
Plague Strike bloodpg3.gif shadowvh5.gif N/A None A viscious strike that deals weapon damage plus 71 and plagues the target, dealing 704 Shado damage over 12 seconds.
Death Coil Runic Power ~0.217 None Unleashes all available Runic Power, causing up to 1322 Shadow damage to a non-Undead enemy target or healing up to 1983 damage from a friendly Undead target. [30 yard range]
Death and Decay bloodpg3.gif shadowvh5.gif frostiy4.gif 0.039 30 Seconds 211 shadow damage inflicted every 2 sec to all targets in the effected area for 8 seconds. Has a chance to cause affected targets to cower in fear. [30 yard range]
Anti-Magic Shell shadowvh5.gif N/A 20 Seconds Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by the next harmful spell. Damage absorbed by Anti-Magic Shell energizes the Death Knight with additional Runic Power. Lasts 5 sec.
Degeneration shadowvh5.gif N/A None Instantly attack the target dealing 60% weapon damage and inflicting a disease that deals 182 over 12 seconds. This disease will also corrupt an existing heal over time spell, dramatically increasing the damage dealt.
Army of the Dead shadowvh5.gif shadowvh5.gif N/A 10 Minutes Summons an army of your best ghouls to fight for you. Channeled Spell.
Raise Dead shadowvh5.gif shadowvh5.gif N/A 5 Minutes Raise a Ghoul from a nearby corpse to fight by your side. If the corpse is not humanoid, corpse dust is required. [30 yard range]
Death Grip shadowvh5.gif N/A 45 Seconds Harness the unholy energy that surrounds and binds all matter, drawing the target towards the Death Knight and forcing the enemy to attack the Death Knight for 3 sec. [30 yard range]
Lichborne None N/A 5 Minutes (Talent:Unholy) Draw upon unholy energy to become undead for 30 seconds. While undead, you are immune to Charm, Fear, and Sleep effects, and your horrifying visage causes melee attacks to have an additional 25% chance to miss you.
Corpse Explosion 10 Runic Power N/A None (Talent:Unholy) Unleashes all available runic power to cause a targeted corpse to explode for 12 Shadow damage per 10 runic power to all enemies within 20 yards. [20 yard range]
Bone Armor frostiy4.gif shadowvh5.gif N/A 30 Seconds (Talent:Unholy) The caster is surrounded by 4 whirling bones. Each bone reduces the next spell or melee attack by 40% but is then consumed. Lasts 5 minutes.
Anti-Magic Zone shadowvh5.gif N/A 15 Seconds (Talent:Unholy) Places a large, static Anti-Magic Zone which can protect any party members inside it. The Anti-Magic Zone absorbs 75% of the damage dealt by the next harmful spell. Absorbs up to 10000 damage. [20 yard range]
Summon Gargoyle 10 Runic Power N/A 5 Minutes (Talent:Unholy) A Gargoyle flies into the area and bombards the target with Shadow damage modified by the Death Knight’s attack power. Persists for 1 sec per 8 runic power up to 60 seconds. [30 yard range]
Unholy Blight 10 Runic Power N/A 1 Minute (Talent:Unholy) A creeping swarm of unholy insects surrounds the caster for a 10 yard radius. All enemies caught in the swarm take 76 damage and are plagued with a disease that can stack up to 3 times. Persists for 1 sec per 10 runic power.

Frost

Spell Rune Cost APC Cooldown Description
Obliterate bloodpg3.gif frostiy4.gif N/A None A brutal instant attack that deals 100% of weapon damage plus 330 and 122 additional damage for each of your diseases on the target, but consumes the diseases.
Icy Touch frostiy4.gif 0.2 6 Seconds Deals 583 Frost Damage and reduces the targets ranged, melee attack and casting speed by 15% for 22 sec. [20 yard range]
Mind Freeze Runic Power 0.1 10 Seconds Strike the target’s mind with cold, dealing 100 Frost Damage modified by attack power and interrupting spellcasting while also preventing any spell in that school from being cast up to a maximum of 4 sec.
Icebound Fortitude Runic Power N/A 1 Minute Consumes all availible Runic Power, causing the Death Knight to become immune to Stun effect and increasing armor by 50% for up to 12 seconds. Does not remove existing stun effects. 10RP per 1.2sec.
Empower Rune Weapon None N/A 3 Minutes Empower your rune weapon, immediately activating one of each rune type.
Chains of Ice frostiy4.gif frostiy4.gif N/A 16 Seconds Freezes the target in place for 3 seconds. The target regains 10% of their movement speed each second after breaking free of the chains. [20 yard range]
Frozen Rune Weapon frostiy4.gif N/A None (Talent:Frost) Imbue your rune weapon with frost, causing 29.87 to 92 additional frost damage, based on the speed of the weapon. Also has a chance to cause your target to be vulnerable to Frost damage. Lasts 10 minute. Vulnerable effect makes the target take 1% more damage from frost, stacking 10 times.
Deathchill None N/A 2 Minutes (Talent:Frost) When activated, increases your critical strike chance with Frost spells and abilities by 100% for the next 6 seconds.
Howling Blast frostiy4.gif N/A 30 Seconds (Talent:Frost) Blast the target with a frigid wind dealing 777 Frost damage to all enemies within 10 yards. Deals triple damage to frozen targets. [20 yard range on primary target, 10 yard radius around that target]
Frost Strike frostiy4.gif N/A None (Talent:Frost) A strong attack that deals weapon damage plus 192 as Frost damage. Has a 10% chance to freeze the target.
Hungering Cold 10 Runic Power N/A 1 Minute (Talent:Frost) Unleashes all available runic power to eradicate all heat from around the Death Knight, freezing enemies within 10 yards and preventing them from performing any action for 2 sec per 10 runic power. Enemies are considered frozen, but any damage will break the ice.

Note: All damage values assume level 80.

Death Knight Ability Ranks

Note: If no range is listed the range of the ability is typically melee range.

Blood

  • Blood Boil (Rank 1): 10 second cooldown. “Causes all disease effects on targets within 30 yards to painfully erupt, consuming the diseases, dealing 53 damage, and forcing the target to attack the Death Knight for 3 sec.”
  • Blood Boil (Rank 2): 70 damage.
  • Blood Boil (Rank 3): 81 damage.
  • Blood Boil (Rank 4): 104 damage.
  • Blood Presence (Rank 1): 1 Blood Rune. “Strengthens the Death Knight with the presence of blood, increasing damage by 15% and healing the Death Knight by 4% of the damage dealt. Only one Presence may be active at a time.”
  • Blood Strike (Rank 1): 1 Blood Rune, 5 second cooldown. “Instantly strike the enemy, causing 60% weapon damage plus 55 for each disease effect on the target.”
  • Blood Strike (Rank 2): 66 damage per disease
  • Blood Strike (Rank 3): 77 damage per disease
  • Blood Strike (Rank 4): 88 damage per disease
  • Blood Strike (Rank 5): 134 damage per disease
  • Blood Strike (Rank 6): 164 damage per disease
  • Blood Tap (Rank 1): 20 second cooldown, xx% of base health cost. “Immediately activates a Blood Rune and temporarily converts it into a Chromatic Rune. This rune counts as a Blood, Unholy or Frost Rune. Lasts 10 sec.”

Unholy

  • Anti-Magic Shell (Rank 1): 1 Unholy Rune, 20 second cooldown. “Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by the next harmful spell. Damage absorbed by Anti-Magic Shell energizes the Death Knight with additional Runic Power. Lasts 5 sec.”
  • Army of the Dead): 2 Unholy runes, 10 seconds channeled, 10 minute cooldown. “Summons an entire legion of your best Ghouls to fight by your side.”
  • Death Coil (Rank 1): Requires Runic Power, 30 yard range. “Unleashes all available Runic Power, causing up to 460 Shadow damage to a non-Undead enemy target, or healing up to 690 damage from a friendly Undead target.”
  • Death Coil (Rank 2): 530 shadow damage or 795 healing
  • Death Coil (Rank 3): 690 shadow damage or 1035 healing
  • Death Coil (Rank 4): 1070 shadow damage or 1605 healing
  • Death Coil (Rank 5): 1230 shadow damage or 1845 healing
  • Death Grip (Rank 1): 1 Unholy Rune, 8 to 30 yard range, 45 second cooldown. “Harness the unholy energy that surrounds and binds all matter, drawing the target toward the Death Knight and forcing the enemy to attack the Death Knight for 4 sec.”
  • Death Pact (Rank 1): 2 Blood Runes, 30 yard range. “Sacrifice an undead minion, healing the Death Knight for 1200 health.”
  • Death Pact (Rank 2): 2600 healing
  • Death Shout (Rank 1): Ongoing 1 Blood. “The death knight shouts, increasing their melee attack power by 15″
  • Death Strike (Rank 1): 1 Unholy rune, 25 second cooldown. “A deadly attack that deals weapon damage. If the target dies with 3 sec and yields experience or honor, death Strike heals the Death Knight for 406.”
  • Death Strike (Rank 2): 498 healing
  • Death Strike (Rank 3): 630 healing
  • Death strike (Rank 4): 1118 healing
  • Death strike (Rank 5): 1310 healing
  • Death and Decay (Rank 1): 1 Blood rune, 2 Unholy runes, 1.5 second cast, 30 second cooldown. “88 shadow damage inflicted every 2 sec to all targets in the affected area for 8 sec. Has a chance to cause affected targets to cower in fear.”
  • Death and Decay (Rank 2): 106 shadow damage every 2 sec.
  • Death and Decay (Rank 3): 167 shadow damage every 2 sec.
  • Death and Decay (Rank 4): 211 shadow damage every 2 sec.
  • Degeneration (Rank 1): 1 Unholy Rune. “Instantly attack the target, dealing 60% weapon damage and inflicted a disease dealing 91 over 21 sec. This disease will corrupt an existing heal over time spell, removing it and dramatically increasing the damage dealt. While afflicted by this disease, other heal over time effects on the target will have no effect.”
  • Degeneration (Rank 2): 154 damage over 21 sec.
  • Degeneration (Rank 3): 182 damage over 21 sec.
  • Plague Strike (Rank 1): 1 Blood rune, 1 Unholy rune. “A vicious strike that deals weapon damage plus 37 and plagues the target, dealing 340 shadow damage over 12 sec.”
  • Plague Strike (Rank 2): weapon damage plus 39, 380 shadow damage over 12 sec.
  • Plague Strike (Rank 3): weapon damage plus 42, 412 shadow damage over 12 sec.
  • Plague Strike (Rank 4): weapon damage plus 48, 468 shadow damage over 12 sec.
  • Plague Strike (Rank 5): weapon damage plus 58, 576 shadow damage over 12 sec.
  • Plague Strike (Rank 6): weapon damage plus 72, 704 shadow damage over 12 sec.
  • Raise Dead (Rank 1): 2 Unholy runes, 30 yard range, 5 minute cooldown. “Raises a Ghoul from a corpse to fight by your side. If the target corpse is not humanoid, Corpse Dust must be supplied to complete the spell.”
  • Strangulate (Rank 1): Requires Runic Power, 30 yard range, 30 second cooldown. “Strangulate an enemy, consuming all available Runic Power to silence the target a maximum of 5 sec and dealing up to 175 Shadow damage at the end of the effect.”
  • Strangulate (Rank 2): 207 shadow damage
  • Strangulate (Rank 3): 241 shadow damage
  • Strangulate (Rank 4): 300 shadow damage
  • Strangulate (Rank 5): 360 shadow damage
  • Unholy Presence (Rank 1): 1 Unholy Rune. “Infuses the Death Knight with unholy fury, increasing attack speed by 15%, and reducing the global cooldown on all Death Knight abilities by 0.5 sec. Only one Presence may be active at a time.”

Frost

  • Chains of Ice (Rank 1): 2 Frost Runes, 20 yard range, 16 second cooldown. “Freezes the target in place for 3 sec. The target regains 10% of their movement speed each second after breaking free of the chains.”
  • Frost Blast (Rank 1): 1 Frost Rune, 10 yard range, 8 second cooldown. “Deals 173 to 187 Frost damage and knocks the target back up to 8 yards.”
  • Frost Presence (Rank 1): 1 Frost Rune. “The Death Knight takes on the presence of frost, increasing armor by 45% and threat generated by 25%. Only one Presence may be active at a time.”
  • Icebound Fortitude (Rank 1): Requires Runic Power, 1 minute cooldown. “Consumes all available Runic Power, causing the Death Knight to become immune to Stun effects and increasing armor by 50% for 12 sec. Does not remove existing Stun effects.”
  • Icy Touch (Rank 1): 1 Frost rune, 20 yard range, 6 second cooldown. “Deals 217 Frost damage, and reduces the target’s ranged, melee attack and casting speed by 15% for 20 sec.”
  • Icy Touch (Rank 2): 255 frost damage
  • Icy Touch (Rank 3): 315 frost damage
  • Icy Touch (Rank 4): 422 frost damage
  • Icy Touch (Rank 5): 509 frost damage
  • Mind Freeze (Rank 1): 1 Frost Rune, 8 second cooldown. “Strike’s the target’s mind with cold, dealing 100 Frost Damage and interrupting spellcasting while also preventing any spell in that school from being cast for 3 sec.”
  • Mind Freeze (Rank 2): 115 frost damage
  • Mind Freeze (Rank 3): 170 frost damage
  • Mind Freeze (Rank 4): 200 frost damage
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4 Responses to “WotLK Death Knight talents, spells, and more! Part 2”

  1. Is there really anything out there really describing Runic Power and how Death Knights will acquire the various runes?

  2. Runes are pretty much set at the moment but no details on how we might switch around and “resocket” the runes we have. Currently though looks like we got 2 of each for 6 runes.

    Runic power is the same mechanic as rage. The twist being that aside from building runic power through hitting and such, there are abilities and spells etc that generate runic power. So you could do X strike that costs X rune but gives you X runic power in addition to whatever the move would do. Runic power decays outside of combat like rage does too and a lot of the bigger badder moves especially the 51pt talents all use runic power as their fuel. So if you’re maxed out at 100% runic power then you’ll get the full effect of the spell.

  3. Strangulate reminds me of star wars in some way…

  4. it’d be nice if they actually made the animations where a character struck by it would grab at his or her throat.

    Don’t disappoint me again admiral…

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