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- May 7, 2007
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I dont go to WoW's page much, but I cant stop looking at the WOTLK forums and WOTLK page. So first off, ill give some non-leaked info about the Death Knights. All or most are quoted from forums or Wotlk page.
Death Knights
Unlocking and Creating the Death Knight
Simply have a character of at least level 55 on the World of Warcraft account you play, and you will be able to create a new level-55 death knight of any race (if on a PvP realm, the death knight must be the same faction as your existing character). Upon entering the world, your neophyte death knight will undertake a series of quests designed to teach you your new abilities. You will be able to create one death knight per realm, per account.
Class Roles
Tank: The plate-wearing death knight is a capable tank for small groups as well as raids. His or her damage output while tanking will be respectable.
DPS: The death knight can also spec and gear for a melee DPS role, which will draw upon many debilitating disease effects as well as direct damage and instant attacks.
Talent Trees
Death knight talent trees are complemented by Presences -- self-only auras that benefit the death knight. Selecting the matching Presence for each tree augments the class abilities for that school of magic.
Blood: Talents in this tree focus on damage-dealing abilities. Blood Presence increases damage output by a percentage.
Frost: Talents in this tree focus on tanking abilities. Frost Presence increases threat and lowers damage taken by a percentage.
Unholy: Talents in this tree have a variety of functions including summons, diseases, and PvP-focused abilities. Unholy Presence increases attack speed and reduces the global cooldown on death knight abilities.
The Rune System
The resource mechanics for death knights are runes and runic power. A skilled death knight makes efficient, timely use of runes and runic power to maximize his or her damage-dealing or tanking abilities.
Runes: Every death knight ability requires runes, which come in three varieties: blood, frost, and unholy. Depending on the ability, it may require runes of a single type or a combination of types. When a rune is used, it has a cooldown period before it can be used again. Death knights can customize which array of six runes to have available at a given time, which can aid their ability to perform certain roles. For example, a tanking death knight may wish to load his or her rune array with more Frost runes.
Runic Power: As rune abilities are used, the death knight also generates another resource called runic power. The death knight will have certain abilities that consume all available runic power, with varying levels of effectiveness based on total runic power spent. Similar to a warrior’s rage, runic power decays over time if not spent.
Summoned Creatures
Creating minions from the ranks of the unliving is a core ability of the death knight.
* Raise Dead: The death knight can raise a ghoul companion from the corpses of fallen creatures, as well as those of both friendly and enemy players. If cast on a friendly player, that player will have the opportunity to actually play as the ghoul, controlling its movements and actions.
* Army of the Dead: This channeled spell raises a group of undead followers who will attack the death knight’s enemies but only exist very briefly before disintegrating.
* Summon Deathcharger: Every death knight can summon the level-40 version of a deathcharger land mount. At higher levels, they can complete a quest to learn the epic version.
All quoted from http://www.worldofwarcraft.com/wrath/features/deathknight/gameplay.xml
WOTLK Main Information: All below are small parts taken from the thread http://forums.worldofwarcraft.com/thread.html?topicId=6417312045&sid=1
1. New Zone: Northrend
* This area will have two points of entry - Borean Tundra and Howling Fjord. To travel between these two zones, a "turtle ship" will be introduced: "a giant turtle with a deck mounted on top of its shell"
Borean Tundra: Alliance - brand new stronghold with a new leader; giant steam ship; stronghold gearing up to take on Arthas in the Icecrown Citadel; Horde - enter into Warsong Fortress, under the command of Grom Hellscream's son - "huge and epic"
Northrend will be reachable by either boat or zeppelin.
Much like Shat is the 'home city' for Outlands, Dalaran is the 'home city' for this area. Yep..Dalaran.
Dalaran will be a floating city, able to be accessed via land and flying mounts.It will be moved from Alterac, leaving "something cool" behind. NPCs will be left to explain the move - the KirinTor is at war with the Blue Dragonflight. It will be a neutral city, but with no trainers or auction houses. There will be portals, like Shat.
2. Lake Wintergrasp
* An outdoor region devoted entirely to PvP. Within this region siege engines will be available, as well as in the new battleground (name unreleased). There is speculation that siege engines will be available in all battlegrounds, but clarification is needed.
* The new battleground will be a 15-man area.
* Siege engines will be able to destroy destructible buildings: the more you destroy, the more honor you get!
* Siege engines are meant to be player controlled - emphasis on mobility and aiming!
* New quest types will be available here: quests where you have to ride a mount with an NPC, holding attackers at bay; flying aircraft quests; flying mount quests where you have to lower ropes to evacuate NPCs; in these quests, mounts can hold multiple players!
3. Flying mounts
* Current plans are to unlock the flying mount again either through a quest or trainer at level 77.
* Flying mounts will still be usable in Outland. Flying mounts from Outland will be usable in Northrend, once unlocked.
* There are no plans to increase the riding skill cap. There are also no plans to reduce the cost of the flying mounts.
* There may be a slight increase in speed for Wrath-specific mounts, and they also (not finalized) may have the ability to carry player passengers!
3. New Class: Death Knight: A. This is a Hero Class, the first of more to come (though, not necessarily in this expansion - the plan, for now, is for a new hero class each expansion)
* Upon obtaining the Death Knight, it will not take the place of an existing character - it will be a new character (so, no, my hunter will not be a Death Knight)
* They have said that there will be no new character slots added at this point. So, if your realm is full to the brim of alts, you have to delete one of them in order to create the Death Knight. Update: While this is still the current plan, Neth has said that it's not set in stone yet, so we can still hope that slots will be added!
* The Lich King will guide you to become a Death Knight.
* Current plans are that once you unlock your Death Knight you can create one per realm across all realms (even those you do not have characters on) per account.
* Starting equipment will consist of various greens and blues.
* They will have their own talent trees, and will be able to have some sort of summoning abilities (undead)
* The Death Knight will have its own itemization as well as share the appropriate items.
D. Possible new spells/abilities include:
- Army of the Dead: summons minions
- Unholy Embrace: Instant Cast. 5 min cooldown; Target is embraced by a silhouette of darkness for 6 seconds, corrupting any healing spells and effects cast upon or currently affecting the target to cause damage for 50% of their healing potential instead of restoring health. Any damage shields cast upon or currently affecting the target will also be instantly consumed, dealing 50% of their absorption potential in damage. Once afflicted with Unholy Embrace, the target cannot be afflicted with Unholy Embrace again for 1 minute.
- Death and Decay (AoE): Similar to consecration, complete with a chance to be feared
- Blood Boil: a damage-over-time ability, and after the end of the duration, it lights up two of your Blood runes
- Death Coil: similar to a warlock's, only without the fear component; uses all remaining runic power, dealing 600 damage to a non-undead target or healing 900 damage on a friendly target
- Raise Dead: can raise a fallen comrade or enemy as a ghoul (lasts for 2 minutes); similar in utility and strength to hunter or warlock pet; when players have their toons raised in this fashion, they will have the option of controlling the ghoul - complete with the ability to leap, rend, stun, huddle to avoid burst damage, and other abilities; Note: may not be allowed in Arenas
- Death Pact: Sacrifices the aforementioned ghouls to heal the DK
- Presences: similar to a paladin's auras, tied to the 3 rune types; self-buffs
-----Frost Presence: increases armor and generates threat
-----Unholy Presence: increases attack and movement speed; considering it to affect global cooldowns
-----Blood Presence: Max DPS
- Anti-magic Shield: diminishes the amount of magic damage taken (reduces by about 75%); also converts into runic power
- Death Grip: the taunt ability of the DK, allows them to pull other players/enemies towards them
- Chains of Ice: the root ability, wraps opponents in icy chains
- Death Strike: unknown, but it costs one blood and one frost rune
- Strangulate: depletes remaining runic power, deals moderate damage, but silences the target for up to 5 seconds (finishing ability)
- Unknown: grants immunity to stun and increases armor for 12 seconds (finishing ability)
- Mind Freeze: cast interrupt
6. New Items
* Fresh Glacier Water (9180 mana over 30 seconds)
* Crusty Flatbread (7800 health over 30 seconds)
* Frostweave
* Legacy Items: a possibility of introducing powerful items that will be tied to your account (not necessarily a character) which can be shipped to your other characters on the server it was discovered
* New metal ore: Cobalt
7C. Upcoming Raid Changes
* Share more in similarity with 5-mans
* Can be played on two levels of difficulties
* 25-mans can be played as 10-mans, with different loot tables
* Both options will be on separate cooldowns
* The possibility is being tossed around that the 10-man versions will be unlocked only after someone from the server has completed that dungeon in the 25-man version. Of course, the 10-man may be unlocked after a given amount of time as well, for those servers where this is not possible.
8. Upcoming Character Class Changes
* Druids: Chance of being able to use roots indoors. Nothing certain yet, however.
See the full forum http://forums.worldofwarcraft.com/thread.html?topicId=6417312045&sid=1
None of this information is leaked, I simply got them off WoW Forums or the WoW Site.
Death Knights
Unlocking and Creating the Death Knight
Simply have a character of at least level 55 on the World of Warcraft account you play, and you will be able to create a new level-55 death knight of any race (if on a PvP realm, the death knight must be the same faction as your existing character). Upon entering the world, your neophyte death knight will undertake a series of quests designed to teach you your new abilities. You will be able to create one death knight per realm, per account.
Class Roles
Tank: The plate-wearing death knight is a capable tank for small groups as well as raids. His or her damage output while tanking will be respectable.
DPS: The death knight can also spec and gear for a melee DPS role, which will draw upon many debilitating disease effects as well as direct damage and instant attacks.
Talent Trees
Death knight talent trees are complemented by Presences -- self-only auras that benefit the death knight. Selecting the matching Presence for each tree augments the class abilities for that school of magic.
Blood: Talents in this tree focus on damage-dealing abilities. Blood Presence increases damage output by a percentage.
Frost: Talents in this tree focus on tanking abilities. Frost Presence increases threat and lowers damage taken by a percentage.
Unholy: Talents in this tree have a variety of functions including summons, diseases, and PvP-focused abilities. Unholy Presence increases attack speed and reduces the global cooldown on death knight abilities.
The Rune System
The resource mechanics for death knights are runes and runic power. A skilled death knight makes efficient, timely use of runes and runic power to maximize his or her damage-dealing or tanking abilities.
Runes: Every death knight ability requires runes, which come in three varieties: blood, frost, and unholy. Depending on the ability, it may require runes of a single type or a combination of types. When a rune is used, it has a cooldown period before it can be used again. Death knights can customize which array of six runes to have available at a given time, which can aid their ability to perform certain roles. For example, a tanking death knight may wish to load his or her rune array with more Frost runes.
Runic Power: As rune abilities are used, the death knight also generates another resource called runic power. The death knight will have certain abilities that consume all available runic power, with varying levels of effectiveness based on total runic power spent. Similar to a warrior’s rage, runic power decays over time if not spent.
Summoned Creatures
Creating minions from the ranks of the unliving is a core ability of the death knight.
* Raise Dead: The death knight can raise a ghoul companion from the corpses of fallen creatures, as well as those of both friendly and enemy players. If cast on a friendly player, that player will have the opportunity to actually play as the ghoul, controlling its movements and actions.
* Army of the Dead: This channeled spell raises a group of undead followers who will attack the death knight’s enemies but only exist very briefly before disintegrating.
* Summon Deathcharger: Every death knight can summon the level-40 version of a deathcharger land mount. At higher levels, they can complete a quest to learn the epic version.
All quoted from http://www.worldofwarcraft.com/wrath/features/deathknight/gameplay.xml
WOTLK Main Information: All below are small parts taken from the thread http://forums.worldofwarcraft.com/thread.html?topicId=6417312045&sid=1
1. New Zone: Northrend
* This area will have two points of entry - Borean Tundra and Howling Fjord. To travel between these two zones, a "turtle ship" will be introduced: "a giant turtle with a deck mounted on top of its shell"
Borean Tundra: Alliance - brand new stronghold with a new leader; giant steam ship; stronghold gearing up to take on Arthas in the Icecrown Citadel; Horde - enter into Warsong Fortress, under the command of Grom Hellscream's son - "huge and epic"
Northrend will be reachable by either boat or zeppelin.
Much like Shat is the 'home city' for Outlands, Dalaran is the 'home city' for this area. Yep..Dalaran.
Dalaran will be a floating city, able to be accessed via land and flying mounts.It will be moved from Alterac, leaving "something cool" behind. NPCs will be left to explain the move - the KirinTor is at war with the Blue Dragonflight. It will be a neutral city, but with no trainers or auction houses. There will be portals, like Shat.
2. Lake Wintergrasp
* An outdoor region devoted entirely to PvP. Within this region siege engines will be available, as well as in the new battleground (name unreleased). There is speculation that siege engines will be available in all battlegrounds, but clarification is needed.
* The new battleground will be a 15-man area.
* Siege engines will be able to destroy destructible buildings: the more you destroy, the more honor you get!
* Siege engines are meant to be player controlled - emphasis on mobility and aiming!
* New quest types will be available here: quests where you have to ride a mount with an NPC, holding attackers at bay; flying aircraft quests; flying mount quests where you have to lower ropes to evacuate NPCs; in these quests, mounts can hold multiple players!
3. Flying mounts
* Current plans are to unlock the flying mount again either through a quest or trainer at level 77.
* Flying mounts will still be usable in Outland. Flying mounts from Outland will be usable in Northrend, once unlocked.
* There are no plans to increase the riding skill cap. There are also no plans to reduce the cost of the flying mounts.
* There may be a slight increase in speed for Wrath-specific mounts, and they also (not finalized) may have the ability to carry player passengers!
3. New Class: Death Knight: A. This is a Hero Class, the first of more to come (though, not necessarily in this expansion - the plan, for now, is for a new hero class each expansion)
* Upon obtaining the Death Knight, it will not take the place of an existing character - it will be a new character (so, no, my hunter will not be a Death Knight)
* They have said that there will be no new character slots added at this point. So, if your realm is full to the brim of alts, you have to delete one of them in order to create the Death Knight. Update: While this is still the current plan, Neth has said that it's not set in stone yet, so we can still hope that slots will be added!
* The Lich King will guide you to become a Death Knight.
* Current plans are that once you unlock your Death Knight you can create one per realm across all realms (even those you do not have characters on) per account.
* Starting equipment will consist of various greens and blues.
* They will have their own talent trees, and will be able to have some sort of summoning abilities (undead)
* The Death Knight will have its own itemization as well as share the appropriate items.
D. Possible new spells/abilities include:
- Army of the Dead: summons minions
- Unholy Embrace: Instant Cast. 5 min cooldown; Target is embraced by a silhouette of darkness for 6 seconds, corrupting any healing spells and effects cast upon or currently affecting the target to cause damage for 50% of their healing potential instead of restoring health. Any damage shields cast upon or currently affecting the target will also be instantly consumed, dealing 50% of their absorption potential in damage. Once afflicted with Unholy Embrace, the target cannot be afflicted with Unholy Embrace again for 1 minute.
- Death and Decay (AoE): Similar to consecration, complete with a chance to be feared
- Blood Boil: a damage-over-time ability, and after the end of the duration, it lights up two of your Blood runes
- Death Coil: similar to a warlock's, only without the fear component; uses all remaining runic power, dealing 600 damage to a non-undead target or healing 900 damage on a friendly target
- Raise Dead: can raise a fallen comrade or enemy as a ghoul (lasts for 2 minutes); similar in utility and strength to hunter or warlock pet; when players have their toons raised in this fashion, they will have the option of controlling the ghoul - complete with the ability to leap, rend, stun, huddle to avoid burst damage, and other abilities; Note: may not be allowed in Arenas
- Death Pact: Sacrifices the aforementioned ghouls to heal the DK
- Presences: similar to a paladin's auras, tied to the 3 rune types; self-buffs
-----Frost Presence: increases armor and generates threat
-----Unholy Presence: increases attack and movement speed; considering it to affect global cooldowns
-----Blood Presence: Max DPS
- Anti-magic Shield: diminishes the amount of magic damage taken (reduces by about 75%); also converts into runic power
- Death Grip: the taunt ability of the DK, allows them to pull other players/enemies towards them
- Chains of Ice: the root ability, wraps opponents in icy chains
- Death Strike: unknown, but it costs one blood and one frost rune
- Strangulate: depletes remaining runic power, deals moderate damage, but silences the target for up to 5 seconds (finishing ability)
- Unknown: grants immunity to stun and increases armor for 12 seconds (finishing ability)
- Mind Freeze: cast interrupt
6. New Items
* Fresh Glacier Water (9180 mana over 30 seconds)
* Crusty Flatbread (7800 health over 30 seconds)
* Frostweave
* Legacy Items: a possibility of introducing powerful items that will be tied to your account (not necessarily a character) which can be shipped to your other characters on the server it was discovered
* New metal ore: Cobalt
7C. Upcoming Raid Changes
* Share more in similarity with 5-mans
* Can be played on two levels of difficulties
* 25-mans can be played as 10-mans, with different loot tables
* Both options will be on separate cooldowns
* The possibility is being tossed around that the 10-man versions will be unlocked only after someone from the server has completed that dungeon in the 25-man version. Of course, the 10-man may be unlocked after a given amount of time as well, for those servers where this is not possible.
8. Upcoming Character Class Changes
* Druids: Chance of being able to use roots indoors. Nothing certain yet, however.
See the full forum http://forums.worldofwarcraft.com/thread.html?topicId=6417312045&sid=1
None of this information is leaked, I simply got them off WoW Forums or the WoW Site.