Tanking Classes Compilation for WotLK - Last update 17 OCT

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Tanking Classes Compilation for WotLK - Last update 17 OCT

Postby Sartor » Thu Jul 31, 2008 3:46 am

With this thread I would like to compile the info regarding the new comings in WotLK regarding the tanking classes.

I am going to separate it into 5 different posts - 1 for general and 4 for the tank classes.

Please feel free to add comments, correct me if I have made mistakes since I am not in the beta, and everything is based on forums I read.

A. General

  1. Crushing blows - have been removed!!! However, NOT completely.

    Mobs that are level 4+ levels than you will still be able to crush you!!! Blizzard confirmed that the boss-type mobs will not be able to land a crushing blow.

    Ghostcrawler wrote:Crushing blows used to apply to mobs 3 levels above you, which included most bosses. The change was to make them apply to mobs 4 levels above you. If you are running an instance of the appropriate level, you will not be crushed.

    Crushing blows originally served a dual-purpose: they discouraged you from attacking mobs much higher level than you, and they made bosses more challenging. Now they only fulfill the first role. We have plenty of other knobs to make bosses more challenging that feel less random.

  2. Block value from Strength.
    The ration is now 2 to 1, i.e. for 2 Strength paladins and warriors receive 1 block value.
  3. Blizzard implemented threat meter

    Currently working:
    1. There is no menu to configure it.
    2. Your % of threat is an event displayed in your floating combat text messages.
    3. The mouseover tooltips are displaying your current % of threat.
    4. The Threat Meter shows either the mob is attacking you (indicating in the SCT), if you are High on the mob aggro table (indicated by yellow or red dots in the tool tip)

    World of Raids
  4. BoS and Air Tranq totem REMOVED (BoS is transformed into Hand - read Paladin section).
  5. Spell/melee hit, crit, Haste/Spell Haste and Spell Damage/Healing are now merged. Instead of Spell/melee hit it is now just Hit rating, instead of Spell Damage/Healing it is now Spell Power, instead of Spell/melee Crit it is now just Critical rating, instead of Haste/Spell Haste it is now just Haste.
  6. Gear - the plate for the 3 of the four tanks is going to be similar. However, there are still items with block value aimed especially for Paladins.
  7. Mana regeneration - the mana regenerates at a constant rate flowing each second for a few mana points (it is somewhat more "fluid"), instead of larger chunks every few seconds. The 5 second rule is still there, just then the mana starts restoring at much faster rate.

    Example movie: http://files.filefront.com/regenmechavi ... einfo.html
  8. Stat and rating conversions:
  9. Dodge rating diminishing returns - for every 2% you receive 0.05%, i.e. 2% = 1.95% dodge.
  10. Threat modifiers - according to a few tests from Lore and Jere, it seems all classes have had their threat reduced by 30%, instead of Paladins with RF, Warrior in Defensive Stance, Druid in Bear Form, and Death Knights - they all neglect this threat reduction.
Last edited by Sartor on Fri Oct 17, 2008 7:51 am, edited 38 times in total.
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Postby Sartor » Thu Jul 31, 2008 3:47 am

B. Paladins - General change is that Auras are already raid-wide and are on 1 sec GCD, no longer cause GCD for the other skills - much similar to aspects, presences and stances.

In addition, most of our skills scale both with AP and SP. Only Healing spells do not scale with AP - they scale with just SP.

Current talent trees here.

  • New Judgment/Seal system

    • Judgement has been replaced with 3 new spells - Judgment of Light, Judgment of Wisdom, Judgment of Justice.
    • All Judgement spells are considered ranged attacks for purposes of how they hit and how they critically hit.
    • All cause damage based on attack power and spell power [20% of AP + 32% of Spell Power + 1].
    • Judging a target does NOT consume the seal.
    • Judgment is no longer refreshed by auto-attacks or Crusader Strike
    • A debuff is applied to your target based on your used Judgment.
    • Seals are now 2 mins buffs
    • All Seals have been reduced to 1 rank and now cost 14% of base mana.
    • The Seal effects can be triggered from all weapon based special abilities. If I use Hammer of the Righteous (look below) and SoV, I would place debuff on all 3 targets, i.e. AoE DoT on 3 targets.
      I. Basics

        ImageJudgment of Light - JoL: heals based on the Paladin’s attack power and spell power, the effect can not trigger more than once ever 4 seconds. 50% chance to proc

        Judgement of Light proc: Health gained = 18% * AP + 18% * SP

        ImageJudgment of Wisdom - JoW: restores 2% total mana. 50+% chance to proc

        ImageJudgment of Justice - JoJ: no longer prevent Fear effects, but will only prevent NPCs from fleeing & limit target's movement speed (i.e. negates any movement increase mechanics such as mount, sprint, enchants, etc.).

        Useful macro for 1 button Judgment:
        Code: Select all
        /cast [modifier:ctrl] Judgement of Light; [modifier:alt] Judgement of Justice; Judgement of Wisdom

      The following Seals are currently in the game.

      • Seal of Righeousness - SoR
      • Seal of Light - SoL. 50+% chance to proc. Health restored is based on paladin's SP and AP
      • Seal of Wisdom - SoW. 50% chance to proc. Mana restored is 4% of the total mana.
      • Seal of Justice - SoJ
      • Seal of Command - SoC (talanted)
      • Seal of Vengeance(A)/Corruption(H) - SoV/SoCor
      • Seal of Blood(H)/Martyr(A) - SoB/SoM

      II. Scaling

      After some observations and collection from the forums it has been verified that the seals now scale with both SP and AP.


      WS = weapon speed
      AP = Attack Power
      SP = Spell Power
      V = number of Vengeance/Corruption debuffs on the target. This is for SoV/Corr

      SoC: none (AP as dph improvement). Based on character sheet damage and thus the seal is indirectly modified by AP. Increases Judgment damage by 30% of weapon damage, 60% on stunned targets.

      SoB/M: none (AP as dph improvement). Based on actual white damage and thus the seal is indirectly modified by AP - [ 28% of Min. Weap. Damage. ] to [ 28% of Max. Weap. Damage ]. Increases Judgment damage by 45% of weapon damage.

      SoR: AP/SP at same time.
      Damage per swing = 5% * WS * AP + 10% * WS * SP
      (Same for weapons with different base dps and for 1H and 2H weapons.) Increases Judgment damage by 25%.

      Seal of Light: Health gained per proc = 28%*(AP + SP)

      Seal of Wisdom: Mana gained per proc = 4% of the total mana

      SoV/Cor: deals [ 19.2% of AP + 9.6% of Spell Power ] additional Holy Damage over 15 sec., procs on every swing, applying the DoT. Increases Judgement damage by 10% per stack of the damage over time effect.

      DoT: Damage = 19.2% *V* AP + 9.6% * V * SP
      Proc: Damage = 1.2% * WS * SP

    • New tanking Skills and Talents

      Paladins get a lot of threat moves as base skills as well as talents. the extra threat from Improved RF is now baked-in into the spell, and the talent just adds damage reduction to RF.

      Updated Skills

      Retribution Aura - now hits for 100-180 damage not talanted. This transformed into threat is 190-342 threat per hit for the paladin and 100-180 for any other tank. Also scales with spell power

      Holy Shield - reduced CD to 8 seconds and increased base charges to 8. Damage done = 158.9+0.0581*AP+.0903*SP

      Hammer of Justice - In addition to the stun effect, interrupts any spell casting for 3 seconds.

      Blessing of Sanctuary - reduces all damage taken by 3%. In addition, when the target blocks, parries or dodges a melee attack restore 20 runic power, 10 rage or 2% of the total mana.

      Righteous Defense - Righteous Defense no longer costs mana and is off the Global CD. Cooldown reduced to 8 sec.

      Lay on Hands - No longer drains mana and on 20 mins CD. So we can use it whenever we want without draining any mana at all and just using it as Last Stand.

      Divine Protection - this old spell was previously gained at level 6, it has provided the paladin with immunity to all physical dmg 8 seconds, and shared CD with Divine Shit. Now reads: Reduces all damage taken by 50% but increases the time between your attacks by 50%. Lasts 12 seconds. Causes Forbearance for 3 mins, 5 min CD, shares CD with Divine Shield, i.e. we cannot cast on ourselves Divine Shield, Divine Protection or we cannot receive Hand of Protection. Granted, we can still cast Avenging Wrath since no longer causes Forbearance. Time for warriors to QQ since paladins now have better emergency buttons than them - Divine Protection + Lay on Hands.

      Avenger's Shield - Instant cast. According to the Elitist Jerks, the skill causes 20% more than the normal threat.

      ImageShield of Righteousness - level 75 base skill. Hits the target of your block value plus 300 for non mitigated Holy damage. 6 seconds cooldown and (6% of the total mana) very low mana cost.

      ImageSacred Shield - level 80 base skill. Each time the target takes damage they gain a Sacred Shield, absorbing 500 damage and increasing the paladin's chance to critically hit with Flash of Light by 50% for up to 6 sec. Lasts 30 seconds. 35 (extremely low) mana cost, no CD.

      Tanking talents

      ImageHammer of the Righteous - 51 pt Prot talent. Hits the current target and 2 additional targets for 4 times your main hand damage per second as Holy damage. 6 sec CD, very low mana cost. Usable while silinced, and is based on weapon DPS and character sheet AP This will allow paladins to use 1H DPS weapons (WTB Muramasa.. hope rogues won't rape me :P).

      Touched by the Light - Increase your spell power by an amount equal to 10%/20%/30% of your stamina and increases the amount healed by your critical heals by 10%/20%/30%. This allows the paladin to wear real gear and not steal warlock and mage swords... now we steal rogue swords :twisted:

      Judgment of the Just - Paladin's Judgment spells decrease the melee attack speed of the affected target by 20%. 2 pt talent.

      Guarded by the Light - Reduces spell damage taken by 3/6% and reduces the mana cost of your Holy Shield, Avenger's Shield and Shield of Righteousness spells by 15/30%. Note that Spell Warding has been removed.

      Shield of the Templar - Increases the damage dealt from your Avenger's Shield, Holy Shield and Shield of Righteousness by 10/20/30%. In addition, reduce all damage taken by 1/2/3%.

    Off tanking tools:

    Hand of Salvation 2 mins CD. Reduce the target's threat by 2% each second for 10 seconds. This is the new BoS... I like to hold the repair bill of the DPSers in my hands. :twisted:

    Hand of Sacrifice - 2 mins CD. 30% of the damage taken by the target is transferred to the paladin instead for 12 seconds. The damage dealt to the paladin is NOT prevented by Divine Shield since it is considered Health Funnel like spell.

    Hand of Protection - this is simply BoP, it is hand since it does not replace blessings anymore.

    Divine Guardian - Prot talent, 2 Points. 30% of damage taken by party and raid members within 30 yards is redirected to the paladins instead while Divine Shield is active. The damage dealt to the paladin is prevented by Divine Shield. This is a good addition for OTing utility and helping in AoE damage heavy fights like Muru and Kil'Jaeden. It has been tested with Warrior Shield Wall - the warrior absorbs 100% of the damage.

    Improved Devotion Aura - now for 3 pts and deeper into Protection increase the bonus armor by 50% (~1200 at level 70) and increase all healing on targets affected by Devotion aura by 6%.

Final thoughts: Paladins are going to use Str as primary TPS stat. The only skill that rely on Spell Power is Holy Shield.

Paladins are going to aim for 1H high DPS weapon for 3-4 mobs, for 4+ they can switch to Spell power weapon and Consecrate spam-fest all.

In addition, with the new talents that convert the Sta into Spell Power (for aggro), and the new changes to the Seal/Judgment system paladins are going to use the same gear as DK and Warriors. So now we are stealing not only your weapons but your gear too. :twisted:
Last edited by Sartor on Fri Oct 17, 2008 7:54 am, edited 46 times in total.
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Postby Sartor » Thu Jul 31, 2008 3:48 am

B. Warriors

Since I am not so familiar with Warriors and their tanking stuff, I will be kinda short... hope to expand their info a bit more with somebody's help.

Current beta talent tree here.

  • Talent Changes

    As you can see the base Protection (Shield Slam) talent is now a base skill. It is now replaced by a very good OT utility talent: Vigilance

    In addition, the Safeguard talent allows the warrior to defend his allies in BGs.

  • General skill changes

    • Taunt - Now has a 20 yard range and on 8 sec CD.
    • Shield Block - Increase chance to block and the amount blocked by 100% for 10 sec, 1 min CD (40 sec with talents), NO Charges.
    • Spell Reflection rage cost reduced to 15 rage.
    • Thunder Clap - affects an unlimited amount of targets. Generates slightly less threat than Consecration.
    • Shield Wall: Reduces all damage taken by 60% for 12 seconds. 5 (4 with Improved Disciplines for 2 pt) mins CD. No longer shares CD with Retaliation and Recklessness, but sets 12 sec CD on Retaliation and Recklessness.

  • New Noticeable Tanking Talents
    • ImageSchockwave - 51 pt Talent: Sends a wave of force in front of the warrior, causing [ 0.75*AP] damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 seconds.

      Improved Defensive Stance - reduce all SPELL damage taken by 3%/6% and when you dodge, parry or block an attack you have 50%/100% chance to become enraged increasing melee damage dealt by 5%/10% for 12 seconds.

      Improved Spell Reflection - Reduces the chance you'll be hit by spells by 2/4% and when the ability is used it will reflect the first spell cast against the 2/4 closest party members.

      Damage Shield - Whenever you take damage from or block a melee attack you cause damage equal to 10/20% of your block value.

      Warbringer - Allows Charge to be used in any stance and removes immobilizing effects.
    • ImageSword and Board - Increase your critical hit chance of your Devastate and Revenge abilities by 5%/10%/15%. When your Devastate and Revenge abilities deal damage they have a 10%/20%/30% chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by 100% for 5 seconds. 3 pt talent, requires 45 pt in Protection.
    • ImageCritical Block - Your successful blocks have a 10%/20%/30% chance to block double the normal amount. In addition, increase critical chance of Shield Slam by 5%/10%/15%. 3 pt talent, requires 40 pt in Protection.
  • New skills

    • Bloodbath - Wound up to 5 enemy targets within 8 yards, causing 244 to 256 damage and causing them to Bleed for 250 damage over 15 seconds. If the target becomes Enraged, the Bloodbath bleed effect causes four times the normal damage. Trained at level 60.
      (15 Rage, Instant, 5 yd Range)

    • Enraged Regeneration - You regenerate 30% of your total health over 10 sec. This ability requires an Enrage effect, consumes all Enrage effects and prevents any from affecting you for the full duration. Trained at level 75
      (15 rage, 3 min cooldown)

    • Shield Break - Break down the enemy's defenses, disarming any shield they have equipped or reducing the chance the enemy will block by 3% for 10 sec.
      (15 Rage, Instant, 1 min Cooldown, 5 yd Range)

    • Weapon Throw - Throws your weapon at the enemy causing [50% of AP + 1 ] damage (based on attack power). This ability causes high threat. 30 yd range, 0.5 sec cast, 1 min cooldown. Trained at level 80.
  • New off-tanking tools
    • ImageVigilance - Focus your protective gaze on a group or raid target, decreasing all damage taken by them by 3% and transferring 10% of the threat they cause to you. In addition, when they are hit by an attack your Taunt cooldown is refreshed. Lasts 30 mins. This effect can only be on one target at a time. 31 pt Talent replaces Shield Slam which is now a base skill.
    • ImageSafeguard - Reduces damage taken by the target of your Intervene ability by 30%/60% for 6 sec. 2 pt talent, requires 40 pt in Protection.
Last edited by Sartor on Fri Oct 17, 2008 7:55 am, edited 45 times in total.
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Postby Sartor » Thu Jul 31, 2008 3:48 am

C. Dr00dz (or teh fluffy bears)

Current beta talents here.

I. General:

Druids will now be able to use shaman totems and weapon proc enchants in Bear form.

Dire Bear Form armor contribution from items reduced from 400% to 370%.

Druids should find their melee critical strike chance is about 5% higher in the next content patch. The conversion of agility to critical strike chance remains the same 40:1 at level 70, but the base amount for 0 agility has been increased by 5%.

Agility contribution has been changed from 25 agi for 1% crit to 40 agility for 1% crit. as for dodge it is changed from 14.7 AGI for 1% dodge to 28 AGI for 1% dodge

Draenath wrote:Most well geared druids will see an overall drop in crit due to the change.
The new base 5% crit was implemented to make up some of that lost ground, but shouldn't be enough to make up the full difference in well geared druids.
A very undergeared druid will likely see an overall crit increase however.

II. Skills and Talents:
  • New tank skills:

    uh, well none :cry:
  • Revised noticeable talents and Skills:

    ImageSurvival of the Fittest - Increases all attributes by 2%/4%/6% and reduces the chance you'll be critically hit by melee attacks by 2%/4%/6%. This possibly the most important of the changed talents, as it has had its contributions effectively doubled—making Feral druids crit-immune strictly from talents, assuming the chances to crit for bosses aren't changing. CREDITS TO Norrath for his post on TANK SPOT here

    ImageFrenzied Regeneration - Now only has one rank. Frenzied Regeneration will now restore 0.3% of your max health per rage. (100 rage will restore 30% of health)

    Barkskin - Now usable in forms.

    Growl - Now has a 20 yard range and on 8 sec CD.

    Bash - now interrupts spell casts for 3 sec.

    Swipe - affects an unlimited amount of targets.

    Feral Fiery Fire - now deals damage and causes extra threat while in bear or dire bear form.

    ImageFeral Charge - Now requires 20 points in the Feral tree (up from 10). Can be used in Cat form. In addition, dazes the target for 3 sec.

    ImageOmen of Clarity - No longer procs from special attacks. Only from spells and auto-attack.

    Jimmythenumbers wrote: The 10 second cooldown has been removed, the procs per minute has been raised from 2 to 3.5, and melee abilities no longer trigger it. Spell interaction with Omen of Clarity remains relatively unchanged, with its hidden chance to trigger off spells reduced by half (and rolling the dice about 2x as often).

    What this means is that more auto-attacks landing on the target will increase the benefit from Omen of Clarity. Haste, increased hit chance, and expertise will all make Omen of Clarity better.


    ImageThorns - Now hits for ~144 damage. Scales greater with spell power - 9%*SP. Similarly to Retribution Aura it has been buffed.
  • New Noticeable tanking talents

    ImageBerserk - 51 pt Feral talent, 3 mins CD. When activated, this ability causes your Mangle (Bear) ability to hit up to 3 targets and have no cooldown, and reduces the energy cost of all your Cat Form abilities by 50%. Lasts 15 sec. You cannot use Tiger's Fury while Berserk is active. Clears the effect of Fear and makes you immune to Fear for the duration.

    ImageSurvival Instincts - When activated, this ability temporarily grants you 30% of your maximum health for 20 sec while in Bear Form, Cat Form, or Dire Bear Form. After the effect expires, the health is lost. Instant, 5 min cooldown

    ImageProtector of the Pack - Increases the bonus attack power for Bear Form and Dire Bear Form by an additional 2/4/6%, and for each friendly player in your party, damage you take is reduced while in Bear Form and Dire Bear Form by 1/2/3%.

    ImageNatural Reaction - Increases your dodge while in Bear Form or Dire Bear Form by 2/4/6%, and you regenerate 1/2/3 rage every time you dodge while in Bear Form or Dire Bear Form.

    ImageInfected Wounds - Requires 40 pts in Feral, 3 ranks talent. Your Shred, Maul and Mangle attacks have a 33/66/100% chance to cause an Infected Wound in the target. The Infected Wound reduces the movement speed by 16/32/50% and attack speed of the target by 3/7/10%. Stacks up to 2 times. Lasts 12 sec. It is considered as disease and therefore it can dispelled. Bosses immune to disease are also immune to this talent.

    ImageMaster Shapeshifter - 2 pt talent, requires 10 pts in RESTO. Grants an effect which lasts while the Druid is within the respective shapeshift form.

    * Bear form - Increases physical damage by 2/4%.
    * Cat form - Increases critical strike chance by 2/4%
    * Moonkin form - Increases spell damage by 2/4%.
    * Tree form - Increases healing by 2/4%.
    (2 Ranks)
Last edited by Sartor on Fri Oct 17, 2008 7:56 am, edited 33 times in total.
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Postby Sartor » Thu Jul 31, 2008 3:48 am

D. Death Knights

DISCLAIMER: This info is mostly taken from wotlkwiki and World of Raids

Current Talent trees are found here

  • I.General
    Deathknight uses a combat system of Runes and Runic Power. Runes are accumulated by time (recharge time is 10 seconds), and Runic Power is gained through using Rune abilities.

    Rune Power is used for certain abilities that use all the remaining runic power, thus as much runic power you have accumulated as power will the next strike be.

    1. Combat system

    Runes – there are a total of 6 runes in a setup of 2 of each – Blood, Frost, and Unholy. Think of Runes as Death Knight’s mana/rage/energy. There is forth type of rune – Death, which is considered as Blood, Frost, or Unholy and is generated by different procs and talents

    Runepower – as mentioned is used to deal damage, draining all the runic power for certain abilities. The formula calculated is:

    NetDamage = BaseDMG + AttackPower * APC

    Where APC is the attack power coefficient. Mana users could recognize it as spell coefficient.

    The duration and/or damage of an ability requiring RP to activate is given as follows:

    Duration = RP/100 * MaxDuration
    NetDamage = RP/100 * BaseDMG + AttackPower * APC

    Death Knights receive 2 Attack Power per 1 Strength, and none from Agility, similar to Warriors and fluffy Druids.
  • 2. Runeforging:
    Self-weapon enchants. Require Rune-forge to be applied

    Rune of Cinderglacier - Affixes your rune weapon with a rune that has a chance to increase the damage of your next 3 Frost and Shadow spells by 20%. Lasts 30 sec.
    Rune of Frostfever - Affixes your rune weapon with a rune that has a chance to inflict a disease that causes Frost damage and lowers attack power by 10% for 20 sec.
    Rune of Lichbane - Affixes your rune weapon with a rune that has a chance to strike Undead for extra Fire damage and stun them for 5 sec.
    Rune of the Fallen Crusader - Affixes your rune weapon with a rune that has a chance to heal you for 3% and increase total Strength by 30% for 15 sec.
    Rune of Razorice - Adds 2% to weapon damage as Frost damage, and has a chance to increase Frost vulnerability
    Rune of Spellbreaking - Affixes rune to a 1h weapon that deflects 2% of all spell damage
    Rune of Spellshattering - Affixes rune to a 2h weapon that deflects 4% of all spell damage
    Rune of Swordbreaking - Affixes rune to a 1h weapon that increases parry chance by 2%
    Rune of Swordshattering - Affixes rune to a 2h weapon that increases parry chance by 4%
  • II. Tanking abilities
    First of all I’d like to mention none of the trees is focused on tanking. All of the three trees have tanking abilities. Death Knight tanks are meant to deal fury warrior damage while tanking.

    Presences – similar to Warrior stances. Via talents could be buffed to “auras”.

    Blood Presence - Increases damage done by 15% and returns back 2% of the damage done as health. NEW Only damage dealt to targets that grant experience or honor can trigger this heal.

    Frost Presence: - Increases max health by 10%, reduces spell damage taken by 5%, armor by 65% and threat generated by 45%.

    Unholy Presence: - Increases attack speed by 15% and lowers the global cooldown by 0.5 seconds.

    Trainable tanking spells:

    Icebound Fortitude - The Death Knight freezes their blood to become immune to Stun effects and reduce all damage by 50% for 12 sec. Does not remove existing Stun effects. 1 min CD, Requires 1 Frost rune.

    Anti-magic Shell - Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by harmful spells. Damage absorbed by Anti-Magic Shell energizes the Death Knight with additional runic power. Lasts 3 sec. 1 min CD, Requires 1 Unholy rune.

    Death Grip - Harness the unholy energy that surrounds and binds all matter, drawing the target toward the Death Knight. 35 sec CD.

    Dark Command - Commands the target to attack you, but has no effect if the target is already attacking you. 8 sec cooldown.

    Heart Strike - A debilitating attack that causes 50% weapon damage by an additional X amount and Y for each disease. Prevents target from using haste effects for 10 sec. 41 pt in Blood

    Obliterate - A brutal instant attack that deals 100% of weapon damage plus X and Y additional damage for each diseases on the target, but consumes the diseases. Requires Blood an Frost Runes.

    Icy Touch - Deals X to Y Frost damage modified by attack power[0.2*ATK Power] and reduces the target's ranged, melee attack, and casting speed by 14% for 12 sec. 6 sec CD, requires Frost rune.

    Mind Freeze - Strike the target's mind with cold, dealing 200 Frost Damage modified by attack power [0.1* ATK Power]and interrupting spellcasting while also preventing any spell in that school from being cast up to a maximum of 4 sec.

    Forceful Deflection - Increases your Parry Rating by 25 plus 25% of your total Strength.

    Death and Decay - Corrupts the ground targeted by the death knight, causing 87 Shadow damage modified by attack power every sec that targets remain in the area. The ground remains corrupted for 10 sec.
    (2 Unholy, Instant, 30 yd range, 30 sec cooldown)
  • III. Notable tanking Talents

    Anti-magic Zone - 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 200%*AP + 10000 damage. Lasts 30 sec, 2 mins CD, requires Unholy rune, requires 30 pt in Unholy.

    Vampiric Blood - Increases health generated through spells and effects by 50% for 20 seconds. 1 Blood rune, 1 Minute, requires 35 pts in Blood.

    Bone Shield - The Death Knight is surrounded by 4 whirling bones. While at least 1 bone remains, he or she takes 40% less damage from all sources and deals 2% more damage with all attacks, spells and abilities. Each spell or attack that lands consumes 1 bone. Lasts 5 min.
    1 Unholy, Instant, 1 min cooldown, 25 pt in Unholy.

    Frigid Dreadplate – enemies who hit the DK become unsettled, decreasing their attack speed by 2/4/6% for the next 3 swings. 20 pts in Frost

    Unbreakable Armor - Increases your armor by 25%, your total strength by NEW10% for 20 sec. (1 Frost rune, instant, NEW1min cd). Requires 35 points in Frost. Now reduced to 1 rank.

    Spell Deflection – You have a chance equal to your parry chance to take 10%/20%/30% less damage from a direct spell damage.

    Blade Barrier - Whenever you have no BLOOD Runes active, your Parry chance increases by 2/4/6/8/10% for the next 10 sec. First tier talent.

    Acclimation - When you are hit by a spell, you have a 10/20/30% chance to boost your resistance to that type of magic for 18 sec. Stacks up to 3 times. Requires 40 pts in Frost

    Mark of Blood - Place a Mark of Blood on an enemy. Whenever the marked enemy deals damage to a target, that target is healed for 2% of its maximum health. Lasts for 30 sec. 3 mins CD, 20 pts in Blood tree, Unholy and Blood runes required.

    Magic Suppression - You take 1/2/3/4/5% less damage from all magic. In addition, your Anti-Magic Shell absorbs an additional 5/10/15/20/25% of spell damage. Requires 40 points in Unholy.
  • IV. Ghoul abilities - zomgz the ghoul could actually tank. Ghouls are energy based minion, aka rogue tank :P I will list just the tanking abilities or the ones that could be used for tanking.

    Huddle - Go into a defensive crouch, reducing damage dealt and taken by melee attacks, ranged attacks and spells by 50% for 10 seconds. 10 energy

    Ghoul Taunt - Taunts and causes additional high threat to all enemies within 15 yards.

    Thrash - A physical attack, injuring a single foe for 110 damage. Also interrupts spellcasting and prevents any spell of that school from being cast for 5 seconds. 30 energy.

    Leap - Leap through the shadows and reappear behind your enemy. For reference check the warrior Fury 51 pt talent.

    Gnaw - Chew a limb off the target, stunning for 3 seconds and dealing 90 - 110 damage.

Conclusion: The Death Knight is a very versatile tank, he has no "gimp" spec such as Warriors and Paladins - he can both DPS and tank into one spec. He is excelling especially versus spell casters, and giving the Death Knight possibility to tank with dual wielding or 2 handed weapon greatly increase his DPS. In addition, he provides the raid/party with very good anti-magic shields (if talanted) or debuffs on the mob.
Last edited by Sartor on Fri Oct 03, 2008 11:58 pm, edited 21 times in total.
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Postby Amran20 » Thu Jul 31, 2008 3:57 am

A correction from the latest patch notes:

Consecration now scales with attack power and spell power.

“Time is too slow for those who wait, too swift for those who fear, too long for those who grieve, too short for those who rejoice, but for those who love, time is eternity.”
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Postby Syrcla » Thu Jul 31, 2008 4:04 am

*crushing blows from mobs 4+ levels above you

Skimming over, there are quite a few spelling and grammatical errors. You also referred to our shield as Divine Shit, which is amusing me to no end at work. [read: very bored!]

I haven't looked too closely at the other 3 classes as I have not really looked into their beta information very thoroughly.

Looks to be a nice consolidation once it gets 'churched' up. Good work!
Last edited by Syrcla on Thu Jul 31, 2008 4:14 am, edited 2 times in total.
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Postby Sartor » Thu Jul 31, 2008 4:08 am

Thanks for the feedback, keep it coming :)

Added some stuff regarding the mana regen in combat.
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Postby Sarkan-ZdC » Thu Jul 31, 2008 4:09 am

Please update this for the next builds. Very Good reading. I'm a raid leader and it is always nice to see the whole picture not just my pink one.
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Postby Sartor » Thu Jul 31, 2008 4:11 am

Sarkan-ZdC wrote:Please update this for the next builds. Very Good reading. I'm a raid leader and it is always nice to see the whole picture not just my pink one.

Sure thing!

BTW, if anybody is familiar with the tanking mechanics of the DK, please share your knowledge. :)
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Postby Maethoriel » Thu Jul 31, 2008 4:37 am

Nice compilation, a few things though:

The video for the incomabt manaregen does not show or prove anything.

a) Casters already have talents to allow I5SR[1] regen.
This does indirectly apply to the video, it shows a hunter wich may or may not has aspect of the viper active.
b) The mana in the video is rising in a constant way, never decresing.
That means the hunter did not use any attacks and did not consume mana, therefore he ought to be OO5SR[2].

All the video shows is that, instead of every 2 seconds for 50, the mana regenerates one point in fraction of a second.
It just shows the smoved regeneration, no incombat (read: I5SR[1]) regen.


Shield of Righteousness: Care to give your source for the 3-5k innate threat of ShoR?
Also, if the player has 400 blockvalue, shouldn't he get 800er hits with 1200 or 1600 crits? (150% on crit vs. 200% on crit)
800 holydamage will translate to 1520 threat, plus an innate amount (with 3k beeing way to high).

Hammer of the Righteous: Again, where did those numbers for the innate threat come from?

[1] In five second rule
[2] Out of five second rule
Last edited by Maethoriel on Thu Jul 31, 2008 5:07 am, edited 4 times in total.
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Postby Dendrah » Thu Jul 31, 2008 4:46 am

How much speeded up is this movie? It is nice thou that it is a flowing regeneration, not a "once every 5 sec" thing.
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Postby Sartor » Thu Jul 31, 2008 5:07 am

Here is an article regarding the new mechanics: http://www.wowinsider.com/2008/07/30/ma ... d-on-beta/

In addition, could somebody from the beta confirm/decline this?

If it is wrong explained, please provide more info on the mana regen mechanics.

Maethoriel wrote:Nice compilation, a few things though:

Shield of Righteousness: Care to give your source for the 3-5k innate threat of ShoR?
Also, if the player has 400 blockvalue, shouldn't he get 800er hits with 1200 or 1600 crits? (150% on crit vs. 200% on crit)
800 holydamage will translate to 1520 threat, plus an innate amount (with 3k beeing way to high).

Hammer of the Righteous: Again, where did those numbers for the innate threat come from?

I read them somewhere on the general forums, I am kinda busy finding them right now.

When I am back from work, I will look more. :P

For now I will just put a disclaimer that this needs to be verified.
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Postby drizzy » Thu Jul 31, 2008 5:20 am

crushing blows points at start and possibly entire document needs less exclamation marks!!!!!!!!!!!!!!!!!!
drizzy - Retired until Blizzard introduce cross-region transfers
Grilloz - Sometimes I tank, sometimes I spank
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Postby Worldie » Thu Jul 31, 2008 5:29 am

theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.
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