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Posts from the Death Knight Category at WOW Insider
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A new class, why not a new race?


The DK is coming in WotLK, adding another class to the mix along with the concept of Hero Classes. In a forum post yesterday players voiced their desire to play new races in addition to having access to the Death Knight class. Looking at it logically, it only makes sense that since the first expansion brought us two new races we would see new classes in the next one. It's like a new-content see-saw. But some of us don't look at things logically, and I can totally understand this too. I mean, yes I want to play nymphs and Pandaren and Worgen. I would also like to have a viable MageTank set that gives me enough armor to stand up against Illidan. Oh, oh and infinite mana. And a pony. It simply isn't going to happen.

My concern is not that we aren't getting new races. I am worried that adding only one class will toss things out of whack. When TBC was announced, they let us know that the Horde would be able to play paladins, and so for balance they added shaman to the Alliance side. Balance is the key word here. When we have Death Knights added to the game, there will be only one Hero Class, albeit available to both factions. I get the feeling that this will throw off the balance more than they realize. Not so much because there will be another tanking class, but more because Blizzard cannot anticipate how players will actually play the character. Sure it's a tanking class, but if players start using it as a DPS class despite the best intentions of the devs, things could go badly.

Considering the magic-centric storylines in Northrend, I would feel more comfortable if they added the Archmage along with the Death Knight. Adding the Archmage would allow players to play a mage of any race, opening up a whole new world of role play possibilities. Or how about the Demon Hunter? With so much going on in Outland, couldn't we use an anti-Illidan to clean house, so-to-speak? What do you think? Is Blizzard making a mistake by adding only one class into the game?

Should there be Tanks in World of Warcraft?

Do we need tanks?

Blizzard says we do, and it's an old standard of the MMO genre that someone stands up front and annoys the monster into hitting him, so that healing can be concentrated and DPS doesn't have to take a beating that would likely kill it. But do we really need tanks, or should the game move away from emphasis on the tanking/DPS/healing troika?

Everyone in the game can DPS and many choose to: DPS classes seem to be the most popular. We could debate why all day, but at the end whether it's 'big number syndrome' or it comes from a desire to feel more like you're actually hurting the monster than simply poking it with a sharp stick and calling it names (or any other reason) the facts remain clear. Now, removing tanking from the game would mean many, many changes. Healing would have to become much more dynamic and would need the ability to either switch targets more rapidly or more area of effect utility. DPSers would need to be able to take more of a beating, making the cloth DPSers more vulnerable. Raids encounters would in many cases have to be entirely rethought.

As someone who spends about 75% of my time in World of Warcraft tanking, it would be a big change for me. I'm PvPing more and more now than I used to (especially now that there's actual, honest to murgatroyd players standing in my way in AV... I spent an hour in one match today crawling up to that flag over hunter bodies, it felt like) but I still tank and frankly enjoy tanking when I'm with a good group. I don't think I would like to lose that role from the game, even if I do sometimes wish I'd rolled a mage or warlock instead.

Generally my answer to the question is yes. Not only do I personally like tanking, but I think the game has been designed and has evolved around the tanking idea: the paradigm shift would require too much alteration to the game at this point. What do you guys think? Should WoW move away from the three role mindset or should we keep on tanking?

Death Knight "interview" and lore on official site


The official Wrath page is slowly accreting information, which is good, because it started out pretty dang empty. The latest addition to it is an "interview" about the Death Knight class with the developers, along with a page on lore. I put "interview" in quotes because it doesn't feel like a real interview; it reads like an excuse for the devs to give the same information we already have. Which is fine and all, I just think "interview" is the wrong term for it. Here's a summary in my own words:
  • Why did you pick Death Knight for the new class?
    They have a connection to Arthas and Northrend, and we needed more tanks. The playable DKs will be allied with the Horde or Alliance, fighting against Arthas.
  • What will adding another tanking class do to the group/raid game?
    We want all tank classes to be equally good in general, so you can use any of them for a 5-man, but we want them to have distinct raiding roles. (They also took this opportunity to reiterate for the nth time that "hero class" doesn't mean it's more powerful than other classes, just more different.)
  • How is the DK different from other tanks?
    No shield, powerful melee abilities, magic attacks. The devs are making sure they have the core tanking abilities of keeping aggro and mitigating damage, while still making the DK feel like its own thing.
  • Will we see some classic DK spells and abilities?
    Yes, we're taking a lot from previous Warcraft material. One thing that will set them apart as a new class, but still tie them into WC3 DKs, is the rune system.
The lore page is less decipherable to me, since I don't actually know a lot of the background information of the Warcraft universe. It gives a relatively short overview of the evolution and status of Death Knights. Is it new information that "modern death knights consist mainly of paladins who lost their faith and pledged their souls to the Lich King in exchange for the promise of immortality?" If DKs come from paladins, why can we make them in non-Paladin races? So Blood Elves don't get even more popular, I guess.

Breakfast Topic: Design your own death knight

It's way too soon, of course, to know exactly what powers and abilities the death knights will have; the developers themselves haven't entirely decided. Only they know exactly what stage of the design process they're in, but today let's pretend that we ourselves are the designers, and now we're in the brainstorming stage of what the death knights are going to be like, how they're going to play, and how they're going to be different from other classes. What abilities would you give them and how would you balance them against the classes already available in the game?

While brainstorming ideas, keep in mind that players want the death knights to feel fresh and interesting, so they'll be wanting unique abilities other classes don't already have. At the same time, you can't make the death knight class overpowered in relation to all those other classes -- they will want to keep having fun, too, after all. So every ability you give the death knights has to have its counter in something other classes can do, like rock-scissors-paper. If you're feeling particularly professional this morning, you can go into detail about all these balance issues, or else you can just write the idea you think would be cool.

Should Death Knights get one runeblade for life?

Drustai over on the European WoW forums has a good observation: death knights have always had a special relationship with their runeblades, using the same weapon for their whole life. Arthas is the classic example, since he and his sword, Frostmourne, are forever associated with one another. Could you imagine Arthas starting out as a level 55 death knight and then gradually replacing his low-level Frostmourne with something better? How then, could it work out with our player character death knights? Shouldn't they have their own sword for life too?

Obviously though, working this out with the game's character progression would be difficult. You can't give an epic sword to a new character, nor can you keep an experienced character stuck with a non-upgradable, outdated weapon. There are many suggestions as to how to keep one blade throughout the character's life. Have a look at the original poster's favorite suggestion after the jump:

Continue reading Should Death Knights get one runeblade for life?

The dynamics of Death Knights and Warriors


Over on the forums, poster Berzork makes an interesting point: if both Death Knights and Warriors are designed to be damage-dealers and tanks wearing plate, how will they peacefully co-exist? Though we don't yet have full details on the Death Knight class, it seems as though there's potential for a lot of overlap -- and the big question is how Blizzard can release a class like the Death Knight while continuing to allow Warriors a viable role. And on my end, I have to wonder if throwing another tanking class into the game mix is going to solve any problems -- many Warriors want to DPS rather than tank (see many previous posts on the subject), and can we expect Death Knights to be any different? Bornakk attempts to calm everyone's fears by simply stating:

By adding another dps/tanking class, the Death Knight will give players and groups more options for what they need to complete their objective(s).

Some Druids tank, some Paladins tank, some Warriors tank -- and hopefully some Death Knights will pick up the mantle of tank as well.

Death Knights not welcome at town picnic

It's a problem: here you are, a master of your very own runed blade, a summoner of an army of undead, an immensely powerful tank and damage-dealer -- and yet no one will let you into the lore party over at Starshine Shadowstrider's house!

"Yuckie!" they say. "He got his powers from the Lich King! ...Eww!"

"But I turned against him!" you proclaim in your defense. "I wised up and came back to the Light, sorta. Okay not really but I'm still not completely bad! It's like... fighting..." your voice gradually gets quieter as party-goers stop listening, "... fighting fire with ... fire. Dammit. I'm gonna go kill Onyxia by myself! That'll show 'em."

Yes indeed. It's looking like the future's going to be pretty rough for Death Knights. As Nethaera explained, "It's most likely that Death Knights aren't going to find themselves being popular guests at the town picnic."

But Death Knights aren't alone in dealing with this sort of thing. "Keep in mind," Nethaera points out, "that Warlocks aren't generally welcomed with open arms either (depending on the culture of the race in question)." Here we have a good role model for plucky summoners of the undead: Warlocks are magic users who use the powers of the Burning Legion against the Burning Legion itself! Have not the Alliance and the Horde not gradually come to accept that just because some people happen to summon demons, cause agony, corruption and ruin, as well as steal people's souls -- that doesn't make them inherently evil, right?

So it is with Death Knights. So what if you betrayed all the peoples of Azeroth to go and serve the Lich King for a little while? So what if his taint of undeathiness is still flowing through you while you draw those unholy runes and create zombies? You can now go to Shattrath to have your picture taken with a Naaru! Your reputation should be squeaky clean.

While Blizzard may yet find a plausible reason for Death Knights to be fighting against the Lich King rather than with him, keep in mind that even if that doesn't work out, you've got one magic word that will make everything okay. Whenever people won't trust you or play with you just because it would seem that you might possibly be technically evil (on the outside)...

Just say: "Lore, lol."

More WotLK and future content info from Leipzig

Wyrmskull Village
Monde Persistants, a French Warcraft site, has released their full interview with Lead Designer Jeff Kaplan and Art Director Chris Robinson from last week's Leipzig Games Convention. Some of this information we already know, but there's quite a bit that was new to us. You can read the entire interview (in English!) and see the video at MP. Here's the summary of the new items:
  • Part of the lore behind the Wrath of the Lich King expansion has Arthas trying to seduce players to the dark side, both Alliance and Horde.
  • Part of the Death Knight lore will have them "break away" from the Lich King influence to be free agents, the way the Forsaken have broken away from being mindless undead.
  • Death Knights will "probably" be able to inscribe any weapon with their Runes that give them power.
  • Ulduar is going to be a new raid instance. It's controlled by storm giants and is a fortress of the Titans like Uldaman and Maruadon according to WoW lore.
  • The Nerubians (spider guys) will host a few instances at the underground Azjol'Nerub.
  • The Nexus will have a L70 5-man instance.
  • The main boss in the CoT: Stratholme instance will be Mal'ganis.
  • Possibly new daily quests introduced with the Sunwell Plateau patch (2.4?)
Previous information gathered from Leipzig can be found here.

Via World of Raids

Death Knights' "rune" system might take some skill

"Oh my frikkin dog, everybody and their second cousin is gonna wanna be Death Knights!" was the cry heard throughout Outland when the new Hero Class was announced. WoW players everywhere had visions of dungeons and raids filled with only Death Knights; as well as Alliance and Horde cities alike all filled wall-to-wall with thousands of players who abandoned their original class to become Death Knights, only to discover (along with rogues and hunters) that it ain't so easy being uber-cool and powerful when everyone else is uber-cool and powerful too -- because everyone else is taking your raid spot.

Well Drysc has a ray of light to shed on this despair... or, in the case of Death Knights, perhaps that should be a big tank of unholy frozen blood to spill on it (assuming that would help):
I expect just about everyone is going to want to try one, but is everyone going to want to drop their long-time proffered class for one? I seriously doubt it. Also there's some amount of self regulation that will really be required to keep group composition equalized.
Not only will the other 9 classes still be needed to succeed in any group effort, but the tactics involved in playing a Death Knight might be too hard for the average Stanley Noobsauce to master. In response to one player who felt that the rune system Death Knights will be using seemed "clunky and not fun," Drysc responded:

Continue reading Death Knights' "rune" system might take some skill

Death Knight tidbits from Neth

In a silly thread in the Druid forums asking whether the druids would get a "dark form" to go along with the Death Knight being a dark version of the Paladin (which it...sort of is, I guess), US CM Nethaera dropped a few interesting pieces of DK information.

[when asked if DKs will start at level 55, instead of 60 or 70] That is the current thinking. It could still be subject to change though and is not concrete. We're still toying with ideas of how we want to make it all work. We want people to feel like they are learning not only the how's of becoming a Death Knight from the lore perspective, but also how to play one.

[More character slots?] Undetermined as of yet. We'll let people know when we know more.

[...the current feeling is that a player with any class over 55 (or whatever the level ends up being) will be able to unlock Death Knight? ] yes. That is our current thinking.

[asked about balance] It is going to be balanced against other classes and will not be able to stomp everyone else just because it's a Death Knight. Yes, they will be powerful but in their own unique way. What makes it a Hero class is that it is from Warcraft lore as a Hero class and also you will get access to it at a higher level. Any race can be a Death Knight in our current thinking as well since the path to corruption can be founded with good intentions much like what happened to Arthas.

[How many abilities will DKs start with?] Undetermined as of yet. We're still fleshing a lot of things out. This is another reason we caution people about the perception that the expansion is coming out 'too soon'. We have only shown people the tip of the iceberg and have a lot more that we are still working out and planning for. Once we have more details, we'll be sharing them so people can discuss it more and plan for the future.

So there's a lot of "not sure yet" in that post, but there's also some good information, notably that they currently think DKs will start at level 55. That's a bit lower than I would have expected. 58 or 60 would make more sense, in my opinion, in order to be able to start out in Outland (but then again, does that make sense lore-wise?). So how excited are you about Death Knights? Are they your main reason to buy Wrath? The change that will kill WoW?

[thanks, Natulcien]

The Light and How to Swing It: Building a better Paladin


It's an odd time to be a Paladin. The entire community seems to be embroiled in our own version of the War of the Roses -- with holy paladins on one side, and retribution / protection paladins on the other. No other class I know of fights itself from within, which is a point that's been made in this column before.

With that in mind, today I'd like to examine some of the reasons why paladins have been bickering, fighting, and sometimes engaging in outright hostility towards one another.

Continue reading The Light and How to Swing It: Building a better Paladin

WotLK talent speculation: Is it ever too early?


Snuffles of Whisperwind server has used a web-based talent tree generator to speculate on WotLK druid talents. He proposes all sorts of class balance breaking goodness. A druid using these talents could probably solo Illidan. While AFK.

Digging more into this talent tree generator, I found people have built all sorts of ideal talent trees. But the most interesting ones are what people would like to see for the Wrath of Lich King Hero Class, Death Knights. Fantasy talent trees range from the overpacked to the well thought out to the one in Korean I wish I could translate.

What kind of talents would you like to see in the expansion for your class or the new Death Knight hero class?

Legendary Thread with Cory Stockton

Legendary Thread, 1up's WoW podcast, has a special Blizzcon episode up with Cory Stockton, WoW's lead level designer and a new name to me. It's a fun chat, covering topics from Dalaran to Naxx to new hair. It also contains some interesting new information on Death Knights. Note that this isn't finalized but is, according to Stockton, the way the devs are leaning at the moment.
  • Doing the quest to unlock a DK will give you a new hero slot, in which you can make a DK.
  • This means you would need to redo it if you wanted to make a second DK; it's unknown whether you can have more than one hero slot per realm, though.
  • This also means you (hopefully) won't be stopped from making one by having ten characters on a realm.
Another tidbit that I found interesting is that Blizzard watched to see what items are flooding the AH on a regular basis, and then uses them in professions to help the economy. If you've got an hour to spare, go listen to the podcast. If you don't, feel free to complain here about the fact that Stockton mentioned "next expansion" when talking about a second hero class. That makes me sad.

Will we ever see more hero classes?


I'm pretty sure we've all heard about the Death Knight by now and know that it is going to be the game's first "hero" class -- unlocked by a level 80 quest and starting at a higher level than a non-hero character. But I'm not really wondering about Death Knights right now, but instead about other hero classes that might be in our future. It struck me as an odd move to release an expansion with a single hero class purely for practical reasons -- as soon as people start hitting level 80 with their mains, we're going to see a swarm of new baby Death Knight alts. (That Death Knight Spree isn't just a joke!) The best counter to this, in my opinion, would be more than one hero class in the expansion. Of course we'd still wind up with a lot of new hero class players, but at least there would be a variety of them. And on the forums Nethaera gives a bit of hope for future hero classes, though not in this expansion:

We are thinking at current that any future hero class additions will be made in expansions further along the line so that we can control just how many classes the game has and continue to work on attaining balance as we add them.

I'm still hoping they'll come around to the idea of more hero classes sooner, rather than later.

Breakfast Topic: Runes and hero classes


As we look forward to the release of Wrath of the Lich King, I've been thinking on the new resource system they are introducing with the Death Knight. The runes carved into the Death Knight's blade are not necessarily unique amongst MMOs, but they are certainly new to WoW. I wonder though, as more hero classes are added to the game, will they use the new runic system? And how exactly would that work?

I can see many classes as defined by their weapons, the Blade Master and his sword, the Archmage and his staff, so it's not too far off to expect that when we have access to new hero classes they might use this system, but they might not. Adding new novel ways that we play the game we love is one of the reasons I do love WoW so much. I admit more than a little curiosity as to how this might play out. What sort of resource system do you see being used by, say, the Demon Hunter? Would they use mana, energy, rage, runes, or something completely different? Are there any advantages to the runic system over the others?

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