Class changes in Supplement Legion: Death Knight. Class changes in Supplement Legion: Death Knight DK Legion Hyde

Welcome to PVP Hide on Frost DK World of Warcraft Legion, consider the game in the arena and the rating field of the battle. Management is drawn up on the basis of rating tables from the official game site. Recommendations are taken from the statistical data of the best soldiers arena and battlefields. Statistics and talents are the first step towards the tops of PVP tables, we try to maintain the relevance of content, as far as possible.

Priority characteristics

In addition, the legion, the primary characteristics are "aligned" on the battlefield or arena and there is no point in accounting. We will consider only secondary, their priority has the greatest role in the battle. Most Frost DC choose art.

Arts\u003e Speed\u003e Universality\u003e Crete

Artity

Artity gives a passive bonus to your character, based on the selected specialization. MASTERY: Frozen Heart Increases the entire damage from ice magic, which increases the damage from the main abilities such as Frost Fever, Howling Blast and Frost Strike.

Speed

Speed \u200b\u200bincreases the speed of attack and spells, as well as periodic damage or healing (DOTS and HOTS) and reduces GCD (global coltown)

Universality

Universality increases your damage, healing and absorption, and also reduces the whole damage to you.

Crete

Crete increases the chance to apply increased damage or healing.

Stones and Chary

Selecting stones and charms for Frost DC PVP is based on the priorities of the characteristics. Below is represented which stones and spells are better to use in the arena. Showing 3 options in descending order of efficiency.

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"Blood" is a specialization that relies on severe self-describing. Such tanks usually get more damage and neutralize it with the help of death, bone shield and other effects. This guide describes the features of DK tanks, as well as general tacticsconcerning tanning. If you are interested in the details about the role itself, read our.

List of Hyde Changes 12/16/2017:

  • The ancient healing potion is changed to the astral healing potion.
  • Empty light crucible: Updated talent priority.
  • Equipment: Recommendations on bonuses from sets and legendary subjects are updated.
  • Rotation: Blood was added to rotation. Added a mention of the effect of the bonus from T21 on the use of dancing runic weapons.
  • CHARGES, FOOD AND CONSUMATED Items: Recommendations on the selection of stones (only on secondary characteristics) are updated.
  • Talents: Recommendations on the choice of talents in 1 and 4 ears taking into account the bonuses from T21.
  • Short guide: Blood was added to rotation.

Hyde by the Knight of Death with a specialization "Blood" is relevant for World of Warcraft Legion 7.3. Below you learn everything you want to know for the effective passage of raids and dungeons in an extended epoch mode.

This guide was approved by the VOLSTATSZ player, a famous specialization theoricrafter and a community moderator of ACHERUS death knights. It can be found in Twitter..

Changes in patch 7.3

  • There are no significant changes.

Changes in patch 7.2.5

  • Talent 2 Tire Email Souls gave way to the talent of the heart of the ice.
  • Many abilities and talents (in particular, death and decomposition and blow in the heart were significantly strengthened.
  • The game has new legendary items, the soul of the Lord of Death and damage to the soul mate.

Changes in patch 7.2

  • The talents of the artifact were recycled. Having invested in the development of 35 points, the player gets access to new talents (black blade resistance, pierce of pitchers, the vampire aura, drinking soul and the coherence of the army of the death of the Legion). All old talents were added an additional (fourth) rank.
  • The game appeared a new legendary subject, endless courage Retow.

Changes Bold DC in patch 7.1.5:

  • Capture RUN reduces the resulting damage by 40% (instead of 25%).
  • Bone shield is absorbed only by the attacks of the melee.
  • Absorption from the blood of the vampire acts by 30% more efficiently.
  • Many talents were slightly improved, and purgatory - weakened.

1. Changes of DC Tank in Legion

Compared to Warlords of Draenor, the "blood" specialization change is insignificant, but some differences still have:

  • The power of ice, the power of blood and the power of the wickedness was removed from the game.
  • Determined was removed from the game.
  • The rune system was significantly simplified. Now all runes belong to one type, each rune recharges individually.
  • The outbreak of illness, chills, the army of the dead and the shrug's reaper disappeared from the game.
  • The bone shield is now superimposed when using the new ability to crush the ridge.
  • The death hit now requires the cost of the power of the rune and is the only way to spend this resource.

2. Short guide

This section is intended for those who are just starting to play a death knight, does not aim to visit raids in an epochable mode or simply seeks to simplify the style of the game, not wanting to constantly remember the priorities and follow different effects.

Basics

Knights of death with a specialist "Blood" rely on self-describing more than all other tanks. In addition, they get more damage, but their abilities compensate.

Their main goal in battle is to accumulate as much power as possible.

Choosing talents

The choice of talents in this build is dictated by simplicity of their use. From the point of view of survival, this build is slightly inferior to the optimal, and the outgoing damage is not suffering too much.

  • Level 56: Blood
  • Level 57: quick decomposition
  • Level 58: Crypt
  • Level 60: Red Thirst
  • Level 75: Marsh Cursed
  • Level 90: wicked stronghold
  • Level 100: Purgatory

Specifications

Currently, the priority of secondary characteristics for the "Blood" specialization is:

  1. Speed
  2. Universality
  3. Artity
  4. Critical hit

Basic rotation

The basic rotation (both for one and for several purposes) for a knight of death with a specialization "Blood" is based on the following list of priorities:

  1. Use the crushing of the ridge if the action of the bone shield will end soon.
  2. Use blood boiling if there is no bloody plague from the nearest opponents.
  3. Use the impact of death if the health level has dropped to a critical mark or after a strong impact.
  4. Use death and decomposition when you are triggered.
  5. Use the death of death, trying not to accumulate the maximum of the power of the runes.
  6. Use the bloodstroke.
  7. Use the crushing of the ridge in the presence of 6 and less effects of the bone shield.
  8. Use death and decomposition in the presence of 3 or more runes.
  9. Use a blow to the heart in the presence of 3 or more runes or, if necessary, quickly accumulate power runes for death.
    • Always leave resources about the reserve to use the crushing of the ridge to maintain the bone shield (in the presence of a talent, a crypt number of shield effects should not be descended below 5).
  10. Use withering (artifact ability).
  11. Use blood boiling.

Spells for active absorption damage and protective cooldowns

The Knight of Death with a specialization "Blood" has 2 spells for active absorption of damage that help him survive in battle. Both are indicated in the above rotation.

3.2. Basic abilities

These abilities always remain unchanged, regardless of the choice of talents.

Crue light void

The crucible light is very simple. You can choose one of two ways to develop (light or darkness) and follow the talent on it, which is considered the best in terms of the development of the artifact.

All Talent 2 Tira in the crucible light of emptiness is very strong and even more valued than talents 3 types. From the point of view of protection, the best talent in relevant content is the master of shadows.

  • If you have a bonus from 2T21, use a dancing runic weapon in those moments when you are actively tanucing the boss, and it will help you smooth the incoming damage.
  • If you have a bonus from 3T21, efficiently spend the resources during the action of dancing rune weapons - avoid overflow of the reserve of runes and the power of the runes. During the actions of the Dancing Runic Weapon, do not be afraid to spend the runes to blow in the heart and Death Strike more active than usual.

9.3.3. Vampire Blood

Due to lack of effects that reduce incoming damage, death knights do not cope with enemy abilities that take into account the "clean" volume of the resulting damage (without self-healing and absorption). An example is the Wildlike Lan and its web pain. In this case, the inviolability of ice can noticeably simplify the life of the raid.

9.3.5. Talents 6 Tira

10. Priority Characteristics for DK Tank

The priority of the characteristics for a death knight with a specialization "Blood" depends on what it is interested in more - in survival or increasing the outgoing damage.

In general, the speed and versatility are the best features for the death knight with the specialization of "blood". With a very high level of speed, the value of this characteristic is reduced, and versatility, on the contrary, rises in price. Nevertheless, the limit values \u200b\u200bat which the speed becomes completely useless, are absent. Thus, you should not sacrifice the level of objects (and, as a result, endurance, force and armor) for the sake of speed. Any equipment, giving 10 or more. The level of objects will become a noticeable improvement. If you have options for optimization, follow the following priority lists:

Survival

  1. Speed
  2. Universality
  3. Artity
  4. Critical hit

Maximum damning

  1. Speed
  2. Critical hit
  3. Universality
  4. Artity
  1. Speed
  2. Universality
  3. Critical hit
  4. Artity

Force - This is the primary characteristic. By changing the items of equipment, pay attention primarily to the indicators of force. The force increases the efficiency of self-describing and the attack strength, on which the ability damage is based, and also increases the likelihood of shock evasion.

Artity Increases the strength of shields from art: blood shield. It reduces and smoothes the resulting damage.

Universality Increases damage and healing, and also reduces the incoming damage.

Speed Increases the speed of attack and replenishment of runes, i.e. Gives additional resources for more frequent use of abilities.

Most bosses have abilities from which it is impossible to evaporate or avoid damage to otherwise. In addition, you will need a certain amount of health so that Lekari have time to heal you before the boss takes the following (deadly) attack. Thus, there is a permissible minimum of stamina. This indicator is always present on the items of the equipment, so it should not use stones for endurance. (cheaper), but it is worth remembering that the stones restore more health.

In addition, you will have the ruins of strengthening, which work both in the raids and in the epochal dungeons. Determined enhancement manual - disposable (cheap) option. Runes of amplification of illicit - a reusable option cost 50,000 gold, extracting from the army of light is required.

14. Macros for the Death Knight "Blood"

14.1. General macros for death knights

14.1.1. Resurrection ally

  • #showTooltip Raise Ally
  • / Cast [@ MouseOver, Help] [@ target] Raise Ally

15.1.2. Addons for battles with devices Deadly Boss MODS or BigWigs

Warn about the abilities of bosses and give useful advice on mechanics. We strongly recommend downloading and put them. Remember that more popular than.

15.1.3. GTFO.

15.1.5. Weak Auras.

Weakauras is a very useful addon that allows you to visualize positive / negative effects and cooldowns. Addon has flexible settings and makes it possible to efficiently use the features of a particular class. You can also use it for other purposes. .

Introduction

This guide will guide you through everything you need to know to play for a death knight in PvP. Hyde will cover everything: selection of talents, artifacts, gameplay and rotation, as well as useful racial bonuses. This is most applicable to the contented of the arena, but talents and bonuses from races will work in battles and battles.

This guide is written Mysticall, the legendary player in PVP who took Arena Master and 2200 rating many times.

1. Overview Specification / Place in the current META:

Death Knights is the force with which you need to reckon in the arena. They have the ability to alone bending enemies and apply the strongest damage.

2. Level level:

As for the equipment, the biggest change in the Legion is that there is no longer PVP equipment. Your power in PVP will be determined based on the average level of your equipment (as shown on the character sheet). For example, the level of the base element at the level 110 is 800, so your statistics in PVP will be adjusted accordingly.

It is understood that it does not matter where your gear comes from, and everything that matters is the level of the item. Items from quests or PVE contents as well as well as the equipment that will be given to the cap in PVP or it will drop (which, in fact, it will be very similar to PVE-equipment, there is no longer PVP characteristics).

Almost you will simply look at the collection of equipment with the highest possible levels of items, and the distribution of statistics on equipment does not matter.

3. Artifact talents:

Below we will explain what is recommended for artifact if you want to maximize your PVP potential. It is possible that your path of the artifact (while reading this guide) differs from our offers. If so, do not worry and use the information below to help you understand your features and determine your future options.

If you suddenly decided what you want to go to PvP, the best thing you can do in your progression of artifact will continue to swing to the nearest gold feature, and then follow the recommendations below. Select the most useful abilities http://ru.wowhead.com/spell\u003d189180, and http://ru.wowhead.com/spell\u003d189154, http://ru.wowhead.com/spell\u003d189179) On the way - Excellent way to increase your potential.

3.1. The first golden feature in the artifact.

The first gold feature that this rage synodragose should be taken.

5.1.7. Level 7 (level 100) Talents

If you play against the team with two hand-to-hand fighters, we recommend http://ru.wowhead.com/spell\u003d195425. Both of these talent will improve the survivability, you just need to switch them on the basis of the team against which you play.

5.2.3. Level 3 talents

http://ru.wowhead.com/spell\u003d51052 - that's the best choice At this level. This is an additional protection from the range and even some of the melee classes.

5.2.4. Level 4 talents

http://ru.wowhead.com/spell\u003d199719 - the best choice in this tier. Since defensive cooldowns enemy team will have a longer recharge time, this talent allows you to play very offensively. However, if you play with a teammate that is mainly Magic Damage, Necrotic Aura Icon Necrotic Aura is the best choice at this level.

5.2.5. Level 5 Talents

http://ru.wowhead.com/spell\u003d204135 is the best choice in this class. It is an excellent talent to make it easier to hit the goals that will try to kiss your damage. It also facilitates the proliferation of pressure on the enemy team, if several enemies together.

5.2.6. Level 6 talents

http://ru.wowhead.com/spell\u003d204160 is the best choice at this level. This is a good damaging ability to use against the enemy team.

6. Racial bonuses:

Racial bonuses can provide interesting advantages of PVP. Here are the best races for each fraction.

Orc is the best race for the death knights, thanks to the passive skill, reduces all stunning, significantly improves the survivability.

Alternatively, the bloody elf is also a good race. Thanks to the extra fat.

6.2. Alliance

Human bonus (every person) is a great way to avoid stunning.

7. Game Style:

The death knight has one role, and in the arena causes an inexorable sustainable damage. Ice Death Knights do not have control and have a very small amount of utility for teammates. Players must focus on maximizing their stable damage, as far as possible. There are no mobility in the death knights, so when you get to the enemy, you should apply so much damage as you can. With relatively short CD, Frost Death Knights can use their rotation and activate the CD as soon as the ishen begins. They have a great steady damage and very short recharging time.

7.1.1. Opening the gate

Before opening the gate, you need to decide which you will attack, and immediately after the output to start doing it. The main goal of the DC is to force the enemies to use their trinkets.

If the enemy healer uses his trunk, it will have problems. Frost Death Knight should be focused on fighting the enemy and apply a big damage to the target.

Use http://www.wowhead.com/spell\u003d49143, when you have http://www.wowhead.com/spell\u003d138214 for him.
Use http://www.wowhead.com/spell\u003d107116/ if you have http://www.wowhead.com/spell\u003d59052/ or for re-use

Death Knight - First class, which we added to World of Warcraft after the game is released. Their characteristic features are inextricably linked with the plot of supplements Wrath of the Lich. King. Knights of the death of Akerus, whose clad remains were raised from the grave in the Anklava of the Scarlet Order, should have been the will of King Lich and the Supreme Lord Darion Mograin to cut all the inhabitants of Dari Tira, New Avalon and Tikhosymy and attack the challenge of the last hope, destroying as a scarlet order, So silver dawn.

Driven by their own ambitions, the Supreme Lord Mogrein betrayed the King Lich, freed the death knights from the slave service. Under the leadership of Mograin there was a new order. Knights of the Ebon Blade, as they called themselves, began to join the Horde and the Alliance with a view to storm Icecrown Citadel and for all put an end to the rule of Arthas. Even freed from the will of the Lich King, the once noble heroes are the Knights of Darkness, feeding on the life force of their opponents and armed carrying death and destruction rune swords.

The history of the formation of the death knights completely determines their style of play. Nevertheless, we want to improve some aspects - first of all it concerns their resource system. Runes - the resource is unique and unambiguously associated with death knights, but the principle of their use has always been too non-obvious. In addition, Legion manage the runes will be much easier, because their separation will disappear by type: the runes of blood, ice and wickedness will go into the past. Now the death knights will have six universal runes, three of which can be recovered at a time.

This change required a bit to change the action of the main abilities and the costs of resources on them to keep the familiar gameplay. We would not want to make the rotation of the "ice" knights with a change in the rune system, consisted of one of the "destruction". We also will reduce the number of abilities available regardless of specialization: now each specialization will have one illness with a unique effect, and talents will become more narrowly controlled.

Blood

Choosing the Death Knights of death are experiencing an in-violent craving for the blood of living. They cut the bodies of their victims, pull out their vital energy from them and use their confused remains for their own protection. Moral norms do not matter when you are in the forefront and need to stop the head of the enemy.

Moral norms do not matter when you are in the forefront and need to stop the head of the enemy.

Game process

We have retained the main abilities, but a little changed them so that they even better fit specializations. Each major ability now clearly fits into the image of the elephant of blood and bones, whose task is to survive in any circumstances. In particular, for the application of "impact of death" now requires the power of runes, a resource, much simpler in circulation than the runes. Now the player will not be deprived of the opportunity to go if accidentally uses the desired rune, and the accumulation of power of the rune will acquire more importance.

The main active ability to protect will now not "capture the runes", but the "bone shield", which is better fits into the image and in general is more interesting ability. "Crushing the ridge" is a new attack, with which the player can periodically update the "bone shield". For greater variability of the gameplay, after the elimination of different types of runes, the "Blood Strong" now allows you to accumulate an additional power of the runes (besides the one that accumulates when using the runes).

To give you an idea of \u200b\u200bhow Knights of death with a specialization "Blood" will act in battle, we bring a brief overview of their basic combat abilities.

  • Bloody blow
    • Instant blow, inflicting the opponent, the average physical damage and infecting victim "Bloody Chuma".
    • Death Knight additionally accumulates 10 units. Forces runes.
    • Bloody plague
      • The disease that makes a small damage from dark magic and the recovery knight of death 1% of its maximum health stock every 3 seconds. For 30 seconds.
  • Crushing the ridge
    • The Death Knight beats the goal, inflicting a large physical damage and accumulating 3 charges of the "bone shield".
    • Bone shield
      • Ringerging bones surround the knight of death, reducing the damage resulting by 25%. From each attack damage, one charge is consumed. The shield is valid 30 seconds. Or until all charges will be spent.
  • Hit death
    • Costs: 40 units. Run forces, distance: Middle battle, applied instantly.
    • Death Knight focuses on dark strength and makes a blow to a great physical damage and restoring health in the amount of 50% of the total damage obtained in the last 6 seconds. (Minimum 7% of the maximum health stock).
    • If at the time of use of this ability, the knight of death remains less than 35% of health, all the power of the rune is consumed, and the healing effect is enhanced.
  • Art: blood shield
    • When the death knight heals with the help of "death strike", a shield absorbing damage is imposed on it, which absorbs the damage in the amount of 40% of the basic amount of restored health (depends on the bonus to the art indicator from the equipment).
    • Also increases the strength of the attack of the Knight of death by 20% (depending on the bonus to the art indicator from the equipment).
  • Death and decay
    • The death knight desets the selected area by applying the middle damage in it in it for 10 seconds. "Blood strikes", applied by the Death Knight in this area, hide all nearby opponents.
  • Alay whip
    • Passive ability
    • Successful automatic attacks on targets infected with "bloody plane", with a probability of 25% reset the time for recovering the "death and decomposition" spell.
  • Storm Kostya
    • Costs: 15 units. RUN forces per second, applied instantly, recovery time: 1 min.
    • Wichrid bones and blood every 3 seconds. Inflicts a small damage from dark magic located nearby, each time restoring the Death Knight 1% of its maximum health stock.

Ice

Some knights of death are equally treated with the blade and are commanding supernatural cold, mating enemies and breaking them will to victory. Unlike the magicians studying the wisdom of the Ice Char, they themselves are born by these spells, and their decomposing hearts are covered with incomplete. In battle, these soldiers deprived of life fiercely fly to two blades and amazed with a dead cold of everyone who dares to challenge them.

These Knights are born with ice spells, and their decomposing hearts are covered with incomplete.

Game process

Mechanics specialization "ice" is good enough and does not need serious changes. All the basic abilities listed below will most likely be familiar to you. The only thing we would like to improve is the impact of the passive ability of the Murder Machine on the Basic Rotation. The guaranteed critical strikes given by this ability are a useful bonus, but players often ignored it to spend all the resources as possible, because the final damage falls, if you have to wait for the restoration of the rune necessary for the "destruction" or "ice strike". The ability of the "Murder" machine now affects only "destruction", and thoughtful use of its effect will become more justified.

Below is a brief overview of the main combat abilities of the "ice" specialization.

  • Walking wind
    • Costs: 1 Rune, range: 30 m, applied instantly.
    • The ice wind permeates the target and other opponents within a radius of 10 meters from it, causing a small damage from ice magic and infecting all the defeated goals "Ozchom".
    • Chills
      • The disease, which time in 3 seconds. For 30 seconds. Deals a small damage from ice magic and fills the Death Knight 5. Forces runes.
  • Destruction
    • Costs: 2 runes, range: Middle battle, applied instantly.
    • Cruel attack by both blades, appreciating a huge physical damage.
  • Ice kick
    • Costs: 20 units. Run forces, distance: Middle battle, applied instantly.
    • The Death Knight gives her weapon with the power of the cold, and then quickly attacks two blades, having applying a huge damage from ice magic.
  • Frost
    • Passive ability
    • After using the ability of "destruction" the next "rising wind" with a probability of 45% will not require the cost of runes and will cause 300% of the additional damage, but will not allow the power of the runes.
  • Murder machine
    • Passive ability
    • With some probability of "destruction", the following automatic attack, guaranteed to cause critical damage.
  • Meritality of winter
    • Costs: 1 Runa, applied instantly, recovery time: 30 sec.
    • The Death Knight exudes the supernatural cold, inflicting the average damage from ice magic to all opponents within a radius of 10 m for 10 seconds.
  • Art: Ice Heart
    • Increases the entire damage due to ice magic by 40% (depends on the bonus to the art of art from the equipment).
  • Ice Natisk
    • Costs: 1 rune, applied instantly, recovery time: 12 sec.
    • Ice spikes are broken from the ground, each of which causes the average damage from the magic of ice to opponents, located near the point of the appearance of the spike.

Unholy

Even if some death knights are free from the influence of the Lich King, they still carry the destructive plague of the scourge, which once almost absorbed all Azeroth. No matter what purpose they are pursued, these are the defaults of all living things, especially when you have to defend. In their arsenal - the most dangerous of the disease and the ability to lift from the dead submissive cereals. They fiercely fight in the near battle, having fallen on the opponents all the power of the undead and deadly mor.

They fiercely fight in the near battle, having fallen on the opponents all the power of the undead and deadly mor.

Game process

Specialization "Unholysiness" was recycled more than "ice" and "blood" so that the game mechanic is better fit its essence. We would like heroes with this specialization to still most actively used diseases. "Slow decomposition" has lost its importance over time, so we have developed a new mechanics, thanks to which this ability to remain an integral part of the rotation.

Below is a brief overview of the basic combat abilities of the "Unholysiness" specialization.

  • Flash disease
    • Costs: 1 Rune, range: 30 m, applied instantly, recovery time: 6 seconds.
    • Deals the target of a small damage from dark magic and surrounds its evaporations that for 6 seconds. Infect the goal and all those who are near the opponents "deadly plane".
    • Deathedral plague
      • A disease that causes the average damage from dark magic times at 3 seconds. For 21 sec. When the infected target dies, the plague is erupted, inflicting the middle damage from dark magic, divided between all opponents nearby.
      • With a probability of 30%, the "deadly plague" can spew each time it damage.
  • Blow decomposition
    • Costs: 2 runes, range: Middle battle, applied instantly.
    • Deals a huge physical damage and imposes on target from 1 to 3 effects "purulent ulcer".
    • Purulent ulcer
      • Pustular education, which can be opened with a "blow of the plenty". At the opening, the middle damage causes the dark magic and allows you to accumulate 3 units. Forces runes.
  • Blow
    • Costs: 1 Rune, range: Middle battle, applied instantly.
    • A wicked blow that inflicts a large physical damage and a big damage from dark magic. Opening 1 "purulent ulcer" if it is present on the target.
  • The face of death
    • Costs: 30 units. Run forces, range: 40 m, applied instantly.
    • The death knight strikes the target of the charge of the wicked energy that causes a large damage from dark magic and regenerating 10 units. Energy to your gourdalak.
  • Inexorable rock
    • Passive ability
    • With some probability of "death face", the following automatic attack, will not require the cost of the power of the rune.
  • Dark transformation
    • Applied instantly, recovery time: 1 min.
    • Vurdalak for 20 seconds. turns into terrifying monster-undead. The ability of a visor at the time of action effect is enhanced, its combat potential grows.
  • Death and decay
    • Costs: 1 Runa, range: 30 m, applied instantly, recovery time: 30 sec.
    • The Death Knight defiles the selected area for 10 seconds. Applying to all those who are in it opponents of the middle damage from dark magic. "Blood strikes", applied by the Death Knight in this area, hide all nearby opponents.
  • Art: horror blade
    • Increases the entire damage due to dark magic by 50% (depends on the bonus to the art of art from the equipment).
  • Universal ministry
    • Passive ability
    • Spell "Resurrection of the Dead" raises an additional skeleton servant and does not require time to restore.

We hope you will like the changes for the Knight of Death!

Specialization "Ice", which now implies wearing only one-handed weapons, allows its owner to apply an acceptable damage by one or more goals. Currently, the "Ice" specialization is not inferior to the specialization "Unholysiness". Distinctive features of Frost DC is a predictable style game style and simplified rotation.

Hyde on the Death Knight with the "Ice" specialization is relevant for World of Warcraft Legion 7.2. Below you learn everything you want to know for the effective passage of raids and dungeons in an extended epoch mode.

List of Hyde Changes (03/30/2017):

  • CHARGES, FOOD AND CONSUMATED Items: Added recommendation for the use of a feather.
  • Artifact: Added the path of development of artifact for patch 7.2.
  • Equipment: Updated ratings legendary items Taking into account changes in the patch 7.2.
  • Introduction: Added list of changes for patch 7.2.

Changes in patch 7.2

  • The talents of the artifact were recycled. Having invested in the development of 35 points, the player gets access to new talents (black blade resistance, Runic Frost, Runic Footage, Throng Cruelper and the Army's consistency of the Legion died). All old talents were added an additional (fourth) rank.
  • The resistance of the black martyr was weakened.

Changes in patch 7.1.5

  • Many talents (sindragosa respiration, rogging force, frosty haze, winter mountain) were reinforced. None of them were weakened.

Compared to Warlords of Draenor, the ice specialization has changed significantly. Despite some analogies in the style of the game, many key mechanics were recycled, in particular:

  • The rune system was significantly simplified (all runes now belong to one type, each of them recharges individually).
  • Frost DCs can only wear one-handed weapons.
  • The ability of the Runic amplification was passive and is now the only means of accelerating the regeneration process of the Rune.
  • The power of ice, the power of blood and the power of the wickedness was removed from the game.
  • The bloody plague also disappeared from the game, and the chills can now be imposed only with the help of the rising wind.
  • In addition, they disappeared from the game such spells as a reaper shower, ice touch, a blow of plague, boiling blood, death and decomposition and army of the dead.
  • Inimes now also increases damage from the furrow wind.
  • The murder machine can now work from a critical impact of the auto attack (earlier - from the usual autoatak).

2. Advantages and disadvantages

Benefits:

  • Good oo-dam
  • Strong peak oo-damage

Disadvantages:

  • Low mobility (one of the slowest specializations in the game)
  • Lack of unique bonuses for raid

3. Short guide

3.1. Basics

FDK is a melee fighters that use one-handed weapon and cause strong oo-damage. Their playful game is quite simple and is quite accessible to newbies.

The main goal is to generate as much strength of the runes and monitor the triggering of two important effects - the frost and the murder machine.

3.2. Choosing talents

Surragosa breathing

  • Level 56: Configuring Efficiency
  • Level 57: Winter Horn
  • Level 58: Hardening Runic Weapon
  • Level 60: Any
  • Level 75: Any
  • Level 90: Storms
  • Level 100: Sinbragosa Breath

If you plan to use the style of the game, also known as the "machine gun", distribute the talents as follows:

  • Level 56: Ice claws
  • Level 57: Waves of Cold
  • Level 58: Avalanche
  • Level 60: Any
  • Level 75: Any
  • Level 90: Runic attenuation (one or 2-3 targets) or ice spit (strong o'oo)
  • Level 100: Extermination (one or 2-3 goals) or Ice Outline (strong)

3.2.1. Surragosa breathing

If you chose Sindrajos breathing as a seventh talent, use the following build:

  • Level 56: Configuring Efficiency
  • Level 57: Winter Horn
  • Level 58: Hardening Runic Weapon
  • Level 60: blinding out
  • Level 75: Depends on the type of fight
  • Level 90: Storms
  • Level 100: Sinbragosa Breath

3.2. Specifications

If you chose the symboraragosium priority as the seventh darling talent, the characteristics priority for you looks like this:

  1. Critical strike (up to 25%)
  2. Speed \u200b\u200b(up to 20%)
  3. Critical hit
  4. Versatility \u003d speed \u003d art

If you prefer the style of the game "machine gun", the priority of characteristics looks like this:

  1. Speed \u200b\u200b(up to 20%)
  2. Critical strike (up to 25%)
  3. Universality
  4. Critical punch\u003e \u003d speed (up to 30% speed)
  5. Artity
  6. Speed

3.3. Basic rotation

Surragosa breathing

  1. Support for the purposes of chills with the rising wind.
  2. Use Ice Out.
  3. Use the mercy of winter ,.
  4. Use ice spit.
  5. Use ice blow Runic amplification.

3.4. Kuldauna

  • Ice pillar
  • Strengthening rune weapons
  • Sydradragosa rage

4. The abilities of Frost DC

This section is designed for those who just started to develop a specialization. In it, we will look at all the existing abilities and talk about how they interact with important kuldauns. If you have long been familiar with the specialization and comfortably feel in battle, you can go to reading other sections.

4.1. Basic resources

The main resources for the "Ice" specialization are runes and power of runes. During the battle, it is necessary to actively spend the runes, generating the power of the runes. Thanks to this you can apply the maximum damage.

4.2. Basic abilities

These abilities always remain unchanged, regardless of the choice of talents.

Talents 4 Tira (level 60)

  • The strength of the rogging allows you to stun the weak opponents (not bosses!) With the help of destruction. Stuning lasts 2 sec. If the goal is a player, it gets the effect of dizziness.
  • Blinding frost - active ability to kuldaun in 1 min. It is a frontal cone attack, which disorientates affected opponents for 4 seconds. If the goal gets damage, the effect may disappear.
  • Winter closely stunches the opponents affected by the 5 effects of winter merciless during the action of the ice pillars. Stunning time - 4 sec.

Talents of this tyra are intended exclusively for control and do not increase the damage applied, so you need to choose the one that best meets current circumstances.

Talents 6 Tira (level 90)

  • Ice Spit is an active ability that costs 1 rune and causes damage from ice magic to all opponents in front of the character. Ice braid gets a bonus from the murder machine in the same way as destruction. Critical impacts of ice spit are 4 times more damage.
  • Runic attenuation fills 1 unit. Rune forces for each perfect autoatak.
  • The foreigners of the storm increases damage for each Rune, spent during the mercy of winter mercy, by 15% and prolongs its action by 0.5 seconds.

If as talent 7 dira you use the breath of synadragos, the only possible option for you is the foresight of the storm. An exception is made for those who just started playing with this talent. It is recommended to use road attenuation. It simplifies a little, but gives a lower increase to the damage than the forever.

If you have chosen the style of the game "machine gun", use the rune attenuation in battles with one or 2-3 goals and ice spit in battles with a large number of goals.

Talents 7 Tira (level 100)

  • Extermination is an active ability to kuldaun in 1.5 minutes. For 8 seconds. Each ice blow, struck the target, causes a triggering machine for murders, and the destruction costs 1 municipal less.
  • Surragosum respiration is an active ability to kuldaun in 2 minutes. When maintaining the spell spends 15 units. Forces Runes in sec. It acts before the cancellation or until the power of the runes will end. Surragosa respiration causes damage from dark ice magic to all opponents in a cone before the caster.
  • Ice Outline - active ability with Kuldaun in 15 seconds. Calls on the sumps from under the ground that cause damage from ice magic to all opponents that fell into the defeat area.

This talent is naturally combined with sindragosyl breathing.

If you prefer the style of the "machine gun" game, choose between extermination (one or 2-3 goals) and ice-based on-site (many purposes).

6. Choosing talents and relics for artifact

The first stage of the development of the artifact for the death knight with the specialization of "ice" is quite simple.

After that, it is necessary to distribute the remaining points in the following order:

  1. Ice in the veins and frozen skin (in any order)

Choice of relics

When choosing a relic, always follow the subject level, regardless of the bonuses that it provides. Choosing between two relics of the same level, follow the list of priorities below:

If you prefer the style of the game "machine gun", the priority of talents looks like this:

7. Rotation for Frost DC in Legion

Rotation with breathing Sradragosa

This rotary suggests that as a talent of 7 dira you use the breath of synadragos in combination with killer efficiency, winter mountain, the accurate manual weapon and the foresight of the storm.

This rotation is a cycle that predicts the use of breathing synadragos, as well as the use of abilities during the action of this effect.

  1. Support for the purposes of chills with the hard wind but only if they live longer than 6 seconds.
  2. Use Ice Out.
  3. Use the mercy of winter, if goals will live longer than 6 seconds.
  4. Use ice spit.
  5. Use an ice blow to launch the Runic Breath effect with some probability.

8. The use of Kuldaunov

The Knight of Death with the Specialization "Ice" has 2 major cooldowns for damage. In addition, he has the active ability of the artifact. Below we will explain how to use them with maximum efficiency.

  • Ice pillar is used by Kuldun, in combination with the potions and effects of accessories. Helps to bring elevated damage at the right moments.
  • The strengthening of the runic weapons must be used as often as possible by trying to avoid loss of resources.
  • Snadragos rage also need to use as often as possible. Ideally, the rage should be directed against several purposes, but it is quite acceptable to beat it and one goal.

Details about these kuldauns and kouldows obtained by talents can be read in the relevant section.

9. How to play a death knight with a "ice" specialization

The information set out in the previous sections will allow you to play in the "ice" specialization at a fairly high level. Nevertheless, there are some subtleties of mechanics that we have not mentioned.

9.1. Runes and power of runes

Death Knights use two resources - runes and power of runes. Their mechanics are pretty simple, but we still dwell on it for the completeness of Guide.

9.1.1. Runes

The knight of death has 6 runes, all of them are available by default. Some abilities spend the runes, after using such abilities, the runes instantly begin to recharge. Recharge rate Rune depends on the speed rating of the character itself.

For each absorbed rune, the death knight receives 10 units. Rune forces (see the next section).

At a separate point of time, you can recharge up to three runes. Thus, for the most quick recharge, you should always spend at least three runes.

9.1.2. Power of rune

The power of the rune is largely reminiscent of rage. She fades out of battle, but does not fade in battle. As mentioned above, when the runes are absorbed, the Death Knight receives 10 units. Forces runes. In addition, there are abilities that allow the power of the runes. Maximum power supply RUN is 100 units.

9.2. Two-minute two-lines?

Despite the fact that initially the Knights of death with the "Ice" specialization could wear both one-handed and two-handed weapons, now most of their abilities are active only when the character holds two one-arms in his hands. Thus, the style of the game with two-handed weapons can with confidence to recognize obsolete.

9.3. Art: Ice Heart

9.6.2. Strengthening rune weapons

Surragosa breathing

  1. Force
  2. Critical blow (up to 25%)
  3. Speed \u200b\u200b(up to 20%)
  4. Critical hit
  5. Versatility \u003d speed \u003d art

"Machine gun"

  1. Force
  2. Speed \u200b\u200b(up to 20%)
  3. Critical blow (up to 25%)
  4. Universality
  5. Critical punch\u003e \u003d speed (up to 30% speed)
  6. Artity
  7. Speed

The limit values \u200b\u200bare not too accurate, so we recommend that you have a simulation for your character.

The priority was built with consideration of common sense, in-game tests and calculations made using Simulation Craft.

Force - This is the primary characteristic. By changing the items of equipment, pay attention primarily to the indicators of force. The force gives the force of attack, which determines the volume of damage caused by the abilities.

Speed Increases the amount of triggering machine for murder and the speed of replenishing the runes.

It must be remembered that the critical strikes applied under the action of the murder machine depreciate the rating of a critical strike.

In addition, you can use the rune of the Legion: a desecrated Rune of amplification. It should be noted that now this rune works in the dungeons of an expanded epochal mode.

14. Macros

14.1. General macros for death knights

14.1.1. Resurrection ally

  • #showTooltip Raise Ally
  • / Cast [@ MouseOver, Help] [@ target] Raise Ally

The flow of Aggramar cannot compete with all the above objects.

The icy heart of the spouse is currently non-competitive.

18. Competitors in the production section

In addition to other death knights with the "Ice" specialization, you will have to compete with representatives of the following classes in the fight for prey.