WOW Death Knight Abilities

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Death Knight Abilities:

  • Presences: Much like Paladin Auras or Warrior stances, Presences will be powerful one-at-a-time self-buffs that will probably determine whether the Death Knight is taking on a Tank or DPS role in the group. Worldofwar.net reported on 3 presences, as follows:
  • Blood Presence will increase the Death Knight's DPS and provide a small healing effect when the Death Knight is hit.
  • Frost Presence will increase the Armor and Threat of the Death Knight.
  • Unholy Presence will provide increased attack speed and decreased global cooldown, and is being billed as the PvP presence.
  • Death Coil: It will not fear like the Warlock version, but will act like the WC3 version also used by Death Knights in that game, damaging enemies or healing friendly undead targets.
  • Army of the Dead: This ability will temporarily summon a small army of Undead that will fight for you. It will apparently be channeled, which makes me think it will be closer to an AE attack like a Druid's Hurricane than an actual pet ability.
  • Raise Dead: This will raise an actual nearby corpse, including one of a fallen ally (even in Arenas) to fight for you as a Ghoul. An ally so resurrected will have the option to control their character as a Ghoul. Ghouls will get abilities to cause diseases, stun, and fear among other things, but it seems like they will be temporary pets all the same - at least, I assume PCs will eventually be allowed to resurrect rather than stay slaves of the Death Knight.
  • Grip of Death: Pulls the enemy toward you and forces it to attack you (Probably a taunt effect, though It'd be great if the pulling effect works in PvP).
  • Blade Strike: Attacks the target and applies a disease.
  • Blood Strike: Deals Damage based on how many diseases are on the target.
  • Chains of Ice: Roots a target, then applies a snare that lifts gradually until the target regains full mobility

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