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Den store Death Knight tråden.


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Ettersom tiden går og mange av oss venter på WOTLK så tenkte jeg kunne åpne en tråd om Death Knights, jeg har i alle fall tenkt å rolle DK når den tid kommer. Farmer penger til det nå atm.

 

Om det er noe inside-stoff / fakta om classen gjerne post og diskuter her.

Er veldig lite fakta ute atm, men regner med det kommer mere.

 

 

 

Alpha gameplay!

 

http://www.wowwiki.com/Death_Knight_(hero_class)

http://www.worldofwarcraft.com/wrath/featu...t/interview.xml

 

*edit* legger opp linker til diverse sider ettersom mere dukker opp.

*edit* lagt til ny spoiler updated facts 10.05.08

*edit* alpha testing på g

*edit* Litt DK info fra Alpha.

 

 

 

The fearsome death knight, World of Warcraft’s first Hero class, is not your average adventurer seeking to prove his or her worth on Azeroth’s fields of battle. No longer servants of the Lich King, they begin their new calling as experienced, formidable adversaries, heavily armed and armored and possessing an arsenal of deadly and forbidden magic learned in the Lich King’s thrall. Here is an introduction, subject to change, of some of the death knight’s core gameplay mechanics and abilities:

 

Unlocking and Creating the Death Knight

Simply have a character of at least level 55 on the World of Warcraft account you play, and you will be able to create a new level-55 death knight of any race (if on a PvP realm, the death knight must be the same faction as your existing character). Upon entering the world, your neophyte death knight will undertake a series of quests designed to teach you your new abilities. You will be able to create one death knight per realm, per account.

 

Class Roles

 

* Tank: The plate-wearing death knight is a capable tank for small groups as well as raids. His or her damage output while tanking will be respectable.

* DPS: The death knight can also spec and gear for a melee DPS role, which will draw upon many debilitating disease effects as well as direct damage and instant attacks.

 

Talent Trees

Death knight talent trees are complemented by Presences -- self-only auras that benefit the death knight. Selecting the matching Presence for each tree augments the class abilities for that school of magic.

 

* Blood: Talents in this tree focus on damage-dealing abilities. Blood Presence increases damage output by a percentage.

* Frost: Talents in this tree focus on tanking abilities. Frost Presence increases threat and lowers damage taken by a percentage.

* Unholy: Talents in this tree have a variety of functions including summons, diseases, and PvP-focused abilities. Unholy Presence increases attack speed and reduces the global cooldown on death knight abilities.

 

The Rune System

The resource mechanics for death knights are runes and runic power. A skilled death knight makes efficient, timely use of runes and runic power to maximize his or her damage-dealing or tanking abilities.

 

* Runes: Every death knight ability requires runes, which come in three varieties: blood, frost, and unholy. Depending on the ability, it may require runes of a single type or a combination of types. When a rune is used, it has a cooldown period before it can be used again. Death knights can customize which array of six runes to have available at a given time, which can aid their ability to perform certain roles. For example, a tanking death knight may wish to load his or her rune array with more Frost runes.

* Runic Power: As rune abilities are used, the death knight also generates another resource called runic power. The death knight will have certain abilities that consume all available runic power, with varying levels of effectiveness based on total runic power spent. Similar to a warrior’s rage, runic power decays over time if not spent.

 

Summoned Creatures

Creating minions from the ranks of the unliving is a core ability of the death knight.

 

* Raise Dead: The death knight can raise a ghoul companion from the corpses of fallen creatures, as well as those of both friendly and enemy players. If cast on a friendly player, that player will have the opportunity to actually play as the ghoul, controlling its movements and actions.

* Army of the Dead: This channeled spell raises a group of undead followers who will attack the death knight’s enemies but only exist very briefly before disintegrating.

* Summon Deathcharger: Every death knight can summon the level-40 version of a deathcharger land mount. At higher levels, they can complete a quest to learn the epic version.

 

 

 

 

 

-----------------------------------------------------------------------

- World of Warcraft: Wrath of the Lich King: Friends and Family Alpha

-----------------------------------------------------------------------

 

Welcome to the World of Warcraft: Wrath of the Lich King Friends and Family Alpha. The list below contains information on the current available content available for testing and general information. This information is subject to change.

 

General

- The continent of Northrend is now available! To travel there, visit one of four transportation masters in either Orgrimmar, Undercity, Theramore,or Menethil Harbor.

- Transportation between Howling Fjord and Borean Tundra can be found at the Tuskarr villages in those zones.

- NPC Transportation Locations

Horde:

Undercity to Vengeance Landing (Howling Fjord)

Orgrimmar to Warsong Hold (Borean Tundra)

Alliance:

Menethil Harbor to Valgarde (Holwing Fjord)

Theramore Valiance Keep (Borean Tundra)

 

World Environment Zones

- The following zones are available for testing: Howling Fjord, Borean Tundra, Dragonblight, and Grizzly Hills

 

Dungeons

- The following dungeons are available for testing:

Howling Fjord: Utgarde Keep (70-72)

Howling Fjord: Utgarde Pinnacle (80)

Borean Tundra: The Nexus (70-72)

Grizzly Hills: Drak’Tharon Keep (74-76)

 

Classes

- All Classes are available for play. Spells and talents will be available for testing past 70 for the following classes: Druid, Mage, Priest, Shaman, Warlock, Warrior

- The Death Knight Hero class is now available for play.

Creating a new Death Knight will start you at level 55 in Eastern Plaguelands.

No starting quests are implemented though Death Knight abilities will be available for testing.

Several Death Knight talents, although they will appear on the talent pane, are not yet implemented.

 

Professions

- The following tradeskills are available to train up to 450: First Aid, Herbalism, Mining, and Skinning.

 

 

 

 

 

 

Death Knights

 

* All players with a level 55 character will be able to create one Death Knight per realm, per account. (Gamespy.com)

* Blizzard's designers decided to start the class with a full complement of abilities right off the bat, figuring that any player that has advanced a character to level 55 would be able to learn to handle the new class with minimal difficulty. (Gamespy.com)

* Death Knights will have a summonable Skeletal Deatcharger Mount. (Gamespy.com)

* Death Knights aren't using Mana or Energy, the runes are their primary source of power and are slotted into their "blade," which lies underneath their health bar as a visual indicator of what resources are available to the player at any given moment. (Gamespy.com)

* Spent runes automatically refresh after a set period of time, much like a Rogue's energy bar. (Gamespy.com)

* There are six slots in the blade, and the player is free to fill those slots with any given number of Blood, Unholy or Frost runes. (Gamespy.com)

* Death Knights also have a secondary resource called Runic Power generated by using your rune abilities. It will use the same mechanics as rage and increase when you deal damage, or slowly decrease if you're not using it. (Gamespy.com)

* Death Knights will have a lot of abilities that cost all available Runic Power with varying levels of effectiveness based on total Runic Power spent. (Same mechanics as Execute for warriors, or finishing moves for Rogues) (Gamespy.com)

* Death Knights will have spells equivalent to auras called "Presence", providing them with powerful self-buffs depending on their role in the group. (One for tanking, one for damage dealing, etc ...) (Gamespy.com)

* An instant lifedrain spell (described as death coil without the fear component) will be available. (Gamespy.com)

* Death Knights will be the first class to use diseases as a source of damage, with abilities that become strong depending on how many diseases are already applied to the target. (Gamespy.com)

* "Army of the Dead" will spawn numerous undead minions to attack nearby hostiles targets. (Gamespy.com)

* Death Knights will also revive an enemy (or ally) as a ghoul to use it as a pet with its own special abilities like a disease-inflicting strike and a stun. (Gamespy.com)

* When an ally is risen as a ghoul, a pop-up will appear and this ally will have the choice to control the ghoul if he wants to. (Gamespy.com)

* The Death Knight's particular niche will be in tanking magic-damage-dealing bosses. They will have an ability much like a banshee's anti-magic shell, greatly diminishing the amount of incoming magic damage they'll receive in combat (Gamespy.com)

 

Death Knight Skills

 

* Death Coil -- Depletes all Runic Power, dealing 600 damage to a non-Undead target, or healing 900 damage on a friendly target. (Curse.com)

* Death Grip -- This is the Death Knight's "taunt" ability. It also pulls the target to the Death Knight, forcing them to attack the Death Knight for a short amount of time. Yes, I said pulls the target; Blizzard is going to allow players to move mobs in the expansion both with Death Grip, and other knockback/pull abilities. This works on players too, so PvP balance ahoy! (Curse.com)

* Chains of Ice -- Roots the target in place. When the spell fades, it places a snare on the target that reduces in potency as the duration runs out. (Curse.com)

* Death Pact -- Sacrifices the raised ghouls to heal the Death Knight. (Curse.com)

* Death and Decay -- Targeted, AoE Damage-over-time which pulses similar to the Paladin spell Consecration. Anyone affected by Death and Decay has a chance to be feared. (Curse.com)

* Frost Presence -- Increases Armor by 45% and allows the Death Knight to generate 25% more threat. Only one presence can be active at any time. (Curse.com)

* Unholy Presence -- Increases Attack Speed and Movement speed by 15%. Only one presence can be active at any time. This was described by Tom Chilton as the "PvP" presence. (Curse.com)

* Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power. (Curse.com)

* Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds. (Curse.com)

* Summon Deathcharger -- Allows the Death Knight to summon a Deathcharger mount. This mount is acquired through quests, similar to the Paladin and Warlock land mounts. (Curse.com)

* Raise Dead -- Raises a nearby corpse to fight for the Death Knight for 2 minutes. If used on a player corpse, the player has the option to play as the ghoul for the duration -- gaining access to the ghoul's abilities. (Curse.com)

The ghoul has the ability to do the following:

Leap to the target

Rend for decent damage-over-time

Stun target, and of course more

 

 

Masse snask!!

 

 

 

 

 

The design balance we’re aiming for is one where all the tank classes are equally good at tanking in general so that you can use whatever tank you happen to have for five-player content, but at the same time we want tanks to be clearly distinct so they excel in different ways in various raid encounters. So our goal is to make the death knight a viable, fun tank that coexists with the current tanking classes without replacing them. It’s also important to keep in mind that even though the death knight is a hero class, that doesn’t mean it is more powerful than the other classes, just that it will offer a very different playing experience.

 

Vaneras 29/08;

This post is a summary of recently given information about the Death Knight:

 

 

There are a lot of things still being worked out with the Death Knight class such as specific spell abilities. Unlike a traditional caster type however, a Death Knight's spell power comes from runes that are etched into their blade. Think Warcraft III when you think about the possibilities of abilities for the Death Knight. I say possibilities because things are still in process for the development of the class and there will be (of course) a lot of testing for balance done. Given that this is our first Hero class we're unveiling, you can be sure we're going for the coolest of the cool for this class.

 

Runes and Mana pool

 

Q u o t e:

Is the Death Knight going to have a mana pool? The pictures from BlizzCon show spells using mana.

 

 

The runes they inscribe on their weapons are their mana pool (of a sort). As they use their abilities, the runes will be exhausted. After a period of time the runes will refresh. So, they don't have a traditional type of mana pool. You'll most likely see some screenshots of it, but the Death Knight (at current) has three different types of runes that they can inscribe on their weapon: Blood, Frost, and Unholy. Runes can only be inscribed out of combat ( all of this is subject to change as development continues.)

 

The rune types don't dictate a new damage type, they're simply a resource that spells and abilities will use when you activate them. The spells and abilities won't necessarily be "blood, unholy, or frost" damage.

 

Imagine it being three different energy pools which you can change the size of before you get into combat.

 

About weapons

There's no final decision or announcement on how multiple weapons would be etched, or how weapon switching may affect the etched runes. What has been discussed to some degree is that the main-hand weapon would be etched and that's it, but it's too early to say what would be allowed in the final game.

 

Which level?

Also, we haven't decided on what level you will start as your Death Knight, current thinking is that once your character reaches level 55-70 you will be able to create a Death Knight character that will start at a similar level. With this character you will complete a quest line before being able to continue to level 80.

 

How many?

We are not planning to limit players only to one Death Knight per realm. You are only limited by the amount of character slots you have (left).

 

Which race?

It's true that the current plan has been heavily discussed to go ahead with all races, but no final decision has been made. After talking to Chris he wasn't totally sold on the idea. Both are technically correct in that the current plan of some of the developers is to go ahead with all races, there's been no final decision made and no real work has progressed to force a decision just yet. The FAQ is more accurate at this time, in my opinion.

 

Lore-wise there's really no reason why a specific race couldn't become a Death Knight.

 

All races can be challenged mentally and physically, their will dulled, and be cast down into madness ... and darkness. Their souls drawn into the runeblade they wield.

 

Which classes?

You will not be transforming or converting one class into a Death Knight, you will instead be able to unlock the class for play. The current thinking behind this design decision is that it is important for players to feel like that they don't have to give up a long term character for the chance to play the new heroic class.

 

Many people had the perception that what you would be doing was to choose a class to specialize into the hero class that would then be an extension of your current class, but that's not how we're doing it. We felt that if we did that for all of the classes, we would be adding too many classes into the game at once and as a result making continuing efforts toward class balance very difficult.

 

Compared to other classes

They are not planned to be more powerful, them being a hero class simply means they're introduced at a higher level, and in general will reference the more powerful hero types of Warcraft history.

 

It's our intention to integrate them into the current classes, balance them appropriately, and have them provide an additional - but equal - role in groups and raids as compared to other classes.

 

Will there be other hero classes?

Yeah, well that kind figures in to the new definition of what a hero class is. It allows us to add new classes that start at higher levels, keeping players relatively kept up as we continue to release expansions and raise the level cap, and ultimately it really fits to use the heroes from past Warcraft games as inspiration. Some other hero classes could definitely be things like Demon Hunter, Blademaster, etc.

http://forums.wow-europe.com/thread.html?t...69665&sid=1

 

 

Endret av Ole J
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Håper det ikke er flying mount i northrend, flyingmount ødla world pvp :(

 

Er allerede bekreftet at flying mounts ikke vil kunne bli brukt i Northrend fra 70-79, men på 80 er det fritt fram.. Dette siden man ikke skal kunne fly over alt content og se på det uten å levle gjennom det.

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  • 1 måned senere...

Har skummet gjennom noe av infoen som er posted i foerste post. Fikk med meg at DK vil starte i samme level som din karakter, mellom 55-70.

De fleste har jo flere karakterer paa 70 og sikkert flere mellom 70 og 55. Vil man da kunne velge hvilken karakter men vil "spawne" DK ut ifra?

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