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BlizzCon 2007: DeathKnight Fact Sheet

2nd Aug 2007 10:00 AM GMT | Rushster | 0 comments

Although the expansion adds a number of new elements to the game, we found the addition of WoW's first hero class, the Death Knight, to be the single most fascinating thing at BlizzCon so far. As this information is very raw and fresh, we've included every detail the moment we learn it. Portions I've pirated from my other articles at WorldofWar.Net. Other information is completely new. Thus the information listed below may not be the most lovingly worded nor the most colorful prose you've ever read, it's certain to contain information found nowhere else. So without further ado, here goes:


All races can become DKs.
Even though it's a tanking class, the new DK won't be “better” than other tanking classes. It'll be a slightly differently flavored tanking, just like the other tanks.
The Death Knight can, in fact, summon undead minions to fight for him/her. This is the “Army of the Dead” ability. The summoned creatures “run around and attack things at random”, according to Tom Chilton.
The new profession, Inscription, is related to the Death Knight's ability to inscribe runes to his weapons. Though related to this specific class, the profession is open to everyone on any class.
Inscription adds unusual features to a class's abilities and spells. Fireball, for example, can be inscribed to add knockback, more direct damage, or other somewhat unusual, nuanced abilities.
Arthas appears to be the archetype upon which the Death Knight class is based.
As they mimic Arthas in skills/abilities, a shield isn't necessary. DKs don't use them.

DKs use 2h weapons or they dual wield.

They use “runed weapons”. They have a “relationship” with their weapon (though we weren't sure, exactly, if this was simply a turn of phrase or a description of one of the nuances of the class). At this state in development, bladed weapons are emphasized. It doesn't appear that blunt weapons are used. Axes and swords were specifically mentioned and DK art was shown with DKs using those.

Plate armor is used by DKs.

The DKs can tank without a shield.

They are a hybrid: A combo of a tanking and a DPS class.

A mix of spells and abilities are used regularly by the DK.

The DK is not a warrior with some spells; it's more caster oriented (in a sense), and has a different feel.

“Army of the Dead” was the only DK spell Tom mentioned.

It's a “hero class”. This means that you can't be level 1 death knight. You have to unlock it. This isn't done by raiding (people seemed pleased with this statement). It's done by a quest chain; you complete it in a manner like the warlock's mount quest. It's got some story elements to it, and the story has to do with Arthas.

You'll start off as a high-level character: 55, 60, or 70 (it's undecided at this point) on the day you unlock the Death Knight.

This same mechanic used on the DK (completing a high level quest chain to unlock the new class) is planned to be used when introducing other hero classes. Tom stated that eventually, this means that your favorite WCIII hero characters will be playable as hero classes.

Death Knights use a Rune Resource System instead of mana or rage. The runes are Unholy, Frost, or Blood.

As a DK, you carve runes into your weapon; this acts as your mana. The mana bar on the DK IS actually your weapon blade, with the runes you've carved onto it. Your spells “consume” the runes you've carved into your blade. These runes recharge over time, like mana. Any combination of Unholy, Frost, or Blood runes can be on your blade. If you have a lot of Unholy runes, you can cast a lot of Unholy abilities, but few Frost or Blood abilities. You spec out your blade according to what abilities you want to use.

Rune cooldown is modified by talents and attributes.

Certain spells will have the ability to “activate” (possibly recharge?) runes.

Spells can consume more than one rune at a time, depending on their strength.
Your old character isn't destroyed by becoming a death knight. A new character is unlocked, and made available to you.

Both Horde and Alliance can play DKs. They may have factions immediately opposing them due to their evil alignment.




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