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 New Class: Death Knight

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Badlad



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Registration date: 2008-07-31

PostSubject: New Class: Death Knight   Thu Nov 13, 2008 11:55 pm

A. This is a Hero Class, the first of more to come (though, not necessarily in this expansion - the plan, for now, is for a new hero class each expansion)

* In order to unlock this class, a character much reach somewhere between levels 55 - 70. The Death Knights (as of now) will be completing specific quests tailored for them when they first start out that will explain the character's defection, etc.

* Upon obtaining the Death Knight, it will not take the place of an existing character - it will be a new
character (so, no, my hunter will not be a Death Knight)

* Death Knights will start at a higher level than normal - somewhere between 55 and 70.

* They have said that there will be no new character slots added at this point. So, if your realm is full to the brim of alts, you have to delete one of them in order to create the Death Knight.

* The Lich King will guide you to become a Death Knight.

* Current plans are that once you unlock your Death Knight you can create as many as you can (until the realm-slots are full) and will be unlocked for every realm.

B. Death Knights will be a plate wearing tank/dps hybrid, able to use caster and melee abilities

* They can use 2h swords or dual wield - no shields

* The intent is to have the class available for both factions (race determination has not been finalized)

* They will have their own mount

* They will have their own talent trees, and will be able to have some sort of summoning abilities (undead)

* The Death Knight will have its own itemization as well as share the appropriate items.

* They have their own, unique energy system.

C. The new energy system for Death Knights is focused around the use of runes, rather than mana, rage or energy. The runes fall into three categories - blood (damage-oriented), frost (control-oriented), and unholy (utility and DOT mechanics). Picture of a Death Knight avatar http://www.wowwiki.com/images/d/de/Runes1.jpg

* The runes can be combined in different ways, then etched onto the Death Knight's weapon. The energy of the runes is depleted when an ability is used, and not available until the cool down has expired.

* Possible new spells include:
- Army of the Dead (summons minions)

- Unholy Embrace: Instant Cast. 5 min cooldown.
Target is embraced by a silhouette of darkness for 6 seconds, corrupting any healing spells and effects cast upon or currently affecting the target to cause damage for 50% of their healing potential instead of restoring health. Any damage shields cast upon or currently affecting the target will also be instantly consumed, dealing 50% of their absorption potential in damage. Once afflicted with Unholy Embrace, the target cannot be afflicted with Unholy Embrace again for 1 minute.

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