Deathknight Pvp Secrets Of Harcore Gamers
Knowing your moves is the foundation of good Deathknight PvP. Some of your most important moves are your spell interrupts. The basic spell interrupt is Mind Freeze. Most talent lines reduce the cost of this spell, making it a fairly low cost option, particularly when compared to the interrupts of other melee classes. Another option is Strangulate, which has great range but a long cool-down of two minutes. Save at least one of your interrupts for a coordinated healer lockout in group PvP. When using Mind Freeze, it’s important to make sure you lock out the spell school you intend to: for healers it’s always holy or the nature line of spells that are for healing. When it comes to damage dealing spell casters, try to lock out their favorite line.
Deathknight are masters of controlling and restricting enemy movements. Chains of Ice is a powerful slowing spell, and classified as such for the purposes of other classes’ snare resisting talents – for example, Chains of Ice doesn’t activate the Arms Warriors’ second wind talent. The spell can be used effectively in combination with Deathgrip to keep an enemy away from your healer almost indefinitely. Watch out for Gnomes though, who can break free of Chains of Ice with greater ease than other races. Deathgrip can also be used to position enemies in front of a stationary hidden ally to execute stealth combination attacks. Another viable tactic is to use Chains of Ice in combination with Deathgrip to keep ranged enemies within melee range, where you can overwhelm them with strike attacks.
The next group of skills to master are your survival abilities, the moves that will keep you standing when your healer is dead or bogged down. There are a number of talent line specific survival moves, but the universal saving move is probably Death Pact, which sacrifices your minion ghoul, army of undead ghoul or gargoyle for 40% of your max health, which can really turn the tide of battle; think of it as a Deathknight’s version of Lay on Hands. Another baseline defensive move is Anti-Magic Shell, which before talents reduces incoming spell damage by 75% for its five second duration – the shell also charges up the Deathknight’s Runic Power whenever spell damage is absorbed. As an unholy talented character you can further enhance this move, granting full immunity to magic, and unlock the potent Anti-Magic zone spell. Icebound Fortitude, with its 40% damage reduction, is also still very helpful at baseline.
In addition to baseline defensive spells, which are all improved by their respective talent lines, are talent unique spells. The most potent of those spells is arguably Rune Tap from the Blood talent tree. Rune Tap, with full talent support and its related glyph, becomes a potent 30% self heal, as well as a 10% group heal on a very quick 30 second cool-down. In Frost we find Unbreakable Armor, a spell that boosts your armor by 25% and your strength as well – it does give a noticeable edge in melee versus melee combat situations. Last but not least, we have the most popular talent line, Unholy, with its two unique defensive spells, Anti-Magic Zone, which absorbs roughly 20,000 damage from spells with a bubble shaped dome that you can hide group members under, and Bone Shield. Bone Shield offers a slight damage increase and a 20% damage reduction on a one minute cool-down.
On the topic of gearing for Deathknight PvP, you’ll of course want to stack stamina, strength and crit rating; but your first priority is reaching the 5% basic hit cap, which will move failed special moves off the table. Another tip for stats is to put Spell Penetration on your cloak. Nothing is quite as frustrating as a fully resisted attack spell, which will happen from time to time, particularly when facing alchemists in battle grounds. According to Arena Junkies, the general stat priority for Deathknight is “Hit capping, spell penetration capping (approximately 135 rating), strength, crit, agility/haste”. In terms of professions, engineering, with its various gadgets like the parachute, rocket boots/gloves and mind controlling helmet add on is a solid choice. Jewelcrafting and blacksmithing are also good choices for getting better gems and free sockets. Enchanting gives ring enchantments for a mixed bag of stats. Now that gathering professions offer bonuses as well, you can basically pick whatever you enjoy.
In terms of popularity for PvP, Unholy is the current top dog. The talent line can be vastly improved by dipping slightly into Blood for improved Rune Tap, not only giving you more use for Blood runes but giving you fantastic healing potential. However, it’s a definite trade off, as you’ll have to sacrifice your improved powers over ghouls in order to make this variant viable. Unfortunately in PvP, due to the frantic nature of battle, you won’t really have much of a rotation, so instead focus on key-binding the attacks that have been most enhanced by your chosen talent line. Any talent tree can be somewhat viable for PvP, but Unholy is generally considered to best play to the strengths of the Deathknight class.
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May 31, 2010 | Posted by Jane Smith
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