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The death knight talents were originally split into three trees: Blood, Frost, and Unholy. With Mists of Pandaria, the talents are no longer tied to a specialization.


Mists of Pandaria Edit

Mists-Logo-Small This section concerns content exclusive to Mists of Pandaria.
Level Icon Ability
56 (Choose one) Ability deathknight roilingblood [Roiling Blood]
Ability creature disease 02 [Plague Leech]
Spell shadow contagion [Unholy Blight]
57 (Choose one) Spell shadow raisedead [Lichborne]
Spell deathknight antimagiczone [Anti-Magic Zone]
Inv misc shadowegg [Purgatory]
58 (Choose one) Spell shadow demonicempathy [Death's Advance]
Spell frost wisp [Chilblains]
Ability deathknight asphixiate [Asphyxiate]
Level Icon Ability
60 (Choose one) Spell shadow deathpact [Death Pact]
Ability deathknight deathsiphon [Death Siphon]
Ability deathknight deathsiphon2 [Conversion]
75 (Choose one) Spell deathknight bloodtap [Blood Tap]
Inv misc rune 10 [Runic Empowerment]
Spell shadow rune [Runic Corruption]
90 (Choose one) Ability deathknight aoedeathgrip [Gorefiend's Grasp]
Ability deathknight remorselesswinters2 [Remorseless Winter]
Ability deathknight desecratedground [Desecrated Ground]

Pre-Mists of Pandaria Edit

With Cataclysm, changes were made to the DK trees. Blood became the defined tanking tree, making it easier to decide between specs, and enabling the Mastery system to work on the DK abilities. Frost and Unholy are the remaining DPS trees, similar to Warriors and their two DPS specs.

Spell deathknight bloodpresence Talents in this tree focus on physical damage and self-healing. Blood specs should always use a two-handed weapon.

Talent Points Requirements Description
Heart Strike None Blood None Instantly strike the target and up to two additional nearby enemies, causing 175% weapon damage plus X on the primary target, with each additional enemy struck taking 25% less damage than the previous target. Damage dealt to each target is increased by an additional 15% for each of your diseases present.
Veteran of the Third War None Blood None Increases your total Stamina by 9% and your expertise by 6.
Blood Rites None Blood None Whenever you hit with Death Strike or Obliterate, the Frost and Unholy Runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.
Vengeance None Blood None Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.
Butchery 2 Blood None Whenever you kill an enemy that grants experience or honor, you generate up to X runic power. In addition you generate X runic power per 5 sec while in combat.
Blade Barrier 3 Blood None Whenever your Blood Runes are on cooldown, you gain the Blade Barrier effect, which decreases damage taken by X% for the next 10 sec.
Bladed Armor 3 Blood None You gain X attack power for every 180 points of your armor value.
Improved Blood Tap 2 Blood 5 Reduces the cooldown of your Blood Tap ability by X sec.
Scent of Blood 3 Blood 5 You have a 15% chance after dodging, parrying or taking direct damage to gain the Scent of Blood effect, causing your next X Melee hit(s) to generate 10 runic power.
Scarlet Fever 2 Blood 5 Causes your Blood Plague to afflict enemies with Scarlet Fever, reducing their physical damage dealt by X% for 21 sec.
Hand of Doom 2 Blood 5 Reduces the cooldown of your Strangulate ability by X sec.
Blood-Caked Blade 3 Blood 10 Your auto attacks have a X% chance to cause a Blood-Caked Strike, which hits for 25% weapon damage plus 12.5% for each of your diseases on the target.
Bone Shield 3 Blood 10 Surrounds you with a barrier of whirling bones. The shield begins with 4 charges, and each damaging attack consumes a charge. While at least 1 charge remains, you take 20% less damage from all sources and deal 2% more damage with all attacks, spells and abilities. Lasts 5 min.
Toughness 3 Blood 10 Increases your armor value from items by X%.
Abomination's Might 3 Blood 10 Increases the attack power by X% of party and raid members within 100 yards. Also increases your total Strength by Y%.
Sanguine Fortitude 3 Blood 15 While active, your Icebound Fortitude reduces damage taken by an additional 15% and costs X runic power to activate.
Blood Parasite 2 Blood 15 Your melee attacks have a X% chance to spawn a Bloodworm. The Bloodworm attacks your enemies, gorging itself with blood until it bursts to heal nearby allies. Lasts up to 20 sec.
Improved Blood Presence 3 Blood 15 Increases your rune regeneration by X% and reduces the chance that you will be critically hit by melee attacks while in Blood Presence by Y%. In addition, while in Frost Presence or Unholy Presence, you retain Z% damage reduction from Blood Presence.
Will of the Necropolis 3 Rune Tap 1
Blood 20
When a damaging attack brings you below 30% of your maximum health, the cooldown on your Rune Tap ability is refreshed and your next Rune Tap has no cost, and all damage taken is reduced by X% for 8 sec. This effect cannot occur more than once every 45 seconds.
Rune Tap 1 Blood 20 Converts 1 Blood Rune into 10% of your maximum health.
Vampiric Blood 1 Blood 20 Temporarily grants the Death Knight 15% of maximum health and increases the amount of health generated through spells and effects by 25% for 10 sec. After the effect expires, the health is lost.
Improved Death Strike 3 Blood 25 Increases the damage of your Death Strike by X%, increases its critical strike chance by Y%, and increases the healing granted by Z%.
Crimson Scourge 2 Blood 25 Increases the damage dealt by your Blood Boil by X%, and when you land a melee attack on a target that is infected with your Blood Plague, there is a Y% chance that your next Blood Boil will consume no runes.
Dancing Rune Weapon 2 Blood 30 Summons a second rune weapon that fights on its own for 12 sec, mirroring the Death Knight's attacks. The rune weapon also assists in defense of its master, granting an additional 20% parry chance while active.

Spell deathknight frostpresence Talents in this tree focus on burst, dual-wielding and procs.

Talent Points Requirements Description
Frost Strike None Frost None Instantly strike the enemy, causing 130% weapon damage plus X as Frost damage.
Icy Talons None Frost None Your melee attack speed is increased by 20%.
Blood of the North None Frost None Permanently transforms your Blood Runes into Death Runes. Death Runes count as a Blood, Frost, or Unholy Rune.
Runic Power Mastery 3 Frost None Increases your maximum Runic Power by X.
Icy Reach 2 Frost None Increases the range of your Icy Touch, Chains of Ice and Howling Blast by X yards.
Nerves of Cold Steel 3 Frost None Increases your chance to hit with one-handed melee weapons by X% and increases the damage done by your offhand weapon by Y%.
Annihilation 3 Frost 5 Increases the damage dealt by your Obliterate ability by X%.
Lichborne 1 Frost 5 Draw upon unholy energy to become undead for 10 sec. While undead, you are immune to Charm, Fear and Sleep effects.
On a Pale Horse 3 Frost 5 You become as hard to stop as death itself. The duration of all Stun and Fear effects used against you is reduced by X%, and your mounted speed is increased by X%. This does not stack with other movement speed increasing effects.
Endless Winter 2 Frost 5 Rank 1: The cost of your Mind Freeze is reduced to 10 Runic Power.
Rank 2: Your Mind Freeze no longer costs Runic Power.
Merciless Combat 2 Frost 10 Your Icy Touch, Howling Blast, Obliterate and Frost Strike do an additional X% damage when striking targets with less than Y% health.
Chill of the Grave 2 Frost 10 Your Chains of Ice, Howling Blast, Icy Touch and Obliterate generate X additional runic power.
Killing Machine 3 Frost 10 Your auto attacks have a chance to make your next Obliterate or Frost Strike a guaranteed critical strike.
Rime 3 Frost 15 Your Obliterate has a X% chance to cause your next Howling Blast or Icy Touch to consume no runes.
Pillar of Frost 1 Frost 15 Calls upon the power of Frost to increase the Death Knight's Strength by 20%. Icy crystals hang heavy upon the Death Knight's body, providing immunity against external movement such as knockbacks. Lasts 20 sec.
Improved Icy Talons 1 Frost 15 Increases the melee and ranged attack speed of all party and raid members within 100 yards by 10%, and your own attack speed by an additional 5%.
Brittle Bones 2 Frost 15 Your Strength is increased by X% and your Frost Fever chills the bones of its victims, increasing their physical damage taken by Y%.
Chilblains 2 Frost 20 Victims of your Frost Fever disease are Chilled, reducing movement speed by X% for 10 sec, and your Chains of Ice immobilizes targets for Y sec.
Hungering Cold 1 Frost 20 Purges the earth around the Death Knight of all heat. Enemies within 10 yards are afflicted with Frost Fever and trapped in ice, preventing them from performing any action for 10 sec. Enemies are considered Frozen, but any damage other than diseases will break the ice.
Improved Frost Presence 2 Frost 20 Increases your bonus damage while in Frost Presence by an additional X%. In addition, while in Blood Presence or Unholy Presence, you retain Y% increased Runic Power generation from Frost Presence.
Threat of Thassarian 3 Frost 25 When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Rune Strikes, Blood Strikes and Frost Strikes have a X% chance to also deal damage with your off-hand weapon.
Might of the Frozen Wastes 3 Frost 25 When wielding a two-handed weapon, your melee attacks deal an additional X% damage and your autoattacks have a Y% chance to generate 10 Runic Power.
Howling Blast 1 Frost 30
Hungering Cold 1
Blast the target with a frigid wind, dealing ((X + Y / 2) + AP * 0.48)) Frost damage to that foe, and ((0.5 * (((X + Y / 2) + (AP * 0.48)))) Frost damage to all other enemies within 0 yards.)

Spell deathknight unholypresence Talents in this tree focus on AoE, minion summoning, and diseases. Unholy specs should always use a two-handed weapon.

Talent Points Requirements Description
Scourge Strike None Unholy None An unholy strike that deals 100% of weapon damage as Physical damage plus X. In addition, for each of your diseases on your target, you deal an additional 18% of the Physical damage done as Shadow damage.
Master of Ghouls None Unholy None Reduces the cooldown on Raise Dead by 60 sec, and the Ghoul summoned by your Raise Dead spell is considered a pet under your control. Unlike normal Death Knight Ghouls, your pet does not have a limited duration.
Reaping None Unholy None Whenever you hit with Blood Strike, Pestilence, or Festering Strike, the Runes spent will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.
Unholy Might None Unholy None Dark power courses through your limbs, increasing your Strength by 20%.
Unholy Command 2 UnholyNone Reduces the cooldown of your Death Grip ability by X sec, and gives you a Y% chance to refresh its cooldown when dealing a killing blow to a target that grants experience or honor.
Virulence 3 Unholy None Increases the damage done by your diseases by X%.
Epidemic 2 Unholy None Increases the duration of Blood Plague and Frost Fever by X sec.
Desecration 2 Unholy 5 Your Plague, Scourge, and Necrotic Strikes defile the ground within 7 yards of your target. Enemies in the area are slowed by X% while standing on the unholy ground. Does not trigger against targets that are immune to movement-slowing effects. Lasts 20 sec.
Resilient Infection 2 Unholy 5 When your diseases are dispelled by an enemy, you have a X% chance to activate a Frost rune if Frost Fever was removed, or an Unholy rune if Blood Plague was removed.
Morbidity 3 Unholy 5 Increases the damage and healing of Death Coil by X% and Death and Decay by Y%.
Runic Corruption 2 Unholy 10 Reduces the cost of your Death Coil by X, and causes your Runic Empowerment ability to no longer refresh a depleted rune, but instead to increase your rune regeneration rate by Y% for 3 sec.
Unholy Frenzy 1 Unholy 10 Induces a friendly unit into a killing frenzy for 30 sec. The target is Enraged, which increases their melee and ranged haste by 20%, but causes them to lose health equal to 2% of their maximum health every 3 sec.
Contagion 2 Epidemic 3
Unholy 10
Increases the damage of your diseases spread via Pestilence by X%.
Shadow Infusion 3 Unholy 10 When you cast Death Coil, you have a X% chance to empower your active Ghoul, increasing its damage dealt by 6% for 30 sec. Stacks up to 5 times.
Death's Advance 2 Unholy 15 While your Unholy Runes are both depleted, movement-impairing effects may not reduce you below X% of normal movement speed.
Magic Suppression 3 Unholy 15 Increases the spell damage absorption of your Anti-Magic Shell by an additional X%, and causes damage absorbed by Anti-Magic Shell to energize the Death Knight with Runic Power.
Rage of Rivendare 3 Unholy 15 Increases the damage of your Plague Strike, Scourge Strike, and Festering Strike abilities by X%.
Unholy Blight 1 Unholy 20 Causes the victims of your Death Coil to be surrounded by a vile swarm of unholy insects, taking 10% of the damage done by the Death Coil over 10 sec.
Anti-Magic Zone 1 Magic Suppression 3
Unholy 20
Places a large, stationary Anti-Magic Zone that reduces spell damage done to party members inside it by 75%. The Anti-Magic Zone lasts for 30 sec or until it absorbs X spell damage.
Improved Unholy Presence 2 Unholy 20 Grants you an additional X% haste while in Unholy Presence. In addition, while in Blood Presence or Frost Presence, you retain Y% increased movement speed from Unholy Presence.
Dark Transformation 1 Shadow Infusion 3
Unholy 20
Consume 5 charges of Shadow Infusion on your Ghoul to transform it into a powerful undead monstrosity for 30 sec. The Ghoul's abilities are empowered and take on new functions while the transformation is active.
Ebon Plaguebringer 2 Unholy 25 Your Plague Strike, Icy Touch, Chains of Ice, and Outbreak abilities also infect their target with Ebon Plague, which increases damage taken from your diseases by X% and all magic damage taken by an additional 8%.
Sudden Doom 3 Unholy 25 Your main-hand autoattack have a chance to make your next Death Coil cost no Runic Power.
Summon Gargoyle 1 Unholy 25 A Gargoyle flies into the area and bombards the target with Nature damage modified by the Death Knight's attack power. Persists for 30 sec.

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