New official Wrath of the Lich King information released

All infor­ma­tion is a shame­less copy/paste from the offi­cial Wrath of the Lich King page.

Death Knight Class Information

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.

More after the jump.

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.

New game­play features

Like The Burn­ing Cru­sade before it, Wrath of the Lich King will be an expan­sion in the truest sense of the word. Not happy with just adding a land­mass big­ger than Out­land, new dun­geons with fresh loot, and an army of new mon­sters, the design team is also intro­duc­ing brand-new game­play mechan­ics to make the game world more acces­si­ble, more alive, and even more fun. Read on to find out more about some of the many game­play changes going into World of War­craft: Wrath of the Lich King.

Par­a­digm Shift: Dun­geons and Raids in Wrath of the Lich King

Heroic dun­geons were one of the most pop­u­lar inno­va­tions of the pre­vi­ous expan­sion, so it’s no sur­prise Heroic mode will return in Wrath of the Lich King. Just as in The Burn­ing Cru­sade, every five-person dun­geon will have a Heroic vari­ant that will present play­ers with an added chal­lenge and improved rewards.

One excit­ing new fea­ture in Wrath of the Lich King is that all raid con­tent will be avail­able as either a 10– or 25-person dun­geon with com­pletely inde­pen­dent pro­gres­sion paths. Both the 10– and 25-person ver­sions will be the same dun­geon; the look, lay­out, and design of the dun­geon will remain the same. How­ever, each will be adjusted, tuned, and bal­anced for its respec­tive player size.

In Wrath of the Lich King, play­ers can expect both 10– and 25-person raid pro­gres­sion paths to get increas­ingly dif­fi­cult as they adven­ture to their final bat­tle with Arthas. This new game­play mechanic will allow more play­ers to enjoy the raid con­tent of Wrath of the Lich King in their pre­ferred play style. Because it takes more effort to get 25 peo­ple together than it does for 10, play­ers who par­tic­i­pate in the 25-person raid pro­gres­sion path will receive higher qual­ity and more loot than those who play the 10-person versions.

In addi­tion, play­ers will never be required to attune in a 10-person raid to progress to a 25-person raid in the pro­gres­sion path. Raid lock­outs are same-size as well, so join­ing a 25-person raid for a dun­geon will not lock a player out from the 10-person ver­sion of the same dun­geon. This free­dom of choice between raid-progression paths will let per­sonal pref­er­ence play a much big­ger role in how play­ers expe­ri­ence the raid con­tent of Wrath of the Lich King.

Dances with Wolvar

The Aldor and Scryer fac­tions are an inte­gral part of the high-level expe­ri­ence of The Burn­ing Cru­sade, requir­ing play­ers to make mean­ing­ful choices between oppos­ing fac­tions. But even though the Aldor and the Scry­ers oppose each other, the hos­til­ity between them stops short of all-out war­fare. Wrath of the Lich King will intro­duce more oppos­ing fac­tions, but this time, fac­tion rival­ries might inten­sify a bit.…

For exam­ple, play­ers trav­el­ing in Northrend will find them­selves embroiled in a vio­lent, ongo­ing strug­gle between a group of wolverine-like crea­tures known as the wolvar and a fac­tion of highly-evolved mur­locs. By ally­ing them­selves with one of these fac­tions, play­ers will inevitably be drawn fur­ther into the con­flict, and each side offers its sup­port­ers a dif­fer­ent experience.

New Quest Mechanics

The quest design­ers are hard at work to make sure that the road to level 80 will be paved with quests unlike any­thing you’ve ever seen before. The Burn­ing Cru­sade inno­vated with bomb­ing runs and daily quests, and Wrath of the Lich King will con­tinue this trend with still more unique and var­ied adven­tures to undertake.

Just one exam­ple of the new mechan­ics you can expect from the expan­sion is the new vehicle-based con­tent, which puts an inter­est­ing spin on some of the con­cepts orig­i­nally devel­oped for PvP siege game­play. Cer­tain types of vehi­cles and mounts can now carry pas­sen­gers, mak­ing it pos­si­ble for play­ers to, for exam­ple, break a pris­oner out of a tightly guarded com­pound by attempt­ing a dar­ing escape on horse­back. While the NPC steers the horse, the player lobs explo­sives at a pack of pur­su­ing wor­gen. In another quest, the roles are reversed as the player takes to the skies in a fly­ing machine to track down and res­cue sur­vivors of a cat­a­strophic event. Even beyond the abil­ity for vehi­cles to hold pas­sen­gers, Wrath of the Lich King intro­duces an aer­ial com­bat sys­tem that will add a new dimen­sion to game­play.

Sim­i­lar Posts of Interest:

Leave a Reply