Frost
1. The sheer amount of burst potential from a deathknight roatation is scary... 3x frost strikes + 3x obliterates HURTS.
2. It has anti-fear so even when your paladins are ya know...feared you can continue with some pressure.
3. Lichborne = ability to heal oneself with deathcoils
4. Howling blast no longer has a cooldown
5. Pillars of ice = not able to be thunderstormed, knocked down etc.
6. 50% snare for 10 seconds AFTER chains is over.
7. 20% increased attack speed for paladins
8. Can use desecration as a 50% snare on the ground near you.
9. 4% increased physical damage taken.
10. Hungering cold.
Unholy
1. Again... the burst of say 6 scourge strikes in a row HURTS. The main attack also puts down desecration.
2. It has anti-fear so even when your paladins are ya know...feared you can continue with some pressure.
3. Lichborne = ability to heal oneself with deathcoils
4. Desecration = AOE snare
5. Autoattacks can make you get free death coils (more damage)
6. Summon gargoyle does a pretty significant amount of damage
7. Anti-Magic Zone = lol @ boxing shaman... or any caster.
8. Unholy blight makes it so you can keep pressure on someone who you aren't attacking via pestilence + death coil.
9. Pet + pet stun + Damage if you transform it
10. 8% extra damage from your paladins since holy = magic damage
11. Autoattacks hit harder due to 30% of the overall damage being added and done as shadow. With the new rune system this is kind of important especially since your autoattacks don't generate runic power unlike with frost.
12. 15% extra str = more ap = takes longer to heal through necrotic strike + damage to autoattacks and such.
All death knights
1. Chains of ice (yes it got the nerf bat but it's still good)
2. Death grip
3. Ranged silence
4. Interupt.
5. Anti-healing strike
6. Strike to make diseases last longer.
7. its a freaking deathknight.
8. anti-magic shell (helpful)
9. Defensive cooldown (icebound fort)
10. dark simulacrum (at least as of now you can steal seals... so duel one of your paladins and give him the seal before doing arena bgs or w/e)
11. Pet sac to get life back in a tight spot
12. Runic empowerment: When you use your Death Coil, Frost Strike, or Rune Strike ability, you have a 45% chance to activate a random fully depleted rune.
Arms warrior
1. Mortal strike
2. Colossal smash
3. Throwdown
4. Charge, intercept... and talented charge hits multiple targets
5. Gets 6% extra healing
6. Overpower does a lot of damage and with your bleed on them you get it every 6 seconds.
7. 4% increased physical damage taken when under a bleed effect
8. Extra damage executes etc after mortal strike.
9. AOE fear.
10. BLADESTORM
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They are both great classes... but i feel that the frost deathknight brings the most to the table.
1. 20% haste to paladins (yes please)
2. >110% weapon damage as frost attacks (frost strike) and can string up to 3 of these together
3. reliable runic power, dont need to keep track of random procs as much unlike the autoattack proc from unholy.
4. Obliterate talented and glyphed does [(1.6 x weapon damage + 1054) (.30)] (.25) = ~ 2.8x weapon damage + ~2500
5. Hungering cold!
6. Anti-imparement and such
7. THREE snares.... chibilians, desecration AND chains of ice.
The damage of a frost strike is more than double that of a death coil... so yeah. Utility wise i think frost is better, especially now that it can get desecration if you really need it from plague strike.
Frost > Unholy > Warrior IMO. But it all depends on how you play. The DK is FAR more benificial to the group and has better survivability since you won't be intervening healers and such and you are better off pulling stuff TO you or slowing it reliably than spamming attacks to do so.
Frost
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