Showing posts with label predictions. Show all posts
Showing posts with label predictions. Show all posts

Saturday, July 6, 2013

Totem Talk: Restoration predictions and set bonuses for tier 16

Totem Talk Restoration predictions and set bonuses for tier 16 tuesdayEvery week, WoW Insider brings you Totem Talk for elemental, enhancement and restoration shaman. Want to be a sultan of swing healing? A champion of Chain Heal? Totem Talk: Restoration, brought to you by Joe Perez (otherwise known as Lodur from World of Matticus and content creation at InternetDragons.TV), shows you how.

Recently we've been focusing a lot on the here and now, which is always good, but this week I thought it would be time to take a look at what's coming up. The PTR is alive with the sounds of music... or at least the thrashing and ravings of the soon to be defeated Garrosh. Patch 5.4 is starting to take shape with a the world receiving more changes for one particular area.

There are some very interesting changes right now for restoration shaman on the PTR, and they lead us to a point of speculation on what the next tier of raiding will bring for us. These are changes to glyphs and new set bonuses for tier 16 gear that may be portents for the future of shaman healing. As always this is information gained from the PTR and is subject to change prior to going live.

The Writing is on the Glyphs

This is one of those changes that I didn't expect, but I personally think speaks volumes as to what we can start to expect to see in the next tier of raiding. There are two glyphs in particular that received an update, Glyph of Chaining and Glyph of Riptide. So what are these changes exactly? Well, lets looks at glyph of chaining. It still increases your jump distance on your Chain Heal ability by 100%, but the penalty has been reduced by a considerable amount. Down from 4 seconds to 2 seconds, this is a very reasonable and manageable downside for the jump distance increase. Glyph of Riptide now sees the instant heal reduction moved down to 75% from 90%, and that is nothing to scoff at when you figure the stat jump we'll be making with the new gear available for tier 16.

These are really good changes for us, don't get me wrong, I just can't help but feel that these buffs to these glyphs are overpowered and at the same time heralding some difficult times ahead. Take a look at glyph of chaining. The reduction in the cooldown is a great incentive to take the glyph, I mean who doesn't want to have a chain heal that jumps 25 yards between targets? This is also the case with Glyph of Riptide, which while it is largely considered one of the best glyphs we have, having the instant healing penalty reduced begs the question why.

My prediction is that this is the first step in attempting to make our spread healing more viable than it currently is. Currently the hardest fights for us are the ones in which many people are spread out and can't take advantage of our group heals like Healing Rain. So changes to these two glyphs start to make me wonder about what we're going to be facing in the not so distant future. It speaks to the fact that we're going to have a lot more spread out fights, where our groups are going to have to stand far apart, or be divided into subgroups, for mechanic purposes. To me it means that we're going to be relying on these two spells more than we already do and that we're going to have our work cut out for us as healers very soon. Of course, these could change at any time, but at a first glance that is the impression that I get.

Set Bonuses on the Horizon

When looking ahead to the next tier of raiding, it's virtually impossible to do so without looking at what our set bonuses are going to be. Those set bonuses matter to any raider, no matter whether you're going through raid finder or fighting your way through heroic content. I personally like looking at them and attempting to figure out why those set bonuses in particular. What do they bring to the table for us in terms of healing? What does it mean to the type of damage we will be seeing or the encounter mechanics we will be facing?

Tier 16 2-piece bonus is actually fairly interesting as far as the choice goes. As it stands right now, the two piece set bonus makes it so that whenever Earth Shield heals a target, the target gets a shield that will absorb incoming damage equal to the amount of healing received. I say it is interesting because it winds up being sort of shieldception, basically where it is a shield inside of a shield. It's a good set bonus, and it basically lets you double dip on the shield which means it's going to be doing a lot of work, especially on tanks who tend to be our more traditional targets for ES. This leads me to believe that we're going to see some bigger tank hits in the next tier. I really like this set bonus and I'm looking forward to seeing it in action.

Tier 16 4-piece bonus, well this one I'm not sure if I like it or not quite yet. It's interesting for sure, it basically lets you summon a mirror version of yourself that will mimic all cast time targeted spells for 15 seconds whenever you cast Spiritwalker's Grace. There's still just so much about this that we don't know yet. Will spells like Ascendance interact with it? Will the heals that the duplicate casts benefit from Deep Healing? I could see it swaying us pretty heavily into the haste camp for secondary stats pretty easily. From my own limited testing so far, it seems to target your same target and cast your same spell, as long as it's something you have to target someone with like Greater Healing Wave and Healing Surge. This set bonus basically turns SWG into a tank healing cooldown if I've ever seen one, and while I've been asking for a tank healing cooldown for a very long time know I would really like it to not be tied to a set bonus or to SWG. I'm also not too thrilled with SWG continually being given things that make it a throughput cooldown. It then gets relegated to either you choose to use it to mobile heal or for big healing output, which sort of defeats the purpose of the spell in the first place. It is a set bonus that I will be watching very closely until it reaches live servers.

That's the initial reaction so far to what's coming in patch 5.4, but again things could still change. I know that I'm very intrigued to see what is in store for us, and how these changes will evolve before they reach live servers. I expect that these glyph changes will shift still, and the set bonuses as well, but only time will tell. What do you think of our patch 5.4 goodies so far? Totem Talk: Restoration lends you advice on healing groups, DK tanks and heroics and mana concerns in today's endgame -- or take a break and look back at the rise of the resto shaman. Happy healing, and may your mana be plentiful! Tags: featured, guide-to-shamans, patch-5.4, patch-5.4-ptr, patch-5.4-raid, resto, Resto-Shaman, restoration, restoration-shaman, restoration-shaman-column, restoration-shaman-totem-talk, Shaman Glyph, shaman-guide, shaman-healing, shaman-info, shaman-restoration-column, shaman-talents, ShamanGlyph, wow-shaman, wow-shaman-info

Filed under: Shaman, (Shaman) Totem Talk


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Saturday, January 26, 2013

Hunter predictions for 2013

Scattered Shots Hunter predictions for 2013
Another year of hunting is beginning, and that means it's time to dig into the vaults of December 2011, when Cataclysm was about to wind down, a time of aspect dancing and the horrible anachronism of minimum range. That's right, it's time to dust off my 2012 hunter predictions and see how I did. It's also time to make new predictions for the state of hunters going forward in 2013 and take some guesses at what's going to happen with the class as Mists of Pandaria progresses and Blizzcon returns.

Of course last year was a pretty challenging year to make predictions, since we knew a new expansion was coming and while we had a couple of tantalizing hints, we had virtually no idea what hunter changes we would have. The expansion news flew fast and furious all spring and summer, bringing with it change after change; hunter joy and discussion as we got almost everything we asked for, followed by the inevitable buffs and nerfs of the expansion process.

After getting off to a bit of a slow start, hunter DPS is now rocking away as we start 2013 looking forward to patch 5.2. But before we look forward, let's take a look back and grade Frostheim's presentience to determine if what I predict has any bearing on reality...

2012 hunter predictions review

As usual, I made a few short term and relatively safe predictions, as well as some long-term aggressive ones, including several predictions about what kind of new abilities we'd get, and how hunter balance would look in MoP. Let's see how I did.
Dragon Sould hunter DPS is buffed: Nailed it, even though it wasn't looking very likely at the time.Hunter PvP continues to be poor throughout Cataclysm: Nailed it, though sadly this was a really safe prediction.MoP beta to launch in Feb or March: Just squeezed by on this one with a late March beta.MoP releases in the summer, possibly July: Total whiff on this one, with a September release I was off by a full 2 months.BM gets Stampede, an ability to release 5 non-controllable pets at once as DPS burst on a long cooldown: Totally nailed it, and this was before we had any hint that we'd be getting an ability like this. I was off by a tiny bit, because I thought it would be a BM-only spec ability, but still a very nice successful prediction.Of the six hunter talents, we'll have three that have a "right" answer, and three that are actually a choice: I think I got pretty close on this one, but you could make a pretty strong argument that Aspect of the Iron Hawk is a must-have for most raid encounters, which would make the split 4 must-have and 2 optional.Pets get a talent system similar to hunters: Total whiff, as instead pets had their talents entirely removed.PvP gets much better for hunters: I think it's safe to say this was spot on. Hunter PvP is vastly, vastly improved over what it was in Cataclysm. I went on to speculate that SV would return as a dominate hunter spec, that BM would do well and that MM would fall into the least popular hunter spec. Some right and some wrong there, as BM is the dominant hunter spec, but MM did fall from PvP grace, and fell hard.Pet collars are introduced: Total whiff, but I will never give up hope! I shall continue to predict this darling every expansion!BM is the top PVE DPS spec: Nailed it.We get a hunter legendary, and that it is for hunters only, and is not a sissy bow. Well, I suppose that's half right.The world does not end: Nailed it. Of course that was doubly safe, since if I wrong, no one could call me on it!2013 hunter predictions

As I sit down to think of predictions for the next year of huntering, I'm suddenly finding it surprisingly difficult. Hunters are in a pretty decent place at the moment. All of the hunter specs are pretty close to each other in DPS and as a class we're in a pretty good spot in the charts: not so high that a nerf will come, but not so low that we can't top the charts with enough skill. Similarly for the first time in a long time hunters aren't a disaster in the PvP world.

Hunter's get a DPS buff. I know I said that hunter DPS is in a good place, and it is. However, historically hunter DPS hasn't scaled as well as other classes, so as the gear level gets higher and higher hunters have a tendancy to fall behind. Thus I suspect that we'll need a small buff before the end of the year to keep our DPS looking good for the later raid content.Sniper Training or something similar returns. I don't think this is going to really be necessary, but I suspect that Blizzard will have enough pressure from other classes complaining that we can always do our full DPS while moving that this will get implemented. It will be some version of rewarding us for standing still for X amount of time (which is, in effect, punishing us for moving). Bonus points to Blizzard if they wait to implement this until hunters need a buff, so it looks like an overall buff to DPS.We will see new spirit beasts. Thus far all has been quiet on the spirit beast front for the entire expansion; however, I can't imagine that they wouldn't introduce at least one new spirit beast for pet collecting hunters.More hunter pet storage is announced. I think that Blizzard is going to have to allow hunters to collect more pets (since currently there are more taming challenges in the game than there are stable slots). Personally I'd rather they did not simply make more stable slots; instead I'd favor a more long-terms solution like the hunter petting zoo (personally phased like your Tillers farm), or some form of cryogenic pet void storage.Powershot does not get fixed. Blizzard has acknowledged the coding problems that prevent them from making Powershot work properly right now, and I'm betting that it doesn't get fixed at all, and is eventually slated to be fixed (or outright replaced) in the next expansion. This is fine, since we have other talents we can choose that tier, but certainly frustrating.Pet collars are announced. Yes this is incredibly unlikely outside of a new expansion, but I refuse to give up!BM will remain the most popular spec throughout the year. I expect SV to gain ground and be better DPS in some fights, but BM will still be more popular due to its devoted following.MM gets a DPS buff. Even though MMs DPS can be darned near BM or SV, the selection bias makes it look far worse than it is in the logs, which is keeping people away from it. Eventually Blizzard will throw it some kind of a bone just to encourage others to relearn and play the spec to see how good it really is. I'm predicting that even though they know MM is okay, the very low number of people playing will motivate them to do something.
Scattered Shots is dedicated to helping you learn everything it takes to be a hunter. From leveling your hunter to learning the DPS value of skill, we've got you covered. If you're stuck in one of the nine support classes, why not move up to the big league and play a hunter? Tags: featured, guide-to-hunters, hunter-guide, hunter-info, hunter-talents, wow-hunter, wow-hunter-info, wow-hunters

Filed under: Hunter, (Hunter) Scattered Shots


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Sunday, January 6, 2013

PvP on the PTR, and predictions for 2013

PvP predictions for 2013We've had a lot of exciting news about PvP changes in 2012, with some promises not delivered upon, and some sweeping alterations in our chosen section of play. But let's get the tin foil hats on and see what we think is coming in 2013.

As I write this, the PTR is active, and I urge all arena and battleground fans to get in there and PvP as much as you can. Ghostcrawler has commented several times on twitter about how there's often not a great deal of PvP testing in PTRs and betas, which in turn leads to issues like warrior burst and the hunter Stampede bug going unnoticed. So, let's not let that happen again. If you're a PvP enthusiast, download the PTR, get on there, and PvP.

Class changes

The big winners and losers from the Patch 5.2 PTR changes appear to be to be monks and rogues on the winning side, and warriors, mages and feral druids on the losing side. This is not entirely unexpected, nor is it unfair, as monks were very under-represented at high level, as were rogues, with warriors and mages being on quite the opposite end of the scale. Feral druids I've included simply because of the Cyclone nerf, which is a heavy one to one of their major, and most aggravating crowd control abilities.


Looking at monks' representation is something of a double-edged sword. To compare their PvP representation to their PvE representation, where they began the expansion as one of the more powerful healers, is perhaps a mistake. their under-representation in high-end PvP could, it seems, simply be explained away by the fact that they're a brand new class.

PvP on the PTR, and predictions for 2013In examining the class changes, the new level 60 talent, Ring of Peace, seems very strong indeed against melee, or as an additional interrupt against casters, with a proximity requirement. The length of the silence/disarm is likely to be reduced in PvP. Other changes which I predict will be wound back or toned down include the change to Cyclone's diminishing returns. I would be very surprised if it continued to DR with Banish, Seduction, Bind Elemental, Hex, Freezing Trap, Wyvern Sting, Gouge, Sap, Hibernate, Paralysis, Polymorph, Ring of Frost, Repentance, and Quaking Palm!

Rogue changes look overpowered at first, but many rogues have responded that they would sacrifice too much to take the new talents, such as Marked for Death. New level 60 talent, Cloak and Dagger, which makes Ambush, Garrote, and Cheap Shot now have a 30 yard range, and causes the Rogue to teleport behind the target when they are used, is certainly very interesting in the notes, but seems not to have even made it to the PTR! Instead, rogues have a talent called Hit and Run, a temporary teleport, which seems unlikely to replace Shadowstep in all but very specific circumstances.

As far as classes go, general predictions are that arms warriors will be toned down, as will frost mages, but they will remain the strongest of the pack. Rogues will catch back up, but not to Cataclysm levels, and monks will be considerably buffed, but remain somewhat under-represented.

Gearing for PvP

A recent blue post confirmed that conquest points would continue to be reset and converted into honor at the end of seasons. While this is no great surprise, it's good to confirm that the status quo will remain for that at least, particularly in light of a recent tweet from Ghostcrawler:

With an optimist's hat on, I would assert that this relates to the current unfavorable situation where those players who are joining late in the season, or are trying to gear alts, have almost no chance to catch up to fully geared players. Not only that, but the item level disparities created by the early downgrade in honor gear item level, coupled with the conquest point upgrade system, mean that those who are fully geared can decimate those who are not.

With a pessimist's hat on, this could relate to the fact that, currently, with quite some dedication, it is possible to gear to a high item level via PvP. Fully upgraded conquest gear, with the exception of tier 1 weapons which are ilvl 470, is item level 491. This is higher than can be achieved via un-upgraded raid finder, or indeed via the 5.0 dailies, and given the changes to PvP gear so that resilience and PvP power no longer replace other stats on gear, this is a viable approach. The dev team may well want to remove this alternate gearing method, and not unfairly.

So what could they do? Perhaps a heavier focus on PvP power and resilience on gear would allow for the removal of good PvE stats, alleviating the second issue, but the first still needs to be addressed. Simply compressing the item levels so that conquest gear was not so far ahead of honor gear, or that the upgrade system allowed less points per upgrade, would go some distance to narrow the gap. Or perhaps the upgrade system could be reworked for PvP to allow players to increase just one key stat, not dissimilar to reforging? It will certainly be interesting to see what comes of any redesign. What do you think?


New PvP Content

Initial datamining has recently pointed to a new style of battleground, or at least a new battleground -- Defense of the Alehouse. Could this be the DotA-style battleground Blizzard have allegedly been working on for years? And how would a genuinely DotA-style battleground -- which would be a battleground where players work to earn resources to improve their characters or heroes, with heavy NPC or creep involvement, towers and lanes -- translate into WoW? It seems likely that the DotA concept would be so diluted that it was barely recognizable, as it would not fit well into the existing game model. It could be something along the lines of Wintergrasp, where players earn resources and rank, or have features like the summoning of NPCs in Alterac Valley.

Either way, do players really want epic, lengthy battlegrounds in their random queue? The frustration of the random queue arises when a player is looking for a 10-15 minute Warsong Gulch and ends up in a 45-minute Alterac Valley, or vice versa.

If this does appear in patch 5.2, which it might, I suspect it will be a heavily diluted DotA experience, similar to Alterac Valley. If it doesn't emerge for longer, a more authentic DotA could be possible.

Dev Watercooler on PvP

A while back, Ghostcrawler delivered his Dev Watercooler on PvP, laying out various ideas Blizzard had for the future of PvP. How have those changes panned out?

The changes to rating that would have discouraged camping did not, unfortunately, make it into patch 5.1. No mention has been made of them so far in patch 5.2, but with a new PvP season accompanying the patch, I think it is possible that they may appear. The loss of control UI did appear, and has been hotfixed a few times, making it a fairly useful tool. Honor and conquest upgrades also made it into the game, but given the above, have caused as many issues as they have solved, if not more!

Tol Barad and Wintergrasp have both been opened up to higher level brackets, too, another fulfilled item on Ghostcrawler's list. However, a great deal of the other changes mentioned have not made it into the game. Unimplemented changes include low level battleground character scaling, an improved scoreboard, rated battleground rewards, and, most importantly to some, an improved battleground matchmaking system. In all fairness, though, some of these are huge changes, requiring a great deal of design and development, and I think players can hold out hope for seeing -- with the tin-foil hat on -- at least an improved scoreboard before the year is out. Anything else would be a very welcome bonus!

However, it seems that, while the aforementioned would be great changes, the devs need to focus their efforts on stabilizing and repairing the existing PvP game, before introducing new elements. Class balance adjustments would go some way towards this goal, as would gear changes, so let's hope those take center stage for 2013.
Do you want to capture flags, invade cities, attack towers, and dominate the enemy for your faction? Do you dream of riding your War Bear with pride? We'll steer you to victory with secrets of Battlegrounds and Arena, prepping you with proven addons and keybindings that win! Send questions or comments to olivia@wowinsider.com. Tags: arena, arena-guide, arena-strats, arena-tips, arenas, featured, guide, how-to-play-battlegrounds, how-to-pvp, pvp-gearing, pvp-gearing-changes, pvp-guide, pvp-predictions, wow-arena, wow-arena-guide, wow-guide

Filed under: PvP, Blood Sport (Arena PvP)


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Friday, January 4, 2013

Lichborne: 2012 predictions for death knights and how they actually shook out

A picture of a death knight from the Mists of Pandaria beta, standing in front of a pagoda in a bamboo forest.Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

As it was for, to some extent, all classes, 2012 was a busy time for the death knights, as one expansion ended and another began. As the news of Mists of Pandaria began pouring in, I started making some predictions. As the Mists beta progressed, I started mentioning things that I felt, or that the death knight community felt, needed to change or would change. This week, I figured it might be interesting to look back on some of those old articles and see what exactly happened, and how far off the mark I was (or wasn't).

My crystal ball's a bit cloudy

Back in late January 2012, I made 3 predictions for the upcoming patch 5.0. The first was technically a prediction about other classes. Namely, I predicted block would be removed. This would take care of the infamous "avoidance cap," thus allowing the non-blocking tanks to worry less about being outclassed by warriors and paladins in later raiding tiers.

As someone who played a druid tank in Burning Crusade and has tanked regularly on my death knight since Wrath, this has been an issue near and dear to my heart. I didn't get it quite right this time, but I like to think I was in the ballpark. Blocking wasn't abolished outright, but by making it calculate only after dodge and parry are rolled, it makes it such that the traditional avoidance cap is not reachable by any achievable metric. That truth has held up so far, though we may need another raid tier or two to see the full extent of what it means, for death knights and others.

The second prediction I made was that two-handed frost would become a thing of the past, simply because Blizzard would grow weary of trying to balance it much as they did making every tree tanking or DPS. With the roller coaster ride that has been buffs and nerfs to Might of the Frozen Wastes, this might have almost felt like a safe bet at the time, but Blizzard did no such thing. In fact, they have done a remarkably decent job of balancing the weapons, making it so that two-handed frost gets extra damage from Obliterate, and dual wielding from Frost Strike, giving each a slightly different play style and stat outlay, and so far keeping the DPS relatively close. This was definitely a swing and a miss on my part, no two ways about it.

My final prediction was for an unholy revamp. Unholy was in a very interesting state at the beginning of 2012. It was actually relatively popular and well regarded as a raiding spec. Unfortunately, this was due to one thing: Gurthalak. The blade dropped off of Deathwing, and it had a proc of a tentacle that did shadow damage. This shadow damage could be buffed by Dreadblade. As a result, unholy death knights found themselves finally competitive with frost, but only if they had that sword.

Thus, it stood to reason that once the sword was no longer in the picture, unholy's flaws would come back to the forefront. Alas, Blizzard disagreed, and unholy, in basic mechanics, remained relatively unchanged in the Mists beta. As a result, all the problems that plagued unholy, from awkward rune spending to slow damage ramp up time, continued into Mists, and resulted in a near rogue-like exodus from the spec.

The good news here is that Blizzard's added a few unholy changes in patch 5.2. They're not exactly a complete revamp, but they do look like they'll make a good, solid run at solving some of unholy's weak points. It just took a year longer than I expected, more or less. Now we just have to hope those changes make it to live servers.

Beta lamentations

The first fix suggested was the removal of Plague Leech. Plague Leech is essentially the only first tier talent that directly translates into a damage increase. As long as you use it to remove diseases every 30 seconds or so, right when they would otherwise expire, you'll get some extra DPS by using the death rune it gives you. Weirdly enough, very few death knights have been actively happy about this, primarily because it gives us one more complicated thing to watch. Alas, Blizzard left it in place, so it is there, and it is a DPS increase if used properly. The good news is that it's slim enough that you can probably get away with skipping it if you aren't on bleeding edge content, but I doubt many death knights would mourn it if it went away.

The second fix suggested was combining DPS presences. Midway through beta, a perennial death knight issue was the fact that Frost Presence was just not useful to anyone outside of some AoE situations. The one second global cool down on Unholy Presence was just too dear for any DPS death knight to use anything else. It seemed like just giving up on Frost Presence and removing it completely would be the best option. Blizzard, instead, made the one second GCD universal, and tweaked the two presences to offer unique benefits that suited the spec they matched. So while this request wasn't fulfilled, the alternate solution Blizzard offered has turned out for the best.

The third fix suggested was a revamp of the level 90 talents. Originally, the level 90 talents off some extra damage to go with their effects. Alas, balancing that damage proved a bit much especially taking into account masteries, so Blizzard removed the damage altogether, leaving the unique effects in place. This didn't go over well with some in the death knight community, the concern being that it made the tier feel less epic and less like an exciting thing to look forward to at the level cap.

It's certainly true that other classes get solid damage abilities at level 90, and since our level 90s, without damage, are arguably just glorified reskins or slight retweaks of old abilities like Hungering Cold, it is a little discouraging they were never redesigned. Still, they have proven to be solid workhorses with genuine situational utility. One just wishes they were a bit more substantial.

The level 75 talents were the next ones I put up for a possible re-do. Our rune regeneration system, in which Runic Empowerment and its variations provide faster rune regeneration when played against our runic power generators, has always been a point of contention since it was first implemented, with many death knights saying it makes our rotation unnecessarily complicated, bringing rise to terms such as "rune tetris" to describe the elaborate dances needed to "game" the abilities. In addition, Blood Tap made it onto this tier, becoming a new rune regeneration ability instead of the old dependable standby it had been before. There was a strong movement among the death knight community for the whole mechanic to be abolished, or at least for Blizzard to stick us all on Runic Corruption and replace that talent level.

Alas, Blizzard did not cave, and thus we still have the prospect of rune tetris for the optimal play style. That said, the difference in most cases is minuscule enough that, again, a lot of death knights are just going with what feels comfortable, so again, it's a case where we're probably alright in a holding pattern. Still, when the next expansion or major balance patch rolls around, I fully expect this to be one of the major issues again.
Learn the ropes of endgame play with WoW Insider's DK 101 guide. Make yourself invaluable to your raid group with Mind Freeze and other interrupts, gear up with pre-heroic DPS gear or pre-heroic tank gear, and plot your path to tier 11/valor point DPS gear.
Tags: avoidance-cap, blood-death-knight-lichborne, blood-tap, death-knight-blood-lichborne, death-knight-frost-lichborne, death-knight-guide, death-knight-info, death-knight-predictions, death-knight-presence-changes, death-knight-talents, death-knight-unholy-lichborne, death-knight-wish-list, dk-guide, dk-info, dk-talents, dreadblade, featured, frost-death-knight-lichborne, frost-presence, frost-strike, guide-to-death-knights, gurthalak, hungering-cold, might-of-the-frozen-wastes, obliterate, plague-leech, rune-tetris, runic-corruption, runic-empowerment, unholy-death-knight-lichborne, unholy-presence, wow-death-knight, wow-dk

Filed under: Death Knight, (Death Knight) Lichborne


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