Parts of this page were originally written by theophany. |
Here's a rundown of what we'll be going through.
Alright, let's get to it.
Runes are essential to a Death Knight. They're what we're constantly watching as we DPS (or tank), and they're what provide us with the ability to use such a wide variety of skills. We have 6 rune slots, and we start with two of each type of rune. These runes are correlated to each of our three talent trees: Blood, Frost, and Unholy. Runes have a 10 second cooldown after they're used.
Runic Power is generated by using our rune abilities. It fills up a bar that's much like a Warrior's rage bar, which we can then spend on abilities to do damage, interrupt spell casting, or other useful abilities.
Using a 1 rune ability will generate 10 runic power (RP). Using a 2 rune ability will generate 15 RP. Using a 3 rune ability will generate 15 RP.
Abilities generally fall into 4 categories for DKs.
So as a new DK, you may be wondering why the "Disease Abilities" get their own category. That's pretty easy to explain, so let me elucidate.
Abilities like Blood Strike do additional damage (most often quite a bit more) the more diseases that are on your target. You can hopefully now see why they're so important. You do substantially more damage with Icy Touch and Plague Strike up on your target.
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Wrath of the Lich King required! |