Class changes in Legion: Death Knight. Class changes in Legion: Death Knight Death Knight Guide Legion 7.0 3

The Death Knight is the first class we've added to World of Warcraft since launch. Their characteristics are inextricably linked with the plot of the Wrath of the Lich King expansion. The Death Knights of Acherus, whose cold remains were raised from the grave in the Scarlet Enclave, were to, at the behest of the Lich King and Highlord Darion Mograine, slaughter all the inhabitants of the Hand of Tyr, New Avalon and the Stilllands and attack Light's Hope Chapel, destroying both the Scarlet Crusade, so is the Silver Dawn.

Driven by his own ambitions, Highlord Mograine betrayed the Lich King, freeing the death knights from slavery. Under Mograine's leadership arose new order. The Knights of the Ebon Blade, as they called themselves, began to join the Horde and the Alliance with the goal of storming Icecrown Citadel and ending Arthas' rule forever. Even freed from the will of the Lich King, these once noble heroes remain Knights of Darkness, feeding on the life force of their opponents and wielding rune swords that bring death and destruction.

The history of the formation of death knights completely determines their playstyle. However, there are some aspects we want to improve - most notably their resource system. Runes are a unique resource and are uniquely associated with death knights, but the principle of their use has always been too unobvious. In the Legion expansion, managing runes will become much easier, because their division into types will disappear: blood, ice and unholy runes will be a thing of the past. Death knights will now have six universal runes, three of which can be restored at a time.

This change required us to slightly change the operation of the main abilities and the cost of resources for them in order to maintain the familiar gameplay. With the change to the rune system, we don't want the Ice Knight rotation to consist of just Obliterate. We will also reduce the number of abilities available regardless of specialization: each specialization will now have one disease with a unique effect, and talents will become more narrowly focused.

Blood

Death knights who choose this path experience an irresistible craving for the blood of the living. They dissect the bodies of their victims, drain the life energy from them, and use their torn remains for their own defense. Moral standards do not matter when you are in the forefront and you need to stop the enemy’s pressure.

Moral standards do not matter when you are in the forefront and you need to stop the enemy’s pressure.

Game process

We've kept the core abilities, but tweaked them slightly to better suit the specialization. Each core ability now fits neatly into the image of a lord of blood and bone, whose task is to survive in any circumstances. In particular, Death Strike now requires Runic Power, a resource that is much easier to use than runes. Now the player will not be deprived of the opportunity to receive treatment if he accidentally uses the right rune, and the accumulation of runic power will become more important.

The main active ability for defense will no longer be “Capture Runes”, but “Bone Shield”, which fits better into the image and is generally a more interesting ability. Spine Shatter is a new attack that allows the player to periodically renew their Bone Shield. To provide more variety in gameplay after eliminating different types of runes, Bloody Strike now allows you to accumulate additional runic power (beyond that accumulated by using runes).

To give you an idea of ​​how Blood Death Knights will perform in combat, here's a quick look at their main combat abilities.

  • Bloody Strike
    • An instant strike that deals moderate physical damage to the enemy and infects the victim with the Blood Plague.
    • The Death Knight gains an additional 10 units. rune powers.
    • Blood Plague
      • A disease that deals minor Shadow damage and restores the Death Knight for 1% of his maximum health every 3 sec. within 30 sec.
  • Ridge crushing
    • The Death Knight strikes the target, dealing heavy physical damage and generating 3 charges of Bone Shield.
    • Bone Shield
      • Swirling bones surround the death knight, reducing damage taken by 25%. Each damaging attack consumes one charge. The shield lasts 30 seconds. or until all charges are used up.
  • Death Strike
    • Costs: 40 units. runic powers, range: melee, applied instantly.
    • The Death Knight focuses his dark power and strikes, dealing heavy physical damage and healing him for 50% of all damage taken in the last 6 sec. (minimum 7% of maximum health).
    • If the death knight has less than 35% health remaining when this ability is used, all runic power is consumed and the healing effect is enhanced.
  • Mastery: Blood Shield
    • When a Death Knight is healed by Death Strike, they are given a shield that absorbs damage equal to 40% of the base amount of health healed (based on the Mastery bonus from gear).
    • Also increases the death knight's attack power by 20% (depending on the Mastery bonus from equipment).
  • Death and Decay
    • The Death Knight corrupts the target area, dealing moderate Shadow damage to all enemies within the area over 10 sec. The Death Knight's Bloody Strikes in the area affect all nearby enemies.
  • Scarlet Scourge
    • Passive ability
    • Successful auto attacks against targets infected with Blood Plague have a 25% chance to reset the cooldown of Death and Decay.
  • Storm of Bones
    • Costs: 15 units. runic power per second, applied instantly, cooldown: 1 min.
    • A whirlwind of bones and blood every 3 sec. Inflicts minor Shadow damage to nearby enemies, healing the Death Knight for 1% of his maximum health each time.

Ice

Some death knights are equally skilled with a blade and command a supernatural cold that binds enemies and breaks their will to win. Unlike the magicians who study the wisdom of ice spells, they themselves are born of these spells, and their decaying hearts are covered with frost. In battle, these long-deprived warriors fiercely wield two blades and strike with deathly cold all who dare to challenge them.

These knights are born of the spell of ice, and their decaying hearts are covered with frost.

Game process

The mechanics of the Frost specialization are quite good and do not need major changes. All of the basic abilities listed below will likely be familiar to you. The only thing we would like to improve is the impact of the Killing Machine passive on the base rotation. The guaranteed critical hits this ability provides is a useful bonus, but players often ignored it in order to spend all their resources as quickly as possible, since the resulting damage drops if they have to wait for the cooldown of the rune needed for Obliterate or Frost Strike. The Killing Machine ability now only affects Destruction, making thoughtful use of its effect more rewarding.

Below is a quick overview of the main combat abilities of the Frost specialization.

  • Howling wind
    • Cost: 1 rune, range: 30 m, applied instantly.
    • An icy wind sweeps through the target and other enemies within 10 yards of the target, dealing minor Frost damage and inflicting Chill on all targets hit.
    • Chills
      • A disease that occurs every 3 sec. within 30 sec. deals minor frost damage and restores 5 units to the death knight. rune powers.
  • Destruction
    • Costs: 2 runes, range: melee, applied instantly.
    • A brutal attack with both blades that deals massive physical damage.
  • Ice Strike
    • Costs: 20 units. runic powers, range: melee, applied instantly.
    • The Death Knight imbues his weapon with the power of cold and then quickly attacks with two blades, dealing massive frost damage.
  • Frost
    • Passive ability
    • After using Destruction, your next Howling Blast has a 45% chance to cost no Runes and deal 300% additional damage, but will not allow you to accumulate Runic Power.
  • Killing machine
    • Passive ability
    • Destruction following an auto attack has a chance to be a guaranteed critical hit.
  • The mercilessness of winter
    • Costs: 1 rune, applied instantly, recovery time: 30 sec.
    • The Death Knight exudes supernatural cold, dealing moderate Frost damage to all enemies within 10 yards over 10 sec.
  • Mastery: Heart of Ice
    • Increases all Frost damage dealt by 40% (based on the Mastery bonus from equipment).
  • Ice Onslaught
    • Cost: 1 rune, applied instantly, cooldown: 12 sec.
    • Ice spikes erupt from the ground, each of which deals moderate frost damage to enemies near the point where the spike appears.

Unholy

Even if some death knights are free of the Lich King's influence, they still carry the devastating plague of the Scourge that once nearly consumed all of Azeroth. Regardless of what purpose they pursue, they are desecrators of all living things, especially when they have to defend themselves. In their arsenal - the most dangerous of diseases and the ability to raise obedient servants from the dead. They fight fiercely in close combat, unleashing the full might of an undead legion and a deadly plague on their opponents.

They fight fiercely in close combat, unleashing the full might of an undead legion and a deadly plague on their opponents.

Game process

The Unholy specialization has been reworked more than Frost and Blood to make the gameplay mechanics better suit its essence. We'd like to see heroes with this spec continue to be the most active users of diseases. Decay Strike has become less relevant over time, so we've developed new mechanics to ensure this ability remains an integral part of the rotation.

Below is a quick overview of the main combat abilities of the Unholy specialization.

  • Disease outbreak
    • Cost: 1 rune, range: 30 m, applied instantly, cooldown: 6 sec.
    • Inflicts small damage to the target from dark magic and surrounds it with vapors that last for 6 sec. infect the target and all nearby enemies with the Deadly Plague.
    • Deadly Plague
      • A disease that deals average Shadow damage every 3 sec. for 21 sec. When the infected target dies, the plague erupts, dealing average Shadow damage split among all nearby enemies.
      • Deadly Plague has a 30% chance to erupt each time it deals damage.
  • Impact of decay
    • Costs: 2 runes, range: melee, applied instantly.
    • Deals massive physical damage and applies 1 to 3 Festering Ulcer effects to the target.
    • Purulent ulcer
      • A pustular formation that can be opened with Scourge Strike. When opened, it deals average damage from dark magic and allows you to accumulate 3 units. rune powers.
  • Scourge Strike
    • Costs: 1 rune, range: melee, applied instantly.
    • An unholy strike that deals high physical damage and high shadow damage. Opens 1 Festering Ulcer if present on the target.
  • The face of death
    • Costs: 30 units. runic powers, range: 40 m, applied instantly.
    • The Death Knight blasts a target with unholy energy, dealing heavy Shadow damage and restoring 10 damage. energy to your ghoul.
  • Inexorable Rock
    • Passive ability
    • There is a chance that the Death Coil that follows an auto attack will not require Runic Power.
  • Dark transformation
    • Cast instantly, cooldown: 1 min.
    • Ghoul for 20 sec. turns into a terrifying undead monster. The ghoul's abilities are enhanced for the duration of the effect, and his combat potential increases.
  • Death and Decay
    • Cost: 1 rune, range: 30 m, applied instantly, cooldown: 30 sec.
    • The Death Knight desecrates the targeted area for 10 seconds. inflicting average damage from dark magic to all enemies within it. The Death Knight's Bloody Strikes in the area affect all nearby enemies.
  • Mastery: Dreadblade
    • Increases all Shadow damage dealt by 50% (based on the Mastery bonus from equipment).
  • Universal service
    • Passive ability
    • Raise Dead raises an additional skeleton minion and has no cooldown.

We hope you enjoy the changes to the Death Knight!

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The Unholy specialization currently allows you to deal high damage to one, two, or three targets. In this regard, it leaves many competitors behind.

PvE guide for Death Knight "Unholy" for Battle for Azeroth is here -

List of changes to the guide as of 12/16/17:

  • Ancient Healing Potion has been changed to Astral Healing Potion.
  • Equipment: Updated recommendations for bonuses from T21.
  • Characteristics:
  • Enchantments, Food and Consumables: Recommendations have been updated to reflect the speed limit.
  • Brief guide: Updated stat priority.
  • Artifact: Relic priority has been updated.
  • Netherlight Crucible: Added a path for developing an artifact using the Netherlight Crucible.

The Unholy Death Knight Guide is current for World of Warcraft Legion 7.3. Here's everything you need to know to effectively complete Mythic Expanded raids and dungeons.

Changes in patch 7.3

  • There are no significant changes in patch 7.3.

Changes in patch 7.2.5

  • Death Coil costs 35 units. runic power (instead of 45 units) and deals more damage.
  • The damage of some abilities has been slightly increased.
  • Dark Judge now lasts 20 seconds. (instead of 15 sec.)
  • New legendary items have appeared in the game, Soul of the Lord of Death and Frozen.

Changes in patch 7.2

  • Artifact talents have been reworked. By investing 35 points in development, the player gains access to new talents (Cunning of the Ebon Blade, Dark Lash, Harbinger of Death, Black Claws and Consistency of the Legion's Doom Army). An additional (fourth) rank has been added to all old talents.

Changes in patch 7.1.5

Specialization has been significantly strengthened.

  • Many abilities and talents now deal more damage.
  • Plague Rune Weapons now affect 5 basic attacks (instead of 4).
  • Dark Judge cools down in 2 minutes. (instead of 3 min.)
  • Necrosis gives a 40% bonus (instead of 35%).
  • Unholy Frenzy lasts 2.5 seconds. (instead of 2 sec.)

1. Changes to Anholi DK in the Legion

Compared to Warlords of Draenor, the Unholy specialization has changed significantly.

  • The rune system has been greatly simplified. Now all runes belong to the same type, each rune is recharged individually.
  • Runic corruption has become passive and is now the only tool for accelerating the replenishment of runes.
  • Presence of Ice, Presence of Blood, and Presence of Unholy have been removed from the game.
  • All diseases have been replaced with a single damage over time effect, Deadly Plague. Plague can only be applied/updated using Disease Outbreak.
  • Decay Strike no longer prolongs the duration of diseases, but instead applies a new effect called Festering Ulcer.
  • Dark Transformation now simply buffs your pet for 20 seconds. and no longer interacts with Death Coil. However, the talent Infusion of Darkness (tier 6) reduces the cooldown of Dark Transformation when using Death Coil.
  • Soul Reaper has become a talent.
  • Blood Boil and Runic Weapon Empowerment have been removed from the game.

2. Advantages and disadvantages

Advantages:

  • Heavy damage to one or more targets
  • Powerful defensive abilities
  • Great raid benefit in the form of one or two Death Grips

Flaws:

  • Low movement speed
  • To effectively deal damage requires "overclocking" (due to the Festering Ulcer mechanic)
  • Specialization is demanding in the selection of legendary items

3. Brief guide

This section is intended for those who are just starting to play as a death knight, do not have the goal of going to Mythic raids, or are simply looking to simplify their playstyle as much as possible and do not want to constantly remember to prioritize and monitor various effects.

Basics

Unholy is a Death Knight specialization that allows you to deal high damage to one or more targets. At first glance, it is quite complex, so beginners are recommended to master the Ice specialization.

The main goal in combat is to control the effect of Festering Ulcer. Try not to gain too many charges and use Scourge Strike to explode the plague in time (in fact, using the recommended talent Clenching Shadows).

Talent Selection

The following talents are useful in the vast majority of situations.

  • Level 56: Black Fever
  • Level 57: Infectious Ulcers
  • Level 58: Unholy Frenzy
  • Level 60: Slime Belcher
  • Level 75: Enchanter (vs. magic damage) / Corpse Shield (vs. all damage) / Lingering Ghost (mobility)
  • Level 90: Shadow Infusion (single target) / Infested Claws (AoE)
  • Level 100: Dark Judge (single target) / Desecration (AoE)

Characteristics

The current secondary stat priority for Unholy is:

  1. Speed ​​(up to 26%)
  2. Mastery
  3. Critical Strike = Versatility
  4. Speed

Basic Rotation

The rotation assumes you're using Dark Judge as your tier 7 talent, so it seems difficult.

4.4. Cooldowns

Unholy death knights have two offensive cooldowns and the artifact ability Apocalypse.

  • Summon Gargoyle is a very powerful cooldown that does not require any resources. Use it whenever you get the chance or when you need to deal extra damage. The gargoyle is affected by magic attack speed, so under Bloodlust / Heroism / Time Warp it will be able to cast a few extra spells and deal a little more damage.
  • Army of the Dead summons several ghouls who will fight on your side for some time. The army of the dead requires a lot of resources and causes huge damage.
  • Apocalypse is an artifact ability for the Unholy death knight. She summons one warrior from the Army of the Dead for each Festering Ulcer effect present on the target (maximum 6 warriors). Warriors deal impressive damage and interact with the Portal to the Nether and Armies of the Damned, i.e. explode upon death.

5. Talents

Talents can be freely changed outside of combat while in a recreation area (for example, in a tavern or capital). Tome of the Tranquil Mind and Codex of the Tranquil Mind provide temporary buffs that allow players to change talents out of combat, regardless of where they are.

Tier 1 talents (level 56)

  • Universal Servitude: When using Raise Dead, summon a skeleton minion. Additionally, allows you to use Raise Dead without a cooldown. The skeleton is constantly present at the death knight's side and attacks his targets from afar.
  • Bursting Boils increases the damage dealt by a Festering Ulcer by 50%. When breaking through, it also deals shadow damage to all enemies within an 8m radius of the target.
  • Black Fever passively reduces the duration of Deadly Plague by 50% and increases damage dealt by 20%.

Tier 4 talents (level 60)

  • Slime Belcher summons an Abomination instead of a Ghoul when using Raise Dead. The Abomination has the same abilities, with the exception of Hook, with which it can pull a target towards itself and immobilize it for 2 seconds. (Root only works during Dark Transformation).
  • Asphyxia stuns one target for 5 seconds. Cooldown - 45 sec.
  • Debilitating Infestation when using Disease Outbreak reduces the movement speed of the affected target by 50%. The duration of the slowdown is 3 seconds.

None of the talents provide an increase in damage, but they are all very useful. We recommend going with the Slime Belcher, because... his Hook can be used for a variety of purposes. The Belcher is also good for dealing AoE damage because it deals damage around itself, while the normal Ghoul deals damage in front of itself.

6. Artifact development

  1. Plaguebringer and Blighttouch (in any order)

After this, you need to distribute the remaining points in the following order:

Relic Selection

When choosing a relic, always be guided by the level of the item, regardless of the bonuses it provides. When choosing between two relics of the same level, follow the list of priorities below:

  1. Plaguebringer and Dark March (+7 item level)
  2. Terrifying Face of Death (+6 item level)
  3. Putrid Touch, Renegade Scourge and Runic Tattoos (+3 item level)
  4. Eternal Agony (+1 item level)

Crucible of Void Light

The Netherlight Crucible works very simply. You can choose one of two development paths (Light or Darkness) and follow it to the talent that is considered the best in terms of artifact development.

When choosing one of the paths, compare the sum of the item levels for each of them (see values ​​​​below) and choose the path with highest value.

Priority for Tier 2 talents

  1. Torture the Weak (+14 units)
  2. Shadow Binding (+12 units);
  3. Chaotic Gloom (+10 item levels);
  4. Safety in the Light, Master of Shadows, Surge of Light and Impact Flash (+9 units);
  5. Killing intent (+8 units);
  6. Speed ​​of Light (+7 units);
  7. Dark Sorrow (+5 units).

Tier 3 talent priority

The priority for Tier 3 talents is identical to the priority from the Artifact Talents page. For convenience, we present them again:

  1. Plaguebringer and Dark March (+7 item level)
  2. Terrifying Face of Death (+6 item level)
  3. Putrid Touch, Renegade Scourge and Runic Tattoos (+3 item level)
  4. Eternal Agony (+1 item level)

7. Rotation for one purpose

  1. Maintain Deadly Plague on a target, refreshing it with Disease Outbreak.
  2. If you have the legendary item Frozen, use Chains of Ice.
  3. Use Dark Transformation.
  4. Use Decay Strike.
    • Decay Strike applies 2-4 charges of Festering Ulcer, maximum amount charges - 8. Do not use Decay Strike if the target already has 8 effects. Ideally, you should not use it on 5 or more effects, so as not to lose them. The exception is when you are preparing to use Apocalypse.
  5. Use Apocalypse with 6 charges of Festering Ulcer.
  6. Use Scourge Strike (or Clenching Shadows if you have this talent) if you have 3 or more Festering Ulcer effects.
    • If the target doesn't have three Festering Ulcer effects on it, use Decay Strike.
    • If you have the Instructor's Fourth Lesson, use Decay Strike when you have 4 or fewer stacks of Festering Wound and Scourge Strike when you have 5 or more stacks of Festering Wound.
  7. Use Death Coil, being careful not to accumulate maximum runic power.
    • If you use the talent Dark Transformation, accumulate resources during the effect so that you can use Death Coil as soon as the effect dissipates, and thereby bring the moment of a new Dark Transformation closer.

Apply Festering Ulcer to the main target before the appearance of additional targets in order to be able to inflict maximum AoE damage. In any case, in AoE rotation, Decay Strike is only used if Death and Decay / Desecration and Epidemic are not available.

It should also be noted that when using Lash Strike / Clenching Shadows in the area of ​​\u200b\u200bDeath and Decay / Corruption, these abilities deal AoE damage. If you have the Shrinking Shadows talent (30m range), you can place a Death and Decay/Desecration zone underneath you and hit targets that are within 30m of you.

9. Using cooldowns

The Unholy death knight has two primary offensive cooldowns, as well as an artifact weapon ability. Below we explain how to use them with maximum efficiency. Other cooldowns can be obtained by selecting the appropriate talents. We discuss them in the appropriate section.

9.1. Apocalypse

If you're going into a Mythic dungeon and you have Deathlord Soul, you can stack Festering Wound on targets that are about to die so that they deal damage to all other enemies. The same goes for Unholy Frenzy, whose duration is extended if the target with Festering Wound dies.

10.4. Using Anti-Magic Shell

11. Priority of characteristics

  1. Speed ​​(up to 26%)
  2. Mastery
  3. Critical hit or versatility, depending on item level (character-specific simulation recommended)
  4. Speed

26% speed

The first step is to achieve 26% speed rating. The following assumes that you have already reached this cap and are trying to increase your second priority stat, Mastery. If you haven't reached 26% speed yet, use speed gems and enchantments.

The priority was based on common sense, in-game tests and calculations made using Simulation Craft.

Force- this is the primary characteristic. When changing items of equipment, pay attention first of all to strength indicators. Strength gives you attack power, which determines the amount of damage your abilities deal. or its cheaper analogue Abundant treat. Instead of health stones, you can use Astral Healing Potion.

Additionally, you'll benefit from buff runes that work in both raids and Mythic dungeons. Corrupted Augment Rune is a one-time (cheap) option. Lightforged Enhancement Rune - reusable option, costs 50,000 gold, requires Exalted with Army of Light.

15. Macros

15.1. Common Macros for Death Knights

15.1.1. Resurrection of an ally

  • #showtooltip Raise Ally
  • /cast [@mouseover,help][@target]Raise Ally

16.1.5. Weak Auras

WeakAuras is a very useful addon that allows you to visualize buff/debuff effects and cooldowns. The addon has flexible settings and allows you to more effectively use the features of a particular class. You can also use it for other purposes.

16.1.6. Recount / Skada

17. Legendary items

Legendary items give a huge boost due to their high level (970). Once you receive a legendary item, be sure to equip it, regardless of what piece of equipment is already on your character.

Currently, the number of Legendary items a character can carry is limited (one by default, two if the class's final Hall talent is equipped). Some Legendary items have an advantage over others, so you will have to choose which one to wear.

The best legendary items for single-target combat are Tak'teritrix's Shoulderpads, Frozen, and Deathlord's Soul. Deathlord's Soul is best for completing Mythic dungeons.) and choose the one that gives you highest level items.

Compiled detailed guide to unlock DK 7.1 for WOW Legion. Let's consider a pve build for playing as an unholy DK in 7.1 (Unholy Death Knight), stat priority when using different talents, rotation of the Death Knight, as well as recommended equipment improvements.

PvE build / Unholy DK talents

In this section, we will figure out how the Death Knight of the “Unholy” branch in Legion 7.1 can create the right pve build for raids and dungeons:

For AoE damage, accordingly, you should take Epidemic. In addition, this talent will help accumulate some runic power before the battle if your Army of the Dead is not ready yet.

Plague rune weapons will be useful for the DK in situations where you need to deal serious damage to a single target (but it is desirable that the target is destroyed within a minute).

Unholy Frenzy can only become better than Punisher if you have the legendary bracers Instructor's Fourth Lesson. If these bracers are not available, then the Punisher is still your best choice.

  1. Channel Deadly Plague on the target.
  2. Use Dark Transformation.
  3. Cast Dark Judge. Use this ability when runic power is close to maximum. While Dark Judge is active, spend as much Runic Power as possible by spamming Death Coil.
  4. Use Decay Strike.
  5. Cast Apocalypse.
  6. Use Scourge Strike.
  7. Use Death Coil
  1. Channel Deadly Plague on the target.
  2. Use Dark Transformation.
  3. Use Decay Strike.
  4. Use Soul Reaper if there are 3 or more Festering Ulcers on the target. Use Scourge Strike to accumulate 3 more Festering Wounds - this will increase speed by up to 21%.
  5. Cast Apocalypse.
  6. Use Scourge Strike.
  7. Use Death Coil to maximize your runic power.

Introduction

This guide will walk you through everything you need to know to play as a Death Knight in PvP. The guide will cover everything: talent selection, artifacts, gameplay and rotation, as well as useful racial bonuses. This is most applicable to arena content, but talents and bonuses from races will work in battles and battles.

This guide is written Mystical, a legendary PvP player who took Arena Master and 2200 rating many times.

1. Spec overview / place in current meta:

Death Knights are a force to be reckoned with in the arena. They have the ability to single-handedly bend enemies and inflict the most severe damage.

2. Item level:

In terms of gear, the biggest change to Legion is that there is no longer PvP gear. Your strength in PvP will be determined based on the average level of your gear (as shown on your character sheet). For example, the base element level at level 110 is 800, so your PvP stats will be adjusted accordingly.

The implication is that it doesn't matter where your gear comes from, and all that matters is the item level. Items from quests or PvE content are just as great as gear you'll be given per cap in PvP or dropped (which essentially will be very similar to PvE gear, no more PvP stats).

Practically, you'll just be looking at collecting gear with the highest possible item levels, and the distribution of stats on the gear won't matter.

3. Artifact Talents:

Below we will explain what is recommended for the artifact if you want to maximize your PvP potential. It is possible that your artifact path (while reading this guide) is different from our suggestions. If so, don't worry and use the information below to help you understand your traits and determine your future options.

If you suddenly decide that you want to switch to PvP, the best thing to do in your artifact progression is to continue leveling to the nearest gold line, and then follow the recommendations below. Select the most useful abilities http://ru.wowhead.com/spell=189180, and http://ru.wowhead.com/spell=189154, http://ru.wowhead.com/spell=189179) along the way - a great way to increase your potential.

3.1. The first golden feature in the Artifact.

The first gold trait to take is Sindragosa's Fury.

5.1.7. Level 7 (Level 100) Talents

If you are playing against a team with two melee fighters, we recommend http://www.wowhead.com/spell=195425. Both of these talents improve survivability, you just need to switch them based on the team you're playing against.

5.2.3. Level 3 Talents

http://ru.wowhead.com/spell=51052 – this is the best choice at this level. This is additional protection against ranged units and even some melee classes.

5.2.4. Level 4 Talents

http://ru.wowhead.com/spell=199719 – the best choice in this tier. Since the enemy team's defensive cooldowns will have more long time cooldown, this talent allows you to play very offensively. However, if you are playing with a teammate who uses mostly magic damage, Necrotic Aura Icon Necrotic Aura is the best choice at this level.

5.2.5. Level 5 Talents

http://ru.wowhead.com/spell=204135 – the best choice in this class. This is a great talent to make it easier to hit targets that will try to kite your damage. This also makes it easier for you to spread pressure onto the enemy team if multiple enemies are together.

5.2.6. Level 6 Talents

http://ru.wowhead.com/spell=204160 is the best choice in this level. This is a good damaging ability to use against the enemy team.

6. Racial bonuses:

Racial bonuses can provide interesting PvP benefits. Here are the best races for each faction.

Orc is the best race for Death Knights, thanks to its passive skill, it reduces all stuns and significantly improves survivability.

As an alternative, blood elf- also a good race. Thanks to the extra fat.

6.2. Alliance

The human bonus (every man for himself) is a great way to avoid being stunned.

7. Game style:

The Death Knight has one role and deals relentless, sustained damage in the arena. Ice Death Knights have no control and very little utility to teammates. Players should focus on maximizing their sustained damage as much as possible. Death Knights have no mobility, so when you get to an enemy you have to deal as much damage as you can to them. With a relatively short cooldown, Frost Death Knights can use their rotation and activate the cooldown as soon as the Arena starts. They have high sustained damage and are very a short time recharge.

7.1.1. Opening the Gate

Before opening the gate, you need to decide who you will attack, and immediately after leaving, start doing it. The main goal of the dk is to force enemies to use their trinkets.

If the enemy healer uses his trinket, he will be in trouble. The Frost Death Knight should be focused on engaging the enemy and dealing high damage to the target.

Use http://www.wowhead.com/spell=49143 when you have http://www.wowhead.com/spell=138214 for it.
Use http://www.wowhead.com/spell=107116/ if you have http://www.wowhead.com/spell=59052/ or for re-use