One reason that i really liked about the deathknight is that you stand right next to the lich king when you start the game.
In the DK area you’ll see that your actions have an effect on the world, which is pretty damn cool. Having played through roughly half of the DK area I’d say it’s fun, different.
The presentation of the questlines is nothing short of exhilirating. You are the Lich Kings vassal, the bringer of the apocalypse. You are the primary bringer of death and destruction to the Scarlet Crusade. You work to gather information and destroy their very hearts, minds and bodies. And with each phase, the landscape and figures change to reflect the strides youve made. And all of this is presented in a story that has a clear beginning, middle and end.
But then after your done with the starting area your back to the same old same old .
Also the deathknight skills are much more unique than any of the other classes, using runes instead of mana, rage or energy the death knight are able to use skills of frost, blood, and unholy.
Blood Presence – The only thing I don’t really like about this presence is the 4% healing. It seems completely worthless to me, and it makes SCT quite annoying. IMO, either boost it a bit or change it to maybe additional threat reduction.
Frost Presence – The 6% hp bonus through talents was nice, but obviously it’s a waste to have DKs in this presence for DPS just for the group hp boost. The magic part also seems unneeded/unwanted. Perhaps maybe a 10% movement reduction to all enemies within 30 yards instead. This could help solve the big problem with DKs being so easily kited.
Unholy Presence – Perfect atm.
Icy Touch – Great debuff with minimal cost. Poor damage, but the disease that is now inflicted makes it worthwhile. Great change!
Blood Strike – Decent damage, and a good way to spend a quick blood rune. Great the way it is.
Plague Strike – This ability seems so much better now that it has been changed to one unholy. Between this and the two above abilities, it makes managing runes so much easier and efficient. Not to mention the merge for the HoT removal from degen. Perfect!
Death Strike – I like the new idea behind this ability. However the healing is obviously way to random atm. It is a great change from the original version. My only real concern is it sharing the same runes as Obliterate. If I want to use plague strike to remove a HoT I lose a lot of dps since there is no longer frost+ blood ability. Plague strike + Obliterate -or- Blood strike + Death strike seems more reasonable to me.
Obliterate – Great damage ability. Only concern is what I mentioned above: rune type cost.
Death Grip – Most likely the most fun ability the DK has. Cool down is a bit long but perfect with easily accessible talent improvement position. So overall, one of my favorites!
Death Coil – With the current build, this costs too much. If you’re going to reduce the RP generation, please don’t increase the cost of our ‘idle’ ability. 50 RP is not too bad if we can keep our original RP generation. DKs will not spam this with other vital abilities requiring RP.
Mind Freeze – Great interrupt. Abilities like this should stay with RP costs so DKs don’t have to sacrifice DPS.
Strangulate – Great ranged interrupt. The cost however, should be RP. It is kind of pointless to sacrifice DPS when fighting a caster just so you can silence them. I would much rather sacrifice that DPS by losing a death coil and having more control on my runes for DPS.
Anti-Magic Shield – Another one of my favorite abilities. Again you have to sacrifice controlled DPS since it does not have a RP cost. The 3 ? 5 second change is perfect. Three seconds was not long enough to even absorb one attack most of the time, and five seconds seems to catch one, maybe 2 spells, making it worth the cost.
Chains of Ice – This enters the problem with a DK’s lack of a snare. Combining a root and a snare does not work. IMO, this should be reworked into a snare ONLY, with no cool down costing 1 frost rune. In its current form it’s much better now that it costs only one frost rune, however, the cool down kills the ability. Even mixed with Death Grip, a lot of classes can easily escape and continue kiting the death knight at that point.
Blood Boil – Great tanking ability. This ability really makes me want to tank. It was also great to add something to remove diseases so our CC doesn’t break. (Not that our current CC is any good anyways =P)
Pestilence – Another great tanking ability. Enough said.
Raise Dead – I’m not a big pet fan. I like to focus on my character and not have to worry about controlling my ‘companion’. I loved the way the ghoul is just a mindless minion that follows/protects you, making it so you don’t really have to worry about him unless you want to. However I expected a little more out of this. It would be much more enjoyable if death knights could summon up to three ghouls at a time. Just make them a lot weaker and maybe nerf the death pact ability a bit. This would make the death knight A LOT more enjoyable while not hurting other classes. (Great fix on spell pushback btw :D)
Death Pact – This was my favorite ability in Warcraft 3. Just striking down a minion to make yourself stronger is a great feeling. However with the lack of ghouls, this ability has basically a 5 min cool down. Add more ghouls, and keep the current 2 min cool down and it would bring more strategy into play for the death knight.
Blood Tap – My priest is named Bloodtap, so now I’m going to get harassed, thanks. =P All kidding a side, this is a great way to bring more strategy and skilled play to a death knight.
Empower Rune Weapon – Same as Blood Tap, just with a better ability name. =D
Icebound Fortitude – This ability is flawless, and a great addition for tanking.
If your a WoW fan, Wotlk is a must!