Class Q&A Series Discusses Death Knight

The Blizzard Community Team has published the newest installment of its class Q&A series, and this one focuses on the Death Knight. The team sat down with Greg "Ghostcrawler" Street and the development team to get some questions answered regarding the hero class.

THe Q&A covers numerous topics, including the team's thoughts on Death Knight tanks. Ghostcrawler said he thinks the evidence is overwhelming that Death Knight tanks are overpowered: "It’s entirely possible you’ll see Icebound Fortitude on a two-minute timer in the 3.2 patch. I want to reiterate though that our vision hasn’t changed -- we still want death knights to be able to tank every encounter. Rather than posting in the forums that you are now doomed and will have to reroll, help us get the death knights in a place where they are an attractive option but not the clear best option on most fights."

You can read the entire Q&A below and discuss it in this thread in our Death Knight forum.

Today we continue our class Q&A series with Greg "Ghostcrawler" Street and the development team, in which we’re taking a look at each class and answering some of the top questions brought forward by their communities. Next up, we take a look at the most asked questions from the death knight class and find out more about the design philosophy behind the first Hero class, the expectations for the class, and what may lie in store for it in the future.

Death Knight Q&A with the Voice of the Class Design Team, Ghostcrawler

Community Team: We’d like to start things off by asking a question that players often ask in regard to the very purpose of each class. Death knights are the newest class in the game, the first Hero class, and the only class to be added since the original launch.

Q: Where do death knights fit into the larger scope of things currently and where do you see them going from this point forward?

Ghostcrawler: Death knights are the only current Hero class, which means they are supposed to be the best class in the game.

No, no, I mean that death knights are an anti-magic tank, which means you bring them out for fights like Hydross and curb them for Patchwerk.

I jest again, but my point is that we introduced a new class to a game that didn’t really have a niche that needed to be filled. The closest to a gap that existed was that we wanted to have more tanks available, especially for pick-up groups. But adding the dual-spec feature as well as improving some of the limitations of the existing classes has helped to fill that hole as well. Yet we did want to introduce a new class. World of Warcraft has been going on for several years now, and we thought it was time to shake things up a bit. We succeeded. Perhaps too well.

Players are obviously enjoying death knights for tanking, dps, or PvP and we’d like to think there is more going on there than just power. Some players really enjoy the rune and runic power mechanic, and I think it’s fair to say that the class requires a good amount of skill to play really well. Between Death Runes and all the various cooldowns, there are a lot of opportunities to play less optimally and push the wrong button. We’ve asked ourselves several times if the death knight is overly complicated -- perhaps you could accomplish 90% of the design with a 3 rune system instead of a 6 rune system -- but we aren’t changing it to that large a degree soon.

In terms of 3.2, we want to chill out the death knight AE damage and defensive cooldowns a little. It’s fine for a melee class to have strong area-effect, but they shouldn’t be so much better than warriors, rogues, and Enhancement shamans. One culprit here is Unholy Blight, which we are considering changing to be more single-target in nature. We are also likely to split Desecration into two abilities: a PvP-oriented snare and a PvE-oriented self damage buff. We are considering shifting some of the damage from Scourge Strike and Frost Strike into Blood Strike, which still hits for fairly paltry amounts for Frost and Unholy. We’ll talk about some additional changes below.

Q: What is it that makes them unique compared to all other classes?

Ghostcrawler: Their resource system is very unique. It is impossible for death knights to ever run out of resources. Any kind of benefit that makes rune-based abilities cheaper or finish their cooldowns faster are generally useless to a death knight. In fact, the whole rotation risked being very regular and even boring until we came up with a strong role for the Death Runes.

The death knight can do excellent melee damage, but also better ranged damage than most melee classes, and all three specs deal a large amount of non-physical damage.

Death knights also have a lot of abilities with medium-length cooldowns. This means they can be used multiple times per fight, but aren’t always there exactly when needed. A lot of the skill involved in playing a death knight, whether for PvP, tanking, or doing raid dps, involves using these at the right time.

Death knights also hybridize into a lot of different directions. What I mean is that they have surprisingly high area damage for a predominantly melee class. They have a pet. They have interrupts, (reverse) gap-closers, and strong snares. They are very well-rounded, which has been the cause of many of the balance problems we’ve had with them in PvP.

Death knights don’t have a dedicated tanking tree. Blood, Frost or Unholy death knight tanks are all viable, and each one can be slightly more useful depending on the boss encounter.

And then there is the obvious: they start at high level, showered in blue gear and even a mount. They have some of the best quests in the entire game in their start zone, and their identity is stitched heavily into the story of Northrend and the Lich King specifically.

Community Team: One question in particular that relates to one of the earliest designs of the Death Knight class and has been burning on the minds and tongues of every death knight for quite awhile now.

Q: How do we feel about the current viability of dual-wielding? Are there plans to improve it or have it fit a specific role for the class?

Ghostcrawler: This is a controversial topic because we realize some players just aren’t interested in dual-wielding (or seeing any death knights even do it), while others love the faster strikes that come with it. Our design has always been that dual-wielding should be an option, but that also means that it can’t take over, as it often does for classes in which we provide the option.

Part of our goal with the death knight was not to have a tanking or PvP tree, and we feel we’ve been pretty successful with that. However, adding dual-wield to that matrix just gives us an impossible task, because then you need to have the Blood dual-wield tank spec and the Frost two-hander PvP spec and so on.

What we are going to do with dual-wield in 3.2 is just provide the Frost tree with the talents necessary to prop-up dual wielding, including a new talent that lets Frost Strike, Death Strike, Obliterate etc. hit with both weapons. This will likely mean that Blood and Unholy dual-wield specs just won’t work anymore. It also carries the risk that all Frost death knights feel like they have to go dual-wield. This latter part isn’t necessarily a goal, but could be the outcome. We think in this case our only option is to remove some player choice in order to provide a real choice in other areas.

Community Team: The Blood tree has been quite popular lately, but the players have been actively discussing the 51-point talent, Dancing Rune Weapon, lately. Even with the glyph for it, Dancing Rune Weapon only lasts through about one rotation of abilities while the Unholy 51-point talent, Summon Gargoyle, lasts much longer.

Q: Do we have plans for any changes or improvements to Dancing Rune Weapon?

Ghostcrawler: We tried to make Dancing Rune Weapon and Gargoyle unique, but I think it has ended up causing more problems than anything. I think it’s likely you’ll just see both abilities as flat runic power costs that summon a creature for a flat period of time. This will let us balance the numbers appropriately.

Community Team: Due to their effectiveness while tanking, death knights saw a rapid popularity growth as tanks which caused the reduction of the armor bonus of Frost Presence in patch 3.1.3. Some players are afraid this will push them out of being an option as a main tank as they felt they were when originally implemented.

Q: What are our current thoughts on the status of death knight tanks and do we have plans for further changes?

Ghostcrawler: Almost all of the top raiding guilds considered the death knight to be overpowered as a tank and the only real option for many of the Ulduar hard modes. While the community isn’t always right about everything, they are right a lot, and in this case we think the evidence is overwhelming. We wanted to make the cooldowns the unique part of death knight tanking, and we haven’t given up on that design, but it has also turned out that having lots of powerful cooldowns is just an extremely potent way to tank. Many of the Naxx and Ulduar bosses were dangerous from predictable blasts of damage on cooldowns longer than the death knight ones. Plus the cooldowns could be used to survive just a bit longer. When the other tanks could survive two hits, the death knight could survive three. It’s entirely possible you’ll see Icebound Fortitude on a two-minute timer in the 3.2 patch. I want to reiterate though that our vision hasn’t changed -- we still want death knights to be able to tank every encounter. Rather than posting in the forums that you are now doomed and will have to reroll, help us get the death knights in a place where they are an attractive option but not the clear best option on most fights.

Community Team: There have been some complaints among the death knight community about stats on armor pieces, especially set pieces, not benefiting the talent spec that they want to play as much as another talent spec.

Q: Are we satisfied with stats such as Armor Penetration, Haste, and Hit having very different values depending on which talent spec a death knight is using?

Ghostcrawler: No. We don’t want to create multiple types of death knight armor, other than tanking and damage dealing. We already support like 19 different types of tier pieces because for example all of the mail users want slightly different stats. It is a problem that, say, Blood wants armor penetration and Unholy does not. But our answer to that problem is going to be to make all specs regard the stats more similarly, not to provide lots of different armor choices. It’s already hard enough to get a boss to drop what you want.

Community Team: With the recent implementation of the dual-spec feature, players have greatly enjoyed the flexibility of having two specs to switch between depending on what they are currently playing. But this feature has also lead to number of extra requests from players to make things easier for them when transitioning.

Q: Would it be possible to save runeforge enchants to primary and secondary talent specializations or add rune forges to more convenience places than Acherus?

Ghostcrawler: Considering the huge benefits that the runeforge enchants already offer the death knight, it’s hard to argue that they need to be even more convenient. A paladin who swaps from a Retribution build to a Protection build can’t even use the same weapon, let alone have an enchant change out as well. We don’t save gems and enchants as part of the dual-spec feature. The expectation generally is that you have multiple sets of gear.

Community Team: Anticipation is considered a more attractive talent than Frigid Dreadplate because dodge can trigger Rune Strike. Players feel this is a little confusing because Frigid Dreadplate is way more down in the talent tree.

Q: Are there plans to change or improve the Frigid Deadplate talent?

Ghostcrawler: We don’t necessarily consider the deepest talents in a tree to be the best ones. Generally when we push talents deep, it’s because they are of limited interest to other specs or else so powerful that we want to keep them away from other specs. Frigid Dreadplate is a great tanking talent since it adds avoidance. I can’t imagine a death knight tank actually skipping out on Anticipation, so it doesn’t bother us that the Anticipation talent is considered better. That said, we think avoidance is likely too high on all tanking classes, so we aren’t likely to buff Frigid Dreadplate.

Community Team: Death Knights think that only a few players choose Will of the Necropolis because of the proc condition, internal cooldown, and so forth.

Q: Is there any plan to improve Will of the Necropolis?

Ghostcrawler: There was a brief window where this talent was totally overpowered because it just added so much opportunity for a death knight getting beat on to survive. It’s possible we over-nerfed it, but you have to be careful with talents like this. As soon as it slides from “only a few choose to take it” to “most choose to take it” then there’s another talent that is being skipped over.

Community Team: This brings us into some PvP-focused topics. One particular spell that was brought up a lot is Mind Freeze and the ‘delays’ in it taking effect on the target which often causes the interrupt to appear on a combat log but not actually stop the spell.

Q: Is this a bug or something in particular we are investigating?

Ghostcrawler: It is an ongoing research item. We have never been able to duplicate the situation that the players describe, that sometimes it has a delay that other interrupts do not. It is set up similarly to other abilities. However in a game as complex as World of Warcraft, we have learned not to dismiss the possible weird situations that a particular ability can get into. You have to take the combat log with a slight grain of salt -- this is a client-server game, and sometimes the two can disagree on when an event occurred. The server thinks the spell went off, while the client thinks you got the interrupt off in time. The server usually wins.

Community Team: A good number of non-death knight players are concerned regarding the healing capability of death knights, especially in the PvP setting, where they can often survive for extended periods of time with no healer and still do lots of damage.

Q: Do we have plans to change any of the death knight’s self-healing abilities?

Ghostcrawler: The healing is one of the core mechanics of the class, and one of the things that helps them feel distinct from warriors. It’s the reason there is a Blood tree and Blood Runes. We have no immediate plans to change anything here. If death knights continue to be good at PvP even after some of the defensive nerfs, we’d likely look at say Chains of Ice, the interrupts or the amount of non-physical damage they can do.

Community Team: To finish off this Q&A, let’s blast through the last set of questions:

Q: Would you consider adding a Mortal Strike-like ability to death knights in the future?

Ghostcrawler: There are two answers to this question. The first is do we think the death knight needs any additional tool for PvP? The answer to that is definitely not. Death knights have been really well represented, if not overpowered, in PvP. The second part of the question is more philosophical though, which is whether or not Mortal Strike is mandatory in PvP. You can currently argue it isn’t because there are teams that feature Retribution paladins or Unholy death knights (or both) that do just fine. However, it is an issue that rises up every few months or so: whether every damage class needs some option of bringing the “mortal” debuff, or at what point we just make it a passive aura upon stepping into PvP.

Q: Will Chains of Ice ever be subject to diminishing returns?

Ghostcrawler: If we need it. It’s not in the plan. Snares don’t currently have diminishing returns, and Chains is limited based on the availability of Frost Runes. It is a possible concern that between Chains of Ice, Death Grip, and the ghoul stun that a death knight can lock someone down for a long time.

Q: Will ghouls ever get their voices back?

Ghostcrawler: We have a long-term plan to add the ghoul voices back. We pulled them because they were using the vendor voices, which sounded weird when your ghoul would ask you to buy or trade. We just need to get some audio made without the vendor text. It’s in the plan, but not super high priority.

Comments

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DK Starting
# Jun 28 2009 at 9:02 PM Rating: Decent
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267 posts
DKs can be a great class when they're played well. Unfortunately most that I've come across are not played well. On my server there are far too many DKs and most of them are terrible. It's quite common to get in a pug group for a raid or a heroic where literally half the group are DKs. I know a lot of people who refuse to run a heroic with a DK tank because of too many experiences with bad ones. I'm not sure why that is but I have a couple of ideas.
I notice that a lot of new players to wow will level a toon to 55, then immediately abandon that toon to continue levelling with a dk. That means that a great numer of DKs are noobs in many ways. Everyone's a little awkward on their first toon. The problem with these new DKs is that a lot of them seem to be played by people who aren't interested in questing, exploring etc. They just want to level as quick as they can so they can get a death knight and do naxx to get phat lootz. They haven't had much time to learn the game, much less a complex class like a DK. Hence, they suck. The only decent DKs I've played with are people who have already spent some time playing another class at high level.
How to fix the problem? I don't know. Maybe raise the level for death knight creation from 55. Someone who's levelled a character at least enough to play some northrend content and do a few instances wouldn't be a complete noob when they bring their power levelled DK in to a heroic or naxx pug.
DK Starting
# Jun 29 2009 at 8:16 AM Rating: Good
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1,882 posts
I have to admit, I've never had a problem with a DK tank in end game. Most of the "Death Tards" just don't try and tank. Most of the DK tanks I've seen actually have been very good ones. In fact, I think I prefer them to an extent. A good DK tank is pretty nice to heal.
DK Starting
# Jun 29 2009 at 8:22 AM Rating: Decent
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267 posts
I guess that's why I said DKs can be good. You're talking about endgame and fail DKs don't make it to end game. I'm GM of a levelling guild so I don't see much endgame. What I do see a lot of are PUGs and that's where b grade DKs are a dime a dozen.
DK Starting
# Jun 29 2009 at 6:39 AM Rating: Decent
It's funny you should say that, because I was just thinking about this thread last night and had resolved to come back here and say the real problem was with that 55 starting level.

Personally, I say 80. Not just "some Northrend content" or what have you, nope. Max level. No QQ please, I know the term "MAX level" is intimidating, but anyone who's ever leveled a character to 80 knows it doesn't take THAT long (especially with the dumbing-down of the game at every patch).

Keep Death Knights heroic. Don't care if they're "overpowered", but make sure they're truly earned, and by level 80 perhaps people will be more attached to their original toon and not just wholly abandon it in favor of a DK.

I thought I had accomplished something when I got my first toon to 55, but after continuing on with that toon and leveling alts and such, I realize 55 really isn't anything to crow about.

I'd rather see DKs continue to kick butt, but make them a little harder to get. It'll never happen, but it's a nice thought.
DK Starting
# Jun 29 2009 at 8:24 AM Rating: Decent
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267 posts
I think you pretty much clarified what I was thinking. Make them a reward for people who have truly put in some effort rather than something anyone can attain. That goes against current trends in the game though where changes in mounts etc are making everything easier to get rather than harder.
My opinion....
# Jun 27 2009 at 2:17 PM Rating: Decent
My main character is a DK, and I quite enjoyed it. But during some of these nukes that are happening to the DK's I'm noticing a lot of impacts on my character. I was one of the guild tanks for Heroics and Raids, and right after the last patch where Frost Presence was nuked to 60% armor increase instead of 80%, I noticed right away that I was getting hit much harder and seeing that the healers had to work more overtime with healing. Now at the time, I was using the frost tree with a but from blood and unholy to tank.. I noticed since that last nuke that it was no longer viable for me to use any more.. needless to say, I'm an unholy spec'd tanker and have slightly made up for the nuke.. I understand that Blizz is trying to even the odds a bit with the characters and I understand that the DK is slightly overpowered.. But didn't they say that the DK is a Hero Class?

My definition of a Hero Class is that they are going to be slightly overpowered from the usual classes.. In my opinion, there is nothing wrong with the DK as it is now, yea there are people that complain about the class, with how many people I see complain, I see just as many people who don't know how to play the DK properly or other non-DK players that don't know how to play properly..

Blizz, instead of just going to the top guilds and getting their opinion, try getting the whole grand-scheme of things just from observing everyone (not just DK's)... All classes have their strong points and weak points and I've seen other classes that I believe are overpowered compared to the DK...


Just my 2 cents....
My opinion....
# Jun 27 2009 at 3:26 PM Rating: Decent
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1,882 posts
I think the fact that you start off at level 55, leave your starting area with 20g+, a free epic mount, with a full set of blues custom tailored to your class is hero enough. Not to mention PvP superiority against practically every other spec.

It would make no sense at all to have one class superior to all the others.
My opinion....
# Jun 27 2009 at 10:38 PM Rating: Default
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132 posts
Quote:
Not to mention PvP superiority against practically every other spec.


Sorry, but just because you get your head handed to you by DK's doesn't mean that they're superior against every other spec.

Every time there's a big arena tournament, there are few (or usually no) DK's to be found at the top. That fact alone proves your statement wrong. If DK's were as dominant as all the QQ'ers claim, we'd be seeing more of them on winning tournament teams.
My opinion....
# Jun 27 2009 at 10:59 PM Rating: Decent
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1,882 posts
Did you create an account just to troll my comments and threads? Because it seems whenever I post anything you feel it necessary to start say the exact opposite of what I said.


I could care very little about big arena tournaments. It represents a very, very small portion of the player base and overall PvP spectrum. Walk into Every bracket of battlegrounds from 50 to 80 and generally top kills, top damage will be going to a DK. Consistently. Go 1v1 against a DK and generally, the DK will win.

There are always exceptions and top end content rarely reflects the general area of play or player base.
My opinion....
# Jun 28 2009 at 2:13 PM Rating: Default
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132 posts
Quote:
Did you create an account just to troll my comments and threads? Because it seems whenever I post anything you feel it necessary to start say the exact opposite of what I said.


Don't flatter yourself. Oh, and see a shrink about your delusions of grandeur and your persecution complex. I reply to whatever I want to reply to.


Quote:
I could care very little about big arena tournaments. It represents a very, very small portion of the player base and overall PvP spectrum. Walk into Every bracket of battlegrounds from 50 to 80 and generally top kills, top damage will be going to a DK. Consistently. Go 1v1 against a DK and generally, the DK will win.


Lots of blah blah blah and yadda yadda yadda. Who cares about the unskilled? When you want to measure the effectiveness of something, you look at the truly skilled, the people that are at the very top of the heap, the people that are actually winning MONEY by playing... and they apparently don't use DK's and can beat them handily. Just because you and many others are either playing a class that does not match up well against a DK or you suck and can't figure out how to beat a DK like the top players have, that does not mean that they are over-powered.

And once again, the point I know you will ignore, ignore, ignore unless it suits your purposes - if there is a time when there is really that much of a problem, why not raise the other classes in ability rather than punish the people that have been playing their toons? I've seen this garbage being done to hunters, paladins, rogues... it's stupid, and it's people like you that blindly encourage it and allow for lazy development instead of demanding innovation and intelligent solutions to problems.

Edited, Jun 28th 2009 6:14pm by Yngvie
My opinion....
# Jun 28 2009 at 5:09 PM Rating: Decent
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1,882 posts
Yngvie wrote:
Don't flatter yourself. Oh, and see a shrink about your delusions of grandeur and your persecution complex. I reply to whatever I want to reply to.


I'm sorry. I'm taken.


Quote:
Who cares about the unskilled obsessed? When you want to measure the effectiveness of something, you look at the truly skilled obsessed,


FTFY

Quote:
the people that are at the very top of the heap, the people that are actually winning MONEY by playing... and they apparently don't use DK's and can beat them handily.


Because they represent a very minisicual percentage of the paying customers who keep WoW active and thriving? If you kill the professional gamers WoW continues to thrive. Kill the majority of even halfway decent players and you're looking at financial troubles.



I'll take you seriously when you can actually form a debate that doesn't stand on insults. When you feel the need to insult and demean the person you're debating that shows a general lack of skill and faith in the topic you're debating. "I can't win this with logic. But if I completely demolish the person then whatever I say wins automatically!"

You must need a hug. (((HUG)))

Edited, Jun 28th 2009 9:10pm by ekaterinodar
my opinion
# Jun 27 2009 at 11:57 AM Rating: Good
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387 posts
Since DK is the only class I (somewhat) ACTIVELY play ATM, the nerfs hit me hard. Especially the Unholy nerfs don't sound too good to me. It won't have the "unholy DK" feeling any more I think.

I'm beginning to think that RL > DK, at least for a while.
I understand.
# Jun 27 2009 at 9:39 AM Rating: Decent
Personally, I am against nerfs of any kind. I do believe that nerfing a class after someone has selected it and worked hard on it is insulting. Imagine spending several thousand dollars on a classy diamond rind with a big solitaire and two smaller stones as accents. You hand over your cash, give the ring to your wife, and then a few weeks later the jeweler comes to your house, takes the ring back and hands her a solitaire of the same size but with no accents. It's still a pretty ring, but you weren't consulted before the change and maybe you wouldn't have been willing to spend so much on it if those two smaller stones hadn't made it the perfect ring for you to begin with.

Yeah, I'm a female, so forgive me for using jewelry as a metaphor that I'm sure nobody cares about.

I'm just saying that nerfs are a slap in the face, and I understand why people get their feathers ruffled over them. Is constant changing in order to balance classes needed? YES, always! But why insult and neuter one class by making them weaker, when you could instead offer other classes boosts to even things out? Then the game is on super-easy mode? Well just scale all the encounters slightly so that they compare! I know it sounds like a grand-scale undertaking, but Blizz does it all the time with mere routine server maintenance, much less patches, so it can't be that hard!

I'm sorry DKs are at risk of being nerfed here. I've never played one so I'm not in total QQ mode, but I do feel their pain (I'm a BM Hunter primarily; you must believe I've felt a nerf or two in my time). In the interest of balance I hope it is considered fair, but I hope moreso that in the future Blizz will consider giving more than taking away.
>..
# Jun 27 2009 at 6:31 AM Rating: Decent
Every new introduction into a MMO is a risk to developers.
I used to play EQ, and the amount of nerf's, and weekly ones at some stages, were incredible. At one stage I think the count was 91 Major changes to one class over 6 expansions.
Saying fix this in Beta testing is fine.. but remember.. beta testing is a small group of people who are playing to see the new things. Maybe 10% are hardcore testing for faults, bugs and 'cheat' situations, but the rest are casually playing around, and might notice a few things here and there.
When something goes live, it goes from hundreds of folks to millions, and it also gets into the hands of people who want to find a faults, bug or anything that gets them ahead. They are looking for the exploits to use them as best they can before the nerf bat comes out.


The safest move for blizz would be no new content.. that way no new issues. But then wow would be dead in the water at this time.
DK QQ PDQ
# Jun 26 2009 at 12:28 PM Rating: Decent
Quote:
If they didn't want us to have these abilities they should have removed them by the release of WOTLK during beta.


They're actively fixing an overpowered class, a mistake they made while trying to offer something whiz-bang new. Every other class has been suffering nerfs since Vanilla WoW, and these changes sound like every other Blizzard has done: Cutting the throat of PvE to make PvP more attractive.

Blizzard's message: PvP with a DK or GTFO.
Here's the problem...
# Jun 26 2009 at 9:49 AM Rating: Decent
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132 posts
Quote:
Almost all of the top raiding guilds considered the death knight to be overpowered as a tank and the only real option for many of the Ulduar hard modes. While the community isn’t always right about everything, they are right a lot, and in this case we think the evidence is overwhelming.


It's obvious by the response that Bliz is going to go with their usual knee-jerk poor choice - only one class is viable to do a certain task? Well instead of doing the obvious solution - improve the other classes to make them viable as well - let's nerf the only viable class so that instead of several good choices the players have several sub-par choices.
hmm
# Jun 26 2009 at 8:15 AM Rating: Default
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I don't like the way they have handled the DK's. They started them out overpowered and ever since every single patch has nerfed them. Since release they have gotten alot of increased time on CD's, lost armor, lost spell resists, lost group aura's (blood and frost was very helpful for raiding). Those are just the things that I can remember right off hand. If they didn't want us to have these abilities they should have removed them by the release of WOTLK during beta.


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