Updated for Warlords of Draenor 6.3
So, you want to level a Death Knight? Did you happen to hear about how they are one of the most fun classes in the game, or that they can easily solo monsters that many other players have great trouble with? Regardless of your reason, welcome to the Death Knight leveling guide.
I will try to go over the common questions that most players new to the Death Knight class have and give you some tipsabout how to get to level 100 that much faster. Read on!
Note: Changes have come with Warlords of Draenor, but other than the level 90+ zones they won’t affect the leveling experience much, or at all. Lots of people still consider DKs to be “overpowered,” but that will just make the leveling experience easier, don’t you think?
You can check out all of the DK changes in Warlords here.
Contents for this page:
|Other Death Knight Guides|
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The Death Knight, an Introduction
First off, some basic background on how the Death Knight “does its thing.” (Or just skip to the builds, here.)
As a Death Knight you use two mechanics to drive most of your abilities.
Runes: You have various runes that power most of your abilities. You start with two each of Frost, Unholy, and Blood runes. Each rune is used by specific abilities, unlike a Warrior’s Rage, for example. In addition, certain abilities will cause used (depleted) runes to come back as Death Runes, which can be used by any ability (and a couple of your abilities only use Death runes.)
The game then becomes managing your runes and your Runic Power so that you always have something available. Much like managing Rage as a Warrior, Energy as a Rogue, and so on. If your runes and runic power are down then you won’t be doing much until your runes comes back.
The Ghoul: If you decide to go Unholy you will have a permanent Undead “pet.” Frost and Blood lost theirs with the Warlords changes.
Frost Fever is caused by your Icy Touch, also does damage over time, and can also be applied by some other abilities.
Some abilities will spread your diseases to other targets, others will refresh or extend them on a target.
So which spec is best for leveling?
This question is a difficult one to answer easily because it really depends on your playstyle and what you want to do while leveling. All DK specs (specializations) are great for any sort of leveling that you want to do.
I’m just going to give you some overall guidelines and some leveling builds below.
Blood: This is the “tanking” spec, but it does a darn fine job as a leveling and a decent PvP spec in certain situations. Tough and durable with fair damage, you can round up groups of enemies and easily smash them down. Oft times you will even be at full health when done. The downside is that you don’t hit very hard. Still, the toughness makes it a fun leveling spec, especially when you round up those piles on enemies or want to take on something tough.
If you want to tank dungeons then this is the spec to choose.
Frost: Not as durable as Blood, but Frost does quite a bit more damage and Howling Blast is an effective area effect strike. You might not be able to deal with large groups as well as Blood, but you’ll kill your opponents a lot faster which somewhat makes up for that.
Unholy: Like Frost, Unholy also does much more damage and isn’t as durable as Blood. Your powers are better with your diseases and your Ghoul becomes a permanent pet. You also have a temporary Gargoyle pet. Unholy does as much damage as Frost, and is about as durable, but just has a different flavor.
So Which is Best for Leveling?
The really short version? Go Frost, though the others are basically just as good.
Questing: Go with Frost, or Unholy if you want the “cute” pet. Frost is easy, hits like a runaway truck, and you don’t have to deal with the pet. It also works very well for Dungeon leveling (you will join as “damage”) and it’s pretty good at PvP. Here’s the Frost build.
Dungeon Leveling: Blood, if you’re tanking. Blood DKs are excellent tanks and tanks generally have very short wait times to get into the dungeons. Go here for blood
PvP Leveling: Unholy for the diseases and slows and the pet, though many prefer Frost. Unholy is great for questing, it’s just a bit more complicated than Frost. Go here for an Unholy build.
For even faster leveling get the guide which will show you exactly where to go and what to do, whether your’re new or an expert, every last step of the way to 100. Check it out here, now.
A Death Knight Leveling Build
This build can be used by all DK specs: Frost, Blood, and Unholy. Check the notes in the descriptions below the image for more info, where certain talents will be better in certain situations.
At the moment, Frost is my favorite talent tree for leveling though all DK specs work very well. The speed and survivability of Frost are great. When you add in Howling Blast it becomes even better. Frost DK leveling is pretty sweet whether you’re questing, dungeoning, or PvPing. Unholy is no slouch either and Blood is awesome when you can grab a large pile of mobs and emerge at 100% health after killing all of them.
There are a number of good talents here, feel free to switch as appropriate. Switching is easy: just click a row on your in-game talent page, pay the price when the pop-up appears, pick the new talent. You can get the materials at your friendly neighborhood Inscription Supplies vendor or of the Auction House (at 100x the price.) Glyphs can be swapped the same way.
The talents shown are best for questing, but will serve you very well in other areas. Descriptions are below the image, our picks are checked: Notes are added below for PvP and Tanking.
Spreading the disease.
- Plaguebearer allows other attacks to infect the target (Death Coil and Frost Strike,) making it easier to apply and spread diseases. Your diseases also last longer, which will be occasionally useful, as quest mobs usually die too fast.
- Plague Leech is a fine talent for single target fights, such as bosses or duels. With two or more enemies around you the others are better. When questing your enemies will not last long enough for plague leech to be of much value. For raid bosses, on the other hand, it’s great. If you’re dungeoning and even the bosses are going down fast, then Plague Leech won’t be of much use. Against something that will last while then it’s definitely useful.
- Unholy Blight– Your insect swarm infects all the enemies with 10 yards with your diseases. Great way to make sure than all nearby enemies are appropriately infected. This is the easiest to use of the three for infecting groups, and costs no runes, but has a longish cooldown at 1.5 minutes.
Survival. None are so hot for questing, but can be quite nice for PvP or Dungeoning.
- Lichborne – Become undead for 10 seconds, which grants immunity to various effects and gives you another heal (you can Death Coil yourself.) Useful every now and then when leveling.
- Anti Magic Zone doesn’t last long, but has some use in fights when you can predict when large magic damage, that will effect the group, is incoming. Fairly useless in PvP (unless your timing is really good) and you’ll never use it when questing, but for some dungeons and raids, if you know the fights well, it can be valuable.
- Purgatory delays your death by 3 seconds, giving you a chance to get healed. 3 minute cooldown is another point in Lichborne’s favor. Pretty much requires a good healer on your team. Some value in PvP. Not much use for questing.
Tough tier to pick from: Mobility or a stun… It also depends on what you like and if you’re questing or dungeoning/PvPing.
- Death’s Advance – Move faster and slows/snares have less effect. Your one weakness, as any flavor of DK, is mobility and this helps. If you don’t need the stun then this is a fine pick.
- Chillblains is for those who want the opposition to move slower (such as in the Battlegrounds) rather than themselves moving faster. A great pick if you are kiting mobs or players.
- Aspixiate is the best overall pick, usable anywhere. A nice, ranged, stun (silence,) especially useful when things are throwing spells at you or kiting you in PvP. A very solid pick.
Your abilities that use Runic Power have a chance to improve your Rune regeneration.
- Blood Tap lets you build charges then activate runes (as a Death Rune) on demand.this is the best talent for those who like to more actively manage their resources. You can put the blood tap into a macro to activate the charges. Not perfectly efficient, but it works well and makes sure that you don’t waste charges.
- Runic Empowerment – Death Coil and Frost Strike have a chance to activate a random depleted rune.
- Runic Corruption increases your rune regeneration rate for a short time. It’s passive and works, so is an easy pick. In theory, Blood Tap is better, but only if you want to actively manage the resource.
Healing. If you’re 80+ just go with Death Pact, though tweaks have improved Death Siphon.
- Death pact no longer requires the ghoul (as it did before Warlords.) it heals you for 50% of your max health right now, but blocks (absorbs) 25% of your max health of any incoming heals. It’s really nice if you need one big heal, right now. Your heals and healing potions will knock away the absorb effect.
- Death Siphon – Damage the enemy and heal yourself. This talent is great for leveling, not so hot once you’re done leveling. It will occasionally “one shot” quest mobs (when it crits) and is a very nice heal. It gives you an extra ranged attack that hits hard, even in PvP or the dungeons. Once you hit the 80s it doesn’t scale so well and, especially at 90+, you might want to take a closer look at Death Pact.
- I don’t like Conversion because I want the Runic Power for doing damage, especially as Unholy, and the other two are “right now” heals. Frost DKs, with a bit less use for Runic Power than the other two, might be in a better placed to use Conversion.
- Gorefiend’s Grasp – Best for Blood as that’s the “tanking” spec. Kind of an Area Effect Death Grip that can be applied to friendly or hostile targets. All enemies in the area are pulled to that target’s location. This might get interesting if you pull in more than you can handle, but at level 90 you should be able to deal with the crush so go for it.
- Remorseless Winter slows and eventually stuns nearby enemies, which is a very useful thing at this level, while fighting groups that move about too much, and we always love stuns.
- Desecrated Ground is best for PvP as it protects against “loss of control” effects, which will find a lot more use in PvP than PvE (though there are times when it’s nice for the latter.)
Level 100: Congratulations on reaching 100!
- Necrotic Plague replaces your other diseases and infects the target with a new disease that does damage over the next 30 seconds and every time it ticks it tries to infect another nearby target. It is applied by anything that applies the regular diseases. If you’re Blood then you also gain Runic Power when attacked by Plague infected opponents. A better PvP talent than Defile. Note that it will happily hop over to and infect stealthed targets.
- Defile defiles the area and increases in both area and damage (every time it does damage) over the next ten seconds. If you’re Blood then enemies standing in the Defile do less damage to you. Replaces Death and Decay. Picked because it seems to be the most efficient talent of this set and is very nice (best overall damage) in PvE situations.
- Breath of Sindragosa uses your Runic Power to continually deal Shadowfrost damage to the enemies in a cone in front of you. It lasts until you either run out of Runic Power or you cancel it. If you’re Blood it also applies Mark of Sindragosa, which will heal you for 10% of the spell damage dealt by afflicted enemies. Generally the others will both be better choices, but Breath can be useful if you’re constantly fighting groups and it might be a fun change-up when tanking.
Death Knight Leveling Glyphs
As you level you will automatically learn some glyphs, just like you learn your abilities. You will still have to install these glyphs, you just won’t have to buy them. Additional glyphs must be obtained from the Auction House or a friendly scribe (Inscription.)
- At level 60, the following Glyphs are automatically learned by all DKs: Shifting Presences, Unholy Command, Death Grip
- At level 75 your get Glyph of Death and Decay
The first three glyphs listed will be the most generally useful, but a couple more are listed. Lots of DK glyphs have some use, fortunately they are easy to swap out if you want to experiment.
You get two slots for each type of glyph early on, then the last pair at 75.
- Almost Required – Glyph of Unholy Command – Refreshes Death Grip cooldown when you kill the enemy. Since your fights will mostly be short this is a very nice glyph to have.
- PvP – Glyph of Icy Touch – enemies often have some protective effect, this removes one such effect when you use Icy Touch. Occasionally useful while questing or in the dungeons, this has it’s real value in PvP.
- Glyph of Death Grip – increases range
- Glyph of Blood Boil – Increases the radius of your Pestilence effect when Blood Boiling.
- Death and Decay – Also reduces enemy movement speed. Enemies moving around too much? Need to kite those enemies? This will help.
- Glyph of Empowerment – Your Empower Rune Weapon heals you for 30% (Frost or Unholy only.)
- Glyph of the Ice Reaper – Runes spent on Chains of Ice become Death Runes when they regenerate.
Unlike for most classes, for whom minor glyphs are little more than cosmetic, your minors actually have some useful functions.
- Glyph of Resilient Grip – Resets Death Grip cooldown when the targeted is fully immune (ie: not players with temporary immunities.)
- Path of Frost – for questing, especially if you like to jump from high places.
- For dungeons, Glyph of Tranquil Grip – nice for dungeons, as it removes the taunt from your Death Grip. You do not want to be taunting targets, let the tank do that. Of course, if you’re Blood then you are the tank.
- For dungeons, Level 80+: Army of the Dead – You don’t want to be taunting targets away from the tank while in the dungeons. This glyph removes the taunts from your army, allowing them to just do damage. Even if you are the tank you might not want them taunting your targets.
- Fun: Glyph of Corpse Explosion – explode them when you’re done killing them.
Death Knight Abilities, by Spec
These are the abilities that you will eventually get as you level. These abilities are unique to your spec. (P) = Passive ability. In addition to these, of course, are all of your other abilities, including diseases.
Your diseases do damage over time and you should make sure that your enemies are always diseased. In addition, various strikes hit diseased opponents harder than otherwise, for example: Obliterate, Scourge Strike, and Heart Strike.
- Frost: Frost damage and hard hitting strikes
- Unholy: Strong strikes, more reliant on the Ghoul and the diseases.
- Blood: Less damage, but a lot more survival. Much better able to handle larger groups (ie: Tanking) than the others.
Note: Warlords of Draenor brought about lot of ability changes, especially for Blood. There are few new abilities, but you do get perks. These are enhancements to existing abilities, such as +20% damage to one ability. They are also awarded randomly from your list of possible perks. You get one random perk at levels 92, 94, 96, and 98. At 98 you’ll have all of them.
Just a note:
- The ghoul is Unholy only.
- Dual Wield is Frost Only
- Attuned stats give you +5% to one secondary stat.
- See all of the DK changes here.
Your Frost Perks
Your Unholy Perks
Your Bloody Perks
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DK Leveling Rotations
Generally you’ll be in Unholy stance while leveling, except if you’re tanking dungeons or need added toughness for PvP.
- Blood DKs: Use Blood Presence, especially if tanking. – It adds stamina and armor and reduces incoming damage. Use this presence until at least level 70, when you can get Unholy Presence. At 64 your Blood presence is improved for faster Rune regeneration and receiving fewer crits. At 80+ your Mastery does not work if you are out of Blood Presence.
- Frost Presence provides faster Rune regeneration and you’re harder to slow down (esp. nice in PvP.) The improved presence gives you cheaper Frost Strikes.
- Unholy Presence: (level 64) Haste and movement speed is a good reason to be in Unholy Presence while leveling. The improved presence adds more Haste. That Haste will nicely improve the speed at which all over your Diseases do their thing (DOTs.) That’s a fair amount of added damage over time.
Generally Speaking you Frost and Unholy DKs will use Unholy Presence, for the movement speed and Haste.
When done properly (mixing heals and attacks) a Death Knight can withstand a lot of punishment.
The basic routine is to Ranged attack or Death Grip > apply diseases > beat the mob’s head in. Application and spreading of diseases becomes more important, especially for Unholy, as the number of mobs you’re fighting (and/or their toughness) increases.
Death Siphon (talent, level 60) is very nice for leveling. It’s easily our hardest hitting attack and you also get the heal. It will “one shot” quest mobs when it crits. Equally useful in PvP and Dungeons. It doesn’t seem to scale well as you get into the 80s, but is still useful.
Blood Boil hit fairly hard (esp. for Blood) and it’s an area effect. Lets you effectively speed diseases and kill groups.
- Death Grip or other ranged attack, such as Icy Touch or Death Coil to attract the enemy.
- Outbreak (Lev 81) or Icy Touch (or Howling Blast) & Plague Strike to apply diseases
- Primary strikes mixed in with Runic Power (RP) strikes. You will build RP then use it.
- Use your procs as they become available.
- Death Siphon as needed for the heal and serious damage (or your other level 75 talent for the heal.)
- Death Strike for added damage and the heal.
- 87+ Use Soul Reaper when the enemy is at or below 35% health.
- Use Empower Rune Weapon (level 76) on Cooldown, as necessary. Nice for “burst damage” phases, you won’t need to use it against small stuff. Use it against tougher stuff. Grab an elite or a bunch of mobs and use it then. Note that the Glyph gives you a 30% heal when you use Empower.
- Next mob.
Frost: Obliterate is your main strike, Frost Strike to spend Runic Power, Howling Blast for A of E and disease application, and at 68+: Pillar of Frost on cooldown. Killing Machine and Rime will generate plenty of procs (giving crits on your main strikes and free Howling Blasts.) Use them for serious damage.
- Two hand or dual wield Frost? Use a 2-hander because it hits harder (harder Obliterates) and one nice weapon is easier to find than two. If you’re using heirloom weapons then go whichever way feels best.
Unholy: Scourge Strike is your main attack, Festering Strike to increase disease durations, Death Coil to burn Runic Power. Empower your Ghoul (dark transform, 70+) whenever it’s available and useful.
Blood: Blood Boil (see above) for multiple targets, Death Strike when possible, Rune Strike and Death Coil to use Runic Power. Round up large groups and burn them down.
If you’re fighting a group, then you can apply diseases to one, use Blood Boil to spread them to all the mobs, and then burn them down. Blood Boil is a nice attack for groups as it hits rather hard. (Glyph of Pestilence increases the radius of Blood Boil and makes disease spreading easier.)
Frost’s Howling Blast is also used here.
Otherwise let your diseases eat away at all the targets as you kill them one by one.
Death and Decay (or Defile) isn’t worth the effort if fighting one thing at a time, but it’s great when fighting several. Use it anytime you have a group and that group will more or less stay put.
Death Knight Stats
Tanking Blood spec Death Knights will want a lot of Stamina. Otherwise Strength is your #1 stat.
One of your abilities is Plate Specialization (much the same as what Warriors and Paladins have.) Your primary stat (Str) is increased by 5% while wearing Plate in all applicable slots. This means that you never want to wear anything other than plate.
Warlords note: Hit and Expertise are dead in Warlords. Reforging is dead. You will have new stats of Versatility, Multistrike, and Bonus Armor (tanks only.) Resilience and PvP Power are also dead.
- Bonus Armor: Increases Armor and Attack Power for tanking specializations.
- Multistrike: Grants a chance for spells and abilities to fire up to 2 additional times, at 30% effectiveness (both damage and healing.)
- Versatility: Increases damage, healing, and absorption done. Reduces damage taken.
Otherwise: Basically it’s going to be: Str & Stam, plus any other stats you happen to find. This won’t change in Legion. Wait till the endgame before you start worrying about stats other than Str & Stam.
- You always want Strength! It’s the Death Knight’s primary statistic for doing damage, for any spec. More strength = more damage from all of your abilities, including diseases.
- Stamina is the important stat for tanking DKs. You will come out of the starting are with enough gear (and heirlooms, if you have them) that Stam won’t be an issue outside of tanking chores.
- Attack Power is a nice stat, if you happen to find it. Not as good as Str, but better than the other stats.
- Otherwise don’t worry about Crit or Haste until the end game gearing. Mastery doesn’t appear until level 80.
- Int, Agility, and Spirit are completely useless to you
- Gems and Enchants should be skipped unless you’re rolling in gold or want to grab some of the really cheap ones that might be available in the Auction House. Generally you’ll level too fast to make them worthwhile.
- Note that, as of 5.4, you can apply any of the high level enchants to your gear (of any level.) This includes the new Warlords enchants. The crafted enchants (eg: Inscription shoulder enchant) have to be applied by an 85+ character, then sent to you. The other enchants you can apply yourself, even at level 55 (or level 1.) Yes, you can put the highest level enchants on your beginning gear.
PvP and Dungeon Stats
Ok, if you’re serious about dungeoning or PvPing, then you might want to start enchanting your better gear and getting gems when slots are available.
- Blood Tanks will want: Stamina, Str, Multistrike, Dodge, and Parry.
- Blood DKs leveling otherwise have much less need of Stam and the avoidance stats. So Str & Multistrike.
- Frost will want Str and Haste.
- Unholy DKs should look for Str & Multistrike
- Once you hit 80+ then Mastery is better than Haste or Crit for all specs.
At 90+ Blood and Unholy will want to get more Multistrike, Frost can stay with Haste.
Death Knight Runeforging
One of the abilities you learn as a brand new Death Knight is Runeforging. These are special, Death Knight Only, enchants that you can place on your weapons at your base: Ebon Hold. While they aren’t the same as the usual weapon enchants they are every bit as useful. They don’t stack with the usual enchants either, but you probably won’t want the usual ones anyway, especially at 100.
You can apply runes to your weapons to make them more effective. Simply gate back to the Ebon Hold and apply the runes at a Runeforge. Another benefit is that the runeforges are free.
For general leveling you will want to stick with the “any weapon” runes. We recommend Razorice to start, then Fallen Crusader. If you’re dual wielding then use one on each weapon.
- Rune of Razorice, 55, any weapon, 4% extra damage as Frost, increases frost damage taken by opponent.
- Rune of Lichbane, 60, any, 2% extra damage as Fire, 4% Vs undead.
- Rune of the Fallen Crusader, 70, any, chance for 3% heal and 20% increased Str (for 15 sec.)
- Rune of Spellbreaking, 57, one handed weapons, take 2% less spell damage, silences reduced by 50%.
- Rune of Spellshattering, 57, two handed weapon, 4% less spell damage, silences reduced by 50%.
- Rune of the Stoneskin Gargoyle, 72, two handed, 4% increased armor, 2% increased Stam.
Gearing Up Your Death Knight as You Level
Heirlooms Vs Blues: At the point when you get them, if they are at your level, blue titled gear will often be a little better than your heirlooms. The ‘looms will pull ahead in a level or two. I recommend just keeping the ‘looms and selling the other gear.
You guild heirlooms (Head, cape, legs) will give you +25% total XP. Worth it if you’re just leveling and not seriously PvPing.
Warlords of Draenor hired a couple of new vendors. These sell most all of the heirlooms in the game, plus upgrades, for gold. No honor, valor, or special tokens needed. 500 gold gets you the base ‘loom which is good to level 60. Another grand more will let you upgrade it so it lasts until 90, and another 5k gets you to 100. So about 6.5k per item.
Note that your heirlooms are now stored in a special tab of your mounts/pets window. Just click the heirloom and it’ll appear in your bags, with whatever upgrades you bought. Delete it from your bags and it remains in your heirloom window, ready for later use. Enchants on your ‘looms do not stick if you delete the item from your bags. So keep the enchanted ‘looms in a safe place somewhere. I used my banker’s personal bank.
If you don’t have any heirlooms then skip that part. 🙂
Starting out you will receive a full set of pretty nice gear. That will last you for awhile. It’s all “blue” gear and it will be several levels before the gear from questing can replace it. If you’re doing the dungeons you might get lucky and find some pieces, either as drops or as dungeon quest rewards, that can replace your gear. If the new piece has more Strength than the old piece, then go ahead and replace it.
At level 70 if you like PvP enough to be doing the battlegrounds (BGs) you can get the full PvP set from the legacy arena vendors. It will cost about 2k or so honor. Just do the occasional BG from level 60-70 and you should have enough.
This will be better than anything else you will find until level 77 or so, when the quest greens will start catching up.
At 85+ you will be heading into Pandaria. There are various Adventuring Supply vendors throughout the lands who will sell you gear starting from 372 up to 408. This isn’t nearly as good as the blue items on the Auction House, but you can get a full set for the price of one of those blues. It’s a decent way to go if gold is tight.
At 90 the easiest thing to do is to explore the Timeless Isle, open boxes, and find the armor items there. If you are on a PvP server then I strongly recommend that you do this with a group.You can also buy valor gear for gold here. You can also buy the Crafted Malevolent PvP gear off the Auction House. Any of those will get you set to go into Warlords in fine shape.
You can also do it with your questing greens, but it will be a bit tougher. Warlords will drop enough better gear fairly soon, so you don’t have to break the bank on gear or anything.
90+ levelers should be sending Warlords gear onto the Auction House. Keep an eye open for it, it may well be much better than whatever else is available to you.
At 91 ilevel 640 crafted gear (and 630 weapons) is available if you have plenty gold. You can craft your own with Blacksmithing, but it will take you awhile to get the materials together. You can equip three crafted items, max, so I recommend weapon, chest, and legs (which gives you the most stats and damage.)
These 630/640 items can be upgraded by 75 item levels (to 705/715,) and can still be equipped at 91. To get all three crafted items to max level (esp. in 6.2) will cause an arm, a leg, and one or two first round draft choices.
100+: Congratulations on 100! Now you start your PvP/Heroics/Raiding etc., Happy Hunting! And note that Legion will give you another ten levels of gearing.
Race Choice for Death Knights
In Mists of Pandaria all races could be Death Knights except Pandarens. (Somehow they missed Arthas’ attentions.)
Pick whichever race works best for you, the racials aren’t that significant though they do offer a small advantage in certain areas. If you’re really serious about PvP you should seriously consider being Human.
Warlords of Draenor didn’t change any of the above, but there were other changes.
- Any racial with hit or Expertise is now dead. Some, not all, have been replaced with other abilities.
- All races now offer something that adds to your overall damage.
- Line ’em up on your desk: WoW Character Figures
- Diplomacy for faster reputation gains, which is rather nice with the many factions in this game.
- Escape ability works like a PvP trinket (and allows you to use two DPS trinkets in PvP,)
- The Human Spirit was redesigned. It now increases Versatility by a small amount, scaling with character level.
- Best for PvP, because they basically use three PvP trinkets: their own escape and two damage trinkets.
- Stone form washes away some effects (more than before WoD) and reduces damage taken for a short time. Pretty decent ability if you’re running into those effects often (eg: In PvP)
- Explorer for Archeology.
- Might of the Mountain is a racial passive ability that increases Critical Strike bonus damage and healing dealt by 2%.
- Frost Resistance
- Shadowmeld has some nice situational use in PvP or as DPS in dungeons, it can drop aggro if you get in over your head. Tired of the dungeon group that you’re tanking for? Grab a large group, ‘meld out, and let the mobs kill your group.
- Higher dodge is a nice racial, especially if you’re a tank, and you now move a bit faster to go along with that 2% dodge.
- Resistant reduces nature damage by 1%.
- Elune: You get +1% Crit by day and +1% Haste by night.
- Wisp: Run back to your dead body faster.
- Defense: Escape from some speed altering effects (eg: Slows, roots)
- resistant to arcane damage
- Love Engineering – +15% to Eng.
- Nimble: +1% Haste
- Expansive Mind now increases maximum Runic Power by 5% instead of only increasing maximum mana.
- Gift: A small heal that’s usable on others is pretty nice.
- Resistant to Shadow damage.
- Good at Jewelcrafting.
- Heroic Presence increases your Strength by a small amount, scaling with your level. Str is perfect for DKs.
- Darkflight: Useful Sprint ability
- Damage: a 1% increased Crit chance.
- Resistant to Nature and Shadow damage,
- Flayer: good at Skinning.
- The Worgen Spy Sits on your desk, protecting you while you play
- Blood Fury for extra damage (spell and melee,)
- Damage: slightly increased damage from your Ghoul
- Defense: resistant to stuns
- Defense: Remove Fear/sleep/charm,
- Healing: Touch of the Grave drains life and heals you for the same amount and is a small damage buff.
- Healing: eat the dead (to recover health)
- Resistant to Shadow Damage
- Undead can now breathe underwater indefinitely. Can be used to explore, escape, or lurk in wait to ambush the unwary.
- Stun: War Stomp stuns nearby opponents (which is a pretty nice ability,)
- Defense: Maximum health is increased
- Resistance: resistant to nature damage (poisons, etc.,) and…
- Cultivation: good at Herbalism.
- Brawn is a new racial passive ability that increases Critical Strike bonus damage and healing done, by melee weapons, by 2%.
- Damage: Berserk for increased attack speed (spell or melee,)
- Damage: greater XP gained from killing beasts,
- Defense: reduced duration of movement impairing effects.
- Regeneration is to snooze over.
- Arcane Torrent interrupts (and silences NPC) spellcasting and restores some Runic Power.
- Arcane resistance: Resistant to Arcane damage
- Affinity: Belves are good at Enchanting.
- Arcane Acuity is a new racial passive ability that increases Critical Strike chance by 1%.
- Escape: Rocket Jump is a nice approach (or escape,) esp. since you have no special movement abilities.
- Offense: Launching rockets has situational use,
- Damage: Haste is increased by 1%
- Useful: vendor discounts are always nice as is the ability to summon your personal bank.
- Chemistry: Goblins are good at Alchemy.
Death Knight Professions
In Warlords the profession bonuses are dead, However leveling them is easier and generally far cheaper than before. Once you get into Draenor you will, fairly early on, get a scroll for each of your professions which will raise your cap to 700. For your crafts you will get a quest that will award you with a similar scroll and a number of recipes. One of these will be a “secrets of…” recipe. Use that to generate materials to trade for new recipes, either at your Garrison or in Ashran.
Why get a profession since there are no bonuses? For the item level 640 gear that you will, eventually, be able to create. That gear requires level 91 to equip. Said gear require a lot of materials to create, your Garrison will be a help here if you create a professional building.
- At 90+, once you get your garrison, you will be able to build a profession hut and assign a follower to that hut. This not only gives you more raw materials (through your work orders,) but also certain nice perks.
If you’re below 90 then you’ll have to do it (level your skill) the old fashioned way. See our professions page for more info on leveling up the various skills.
Several professions have definite value while leveling, others not so much. If gear is readily available on the Auction House, and you have the gold, then the professions are less important. Sometimes making your gear is the only way to go. Or hoping you win the rolls in the dungeons.
If you just want something to earn gold with, then the gathering professions are the most reliable choice. You can make plenty of gold with some of the crafting professions (Inscription and blackmithing have worked very well for me,) but it takes some work to find the sweet spots.
- Blacksmithing allows you to make some nice plate gear and weapons. Your follower can give you two buffs, each lasting 4 hours: One is for no gear damage and the other occasional summons a Magma Elemental to help you out.
- Alchemy better living through chemistry. Drink up and get heals, improved stats, etc. Your follower will give you four free potions a day.
- Engineering makes a lot of useful gadgets, especially once you’re 90+ (and have Draenor Engineering. Think rockets and shields.) You follower will sell you some interesting stuff, one of which is a personal bank.
- Inscription will let you make a very nice shoulder enchant, makes shoulder enchants for others, make all your own glyphs (and for your pals,) and make a few other items. Your follower will let you create merchant orders. Get two of a type, combine them, and then sell them (they’re grey and that’s all they’re good for.)
- Enchanting lets you do everyone’s enchants, plus those rings and neck items. Your follower will let you make Illusionary enchants, which will let you change the look of other enchants.
- Jewelcrafting creates useful rings, neck items, gems (of course,) and gemmed mounts.
- Tailoring and Leatherworking are pretty useless for you, though the latter will let you make tents which, when used, will increase your stats by 10% for an hour.
- The gathering skills are nice for making gold or supplying the appropriate profession.
- Recommended skills?
- If you have lots of gold: Blacksmithing & Engineering for the useful gear and toys.
- Otherwise: take two gathering skills and level the profession skills later.
DK Leveling Tips
Remember that the guild heirloom set will give you +25% XP. Plus rest XP is gained from staying at an Inn, always log out at an Inn or your Garrison (at 91+)
- Also, check out our Top Leveling Tips post for ideas to get leveled faster.
- Get the Dual Build ability from your trainer (10 gold,) this will let you alternative Blood and Frost/Unholy builds if you want to do that. Blood is better for tanking dungeons, Frost is great for laying down lots of damage. Unholy is no slouch in that department, either, but you can only take two…
- Blood can round up large groups of mobs and smash them down faster than the other specs, but both Front and Unholy will do fine on smaller groups and both do more overall damage.
- Ghouls inherit their master’s abilities (Str, Crit, etc.) Use your Horn of Winter just before summoning your ghoul so that it picks up that buff. Fire off any other buffs, before summoning, as well.
- Always carry food and potions (healing) with you. Other potions will buff stats like Strength, Hit, Crit, etc. If you have the gold buy a few and use them in appropriate situations.
- Pestilence and Blood Boil are great area effect attacks. Apply your diseases to target #1, then use Pestilence to spread those diseases to all of your targets. As Blood your Blood Boil will already do that.
Dungeon Leveling – Blood Death Knights can make pretty good tanks and as tanks they will have very short waits when using the Dungeon Finder tool. Your job is to keep the attention of all the opponents, regardless of what your team might be doing. Do that well and you’ll be a very good tank.
Let the tank pull. As Frost or Unholy you will be Damage (DPS) and your wait times to get into the dungeons will be a few minutes to half an hour. Mix up your dungeons with questing and you’ll be fine. Make sure that you are not in Blood Presence. Let the tank pull and grab the attention of all the mobs, then jump in and kill everything. A couple of the minor glyphs will remove the taunts from some of your abilities.
PvP Leveling – DKs do just fine in the PvP world. Queue up for the battlegrounds and you’ll see some fast XP if your side wins. Lots of players just want to farm kills in the BGs, but you’ll get more honor and a lot more XP if you do what it takes to win and farming kills doesn’t usually do that.
At level 70, if you have 1,500 or so honor, you can get a complete PvP gear set from the legacy arena vendors (Gadgetzan, Dalaran sewers.)
Questing – nice, easy, relaxed leveling without the hazards of snarky remarks from your team members in the chat.
- Group your quests. Do the six “over there” before you fly out for that one that’s a bit “out of the way.”
- Do not grind (unless for cash and prizes, and/or practice.) Questing is much faster, plus you get the rewards.
- Killing lower level mobs (3 or 4 levels lower) is fast and easy and less risky, higher level mobs the reverse. Find a level of opposition that works for you.
- As soon as you’re comfortable then move into the next higher area. DKs can deal a lot of punishment so will have little problem with same level or one level higher mobs.
- Get your gear repaired occasionally. Having your weapon break in the middle of no where isn’t all that much fun.
- Get your flying mount at 60 and your fast flying skill at 70. Get “cold weather flying” (at 70) if you’re doing Northrend.
Now You’re 90+
- Go ahead and start your Garrison, since the intro scenario takes you there anyway. A number of quests will start there. There will be a provisioner or Innkeeper in your new “town hall” that sells +20% XP flasks. They cost 100 “Garrison Resources” and last an hour.
- If you’re leveling a profession then the Garrison profession buildings will be a help.
- If you are doing dungeons then consider building the Inn, as you will get daily dungeon quests.
- The Mine will let you gather ores to use or sell. You can get XP from picking herbs or ores from your garrison mine and herb garden.
- You will have a garrison hearthstone and can pick a second up from any other inn you bump into. Your Garrison is an especially nice place to hearth to if you’re on a PvP server and the other side is invading the area you’re questing in.
- Some of the missions that are offered for your followers will awards XP.
- There are a lot more rare mobs in all the zone than before 90 and the respawn much faster. They are also usually easier than rare in other lands. You can kill them as many times as you like, but you only get the loot the first time. Loot is generally gold, garrison resources, and a sometimes useful blue item.
- There are a fair number of treasure you can find lying about, just for the collecting. These will also have gold, resources, and green or blue items. The HandyNotes addon will help you to find these.
- One nice change in Warlords is that the quest reward you win from any given Draenor quest has a chance to be upgraded to blue or purple.
- There are bonus quest areas, several in each zone, which are generally easy and award around 5x normal quest exp and more gold. You will see them marked on your map with a small crossed swords icon.
If you’re on a PvP server you should know that ganking is alive and well in Warlords. Frequently in the form of several level 100s wandering by to dispose of, and sometimes camp, your lowly self. Either get your guild to help (perhaps to clean out the area) or level via dungeons or Battlegrounds or grit your teeth and go for it.
On my main server Spires of Arak is the worst area, by far. Yours may be different. I try to avoid it completely, except for the Pinchwhistle (this one of for Horde, Alliance has a similar set) quests which award a follower and are out of the main gank zone.
Using the XP flask, noted above, will help you get through these zones faster, as will the XP missions, getting your “rest XP,”
If you’re on a PvE server then you’re golden.
55-110 In-Depth Death Knight Leveling Guide
If you are looking for how you can get leveled faster, either for your Death Knight or any of your other characters (or what you should do while leveling to keep your character equipped with the best gear) then I recommend you seriously consider the following two guides:
To get all your characters to level 110 (in Legion) as fast as possible use THIS GUIDE. It is an in-game addon that guides you step by step through everything you need to do to level up quickly. You will never again wonder where to go or what to do. Or you can buy the 1-100 boost at $60 per character and then grind out the last ten on your own. Your call.