and welcome to our website. I hope you all have a wonderful experience wondering on our websites, as well as playing in game. In our Guild I entrust you will find the helps you need to further your levels. Eventually I will enlist many options here to help you level and
make game play more enjoyable. Please feel free all of you to invite
your family and friends here. This Guild is a Social based guild that will be a fun place to play this game, with social interaction where you can feel free just to hang out and converse about WOW or anything else you feel like. Meet new people and make new friends that welcome you to Heart of Darkness. Nightrain and I will do our very best to provide all the stuff to aid you in
your experience here. Thank You BeautyWithIin
Thank you for registering on our new guild site! Take some time to
look around and familiarize yourself with the site. If you have any ideas
add them to the suggestion section in the forums, or speak freely of them in guild chat.
Here is our beginning list of guidelines..
1. First and foremost show respect towards each other. We may not
all agree on everything but we all have a right to voice our opinions. Swearing, cutting down players or talking behind their backs will not be permitted
2. Be nice!!! We're all here to have fun...
3. This Guild although may do at some point are not big on setting up and doing instances or raids. This is left up to other members to lay claim to. If this is game play you seek there are other guilds available out there for such.
4. If you rise in the ranks to become an officer please understand
and accept that it does require some amount of time and duty to
maintain. Not a so much a job but a service to the improving of our
5. If you have a problem with a guild mate, please do not openly
discuss the issue in guild chat. send a private message to one of the
Commanders the First Mate or the Guild Master. We will do our best to resolve the issue
in the best way possible for all parties or the guild.
6. If you need help please ask in the guild chat. If no one responds
to you, it means that they are otherwise detained in a quest of their
own and are unable to assist. Be patient and help will eventually be
7. Please be mindful of your language. We do have minors in the guild. Vulgarity is not necessary for us to enjoy our game play.
8. Please do not take stuff out of the guild if you do not need it.
It's not there to fund your personal bank. It takes advantage of the
rest of the guild and will not be tolerated..
*NOTE* Money deposited into the GB is for the benefit of the Guild. It is not your personal safety deposit box.
9. Please once a member has been removed from the guild, do not add
them again. they were removed with good reason. Those that chose
to act of their own accord and re-invite those removed will be removed
themselves. It is disrespectful to the leadership of the guild and will
not be tolerated. It must be done for reason...
NOTE: If there are any ideas as far as rules go let us know in the Suggestions forum.
GUILD STRUCTURE / RANK is as Follows.
(Guild Master, Commander, Asst GM, Sergeant, Detective, Corporal, Constable, Private, and Probation.)
Death knight PvE guide
Death knight PvE abilites and raid utility
Death knights have 6 runes: 2 blood, 2 frost, and 2 unholy. Each has its own 10-second cooldown.
Death knights provide three buffs or debuffs to a raid but
depending on their spec one of these will change. If the death knight
is specced into Blood ,they provide a buff called Abomination's Might
which is a 10% increase in Attack Power. If they are specced into
Frost, they provide a buff called Icy Talons which is a 20% increase in
Melee Haste. If they are specced into Unholy, they provide a debuff
called Ebon Plaguebringer which is a 13% increase in magic damage and
All death knight trees are viable for PvP DPS, PvE DPS, and tanking.
Some talents, however, are better for tanking than others. Each
tree has solid early tanking talents, such as Blade Barrier,
Anticipation, and Toughness. Depending on what tree you specialize in,
pick up Vampiric Blood, Bone Shield, or Unbreakable Armor.
Death knights are able to dual wield and use two-handed weapons.
Tanking, especially for frost speced tanks, relies on Frost Fever
being on an entire group. Try not to let it wear off on the group for a
long time period, a healer will not be prepared for an unanticipated
increase of 15-20% extra damage from a melee group in the middle of a
fight, this could lead to them wasting a cooldown or even letting you
die if happening at a bad moment.
As an extension of this you are most vulnerable during your initial
pull when no opponents have Frost Fever up, especially with a druid
healer who won't have all hits HoT's active on you yet. For a difficult
fight this is generally the best time to use defensive abilities like
Vampiric Blood, Bone Shield, or Unbreakable Armor.
If you're going to tank as a death knight it is okay to dual wield
while doing it, though unadvised, as the mob or boss has a higher
chance to parry therefore increasing its attack speed for the next
swing. This will therefore increase the mob's damage to you.
Furthermore, dual-wielding isn't advised as a lot of abilities are
Instant attacks that deal a percentage of weapon damage + x.
When dual wielding, these abilities don't count both weapons for the
"Weapon damage" variable, they only count your main hand weapon. The
reason for dual-wielding would be higher avoidance granted by using two
Frost Presence should ONLY be used if you are the tank, as it
increases your threat generation significantly. Even if you are specced
in Frost tree, use Blood Presence or Unholy Presence when you are DPS.
If you're tanking, Death Grip is great for pulling casters. Use it
to pull the caster into your AoE and out from areas where he may agro a
patrol, but be sure to use Line of Sight to pull the rest of the
Strangulate is another great means of pulling casters when up
Death Grip is not always the best pulling method, especially
against melee opponents. By using it you ensure a melee foe will be
striking you immediately (without having to run to you) without the
damage mitigation of Frost Fever while your trying to position the
pull. In harder instances this added damage can force a healer to heal
sooner then they would like, possible before you have had a chance to
build much agro against the rest of the group that were still running
towards you. In addition if the healer (or others) do get agro you will
have one of your taunts already on cooldown. Icy Touch is a convenient
Do not Death Grip or Death and Decay in an instance while DPSing
unless you know what you are doing. Generally if you're in Blood
Presence and the tank has sufficient aoe aggro it should be safe to use
Death and Decay, but be cautious because it causes extra threat. Death
Grip taunts enemies, which isn't usually a good idea unless the
alternative is a clothie taking the hits.
Placing talent points in talents which create Death runes are
advised to increase both Threat and DPS. The following talents can
create Death runes: Death Rune Mastery from the Blood tree, Blood of
the North from the Frost tree and Reaping from the Unholy tree.
Our skills scale off Attack Power, not Spell Power.
A death knight's hit cap is 8%, this with two-handed weapons at
level 80 is 262. For our spells Death coil, Icy Touch and Howling
Blast you will need a 17% hit or 445.91 hit rating. This can be
decreased with Virulence a 2nd tier Unholy talent by 3% or 78.69 hit
rating and again by Misery a Shadow Priest debuff by an additional 3%.
Death knights choosing to dual wield have an additional penalty of 19%
(16% with talent) to hit with both weapons but this does only affect
auto-attack damage. Special attacks such as blood strike have the
normal 9% cap. Raising hit over 9% is expensive thus ignoring the 19%
miss and investing in other stats may be the correct strategy.
Block is useless to us as we don't use shields.
Strength is our priority stat as it increases our attack power and parry rating, 4 STR = 1 parry rating.
Rune based attacks generate Runic power. Attacks which require one
rune generates 10 Runic power, 2 runes for 15 and 3 runes for 20.
Defense cap at level 80 is 540.
Expertise cap at level 80 for Death knights is 60 or 15% for tanks and 26 or 6.5% for DPS.
At lv60: 2.5 Expertise Rating = 1 Expertise
At lv70: 3.92 Expertise Rating = 1 Expertise
At lv80: 8.195 Expertise Rating = 1 Expertise
1 Expertise = 0.25% chance that your attack will not be dodged/parried.
General tips Death knight
Mages are squishy like all cloth wearers. You can help them out the
most by keeping the mobs away from them, by using Death Grip, Chains of
Ice, or even by taking agro off the mage using Dark Command if
Rogues are the premier melee damage dealers and they excel in forms
of crowd control. Unlike you, however, he only has leather armor to
protect him from damage. Because of this, you should take the aggro and
allow him to go all out on his damage. Allow him to sap/blind/gouge to
take care of any unwanted extra attention from mobs.
As a death knight, you have several abilities that can compliment a
hunter's ranged attacks well. Using Death Grip will keep runners away
from the hunter and allow them to DPS more consistently, as well as
Chains of Ice as a way to slow mobs. As a plate wearer, you can easily
be a strong tank and thus be ideal for keeping pace with a Hunter's
purely ranged attacks.
When specced Unholy, the Master of Ghouls capabilities allows you to
have a constant pet just like a hunter, making a formidable
combination. While specced frost, you can take advantage of the
Hunter's freezing trap to freeze targets, empowering your spells like
Howling Blast. Overall, a death knight is an excellent partner to a
Both of you are very durable classes with plate armor, great burst
and sustained damage abilities, and you have some abilities to heal
yourself, whereas the paladin's healing abilities greatly surpass
yours. Be sure to get Blessing of Might from him at all times, as it
will increase your melee damage.
Overall, you are both very similar; heavily armored melee attackers
with lots of utility. The single largest difference is that the paladin
has no ranged attacks unless he is speced deep Protection or Holy.
A plate-wearing class much like yourself, warriors are dps/tanking
hybrids. If they are Protection spec, allow them to take aggro as you
both break down your foes. If he is speced Arms or Fury, you may be the
better tank, depending on your talents. Let whoever has a more
tanking-oriented spec take the damage.
Warlocks are much like Mages, in that they have the least armor
available of all classes, being cloth only wearers. To make up for this
however, they come with awesome damage and their own pocket pet to
either contribute to their damage, assist in crowd control, or to be
their personal tank. Regardless, you should never allow a mob to
directly hit the warlock, you or his pet should have aggro at all
Priests are also squashies, and as such you should keep mobs off
them as much as possible. Priests come in 2 varieties: healing oriented
(a Holy build) or dps/pvp build (Discipline or Shadow). Shadow priests
deal damage much like yourself, and Discipline has talents more focused
on pvp utility and survivability. Hold aggro as much as possible and
have the priest heal you when necessary.
Druids have a large range of squishiness, depending on their shape shift form. For simplicity, you should probably consider
everything except Bear Form somewhat squishy. You'll want to keep mobs
away from caster druids, and allow melee druids (cat and bear) to stay
on the mob. In party and raid settings, if a healer dies and there is a
(still living) druid in the party, hold of on using Raise Dead on the
player; a druid can combat rez the healer, allowing them to continue
healing. For raising dps classes, this really doesn't matter as much as
they'll be doing dps either way.
The shaman will be wondering which totems he should drop. If you
have Icy Talons, make sure to tell him not to bother with Windfury. If
you're tanking and the shaman is healing, he probably has Earth Shield
which is a reactive healing shield that he can put on you. Remember to
speak to the Shaman about not placing Strength of Earth Totem as you
will be using Horn of Winter as both of these provide the same buff and
can not stack. It is better they place a different Earth totem such as
Stoneskin or Earthbind.
Hope this helps all future DK'S!
If you have any questions please let me know! Thank You Tempestrhian
Peacebloom 1 open
Silverleaf 1 near trees
Earthroot 15 cliffs
Mageroyal 50 open
Briarthorn 70 near trees
Swifthistle* - -
Stranglekelp 85 in water
Bruiseweed 100 near buildings or cliffs
Wild Steelbloom 115 cliffs
Grave Moss 120 graveyards
Kingsblood 125 open
Liferoot 150 edge of water/streams
Fadeleaf 160 near trees
Goldthorn 170 cliffs
Khadgar's Whisker 185 near trees
Wintersbite 195 open
Firebloom 205 open
Purple Lotus 210 near ruins
Wildvine** - -
Arthas' Tears 220 open
Sungrass 230 open
Blindweed 235 near water
Ghost Mushroom 245 caves
Gromsblood 250 open
Golden Sansam 260 open
Dreamfoil 270 open
Mountain Silversage 280 cliffs
Plaguebloom 285 open
Icecap 290 cliffs
Black Lotus 300 open
Fel Lotus*** - -
Felweed 300 open
Dreaming Glory 315 cliffs
Terocone 325 near trees
Ragveil 325 open
Flame Cap 335 open
Ancient Lichen 340 dungeon
Netherbloom 350 open
Nightmare Vine 365 open
Mana Thistle 375 open
Peacebloom Darkshore, Dun Morogh, Durotar, Elwynn Forest, Loch
Modan, Mulgore, Silverpine Forest, Teldrassil, The Barrens, Tirisfal
Silverleaf Darkshore, Dun Morogh, Durotar, Elwynn Forest, Loch
Modan, Mulgore, Silverpine Forest, Teldrassil, The Barrens, Thunder
Bluff, Tirisfal Glades, Westfall
Earthroot Darkshore, Dun Morogh, Durotar, Elwynn Forest, Loch Modan,
Mulgore, Redridge Mountains, Silverpine Forest, Teldrassil, The
Barrens, Tirisfal Glades, Westfall
Mageroyal Ashenvale, Darkshore, Durotar, Duskwood, Hillsbrad
Foothills, Loch Modan, Redridge Mountains, Silverpine Forest,
Stonetalon Mountains, Teldrassil, The Barrens, Westfall, Wetlands
Briarthorn Ashenvale, Darkshore, Duskwood, Hillsbrad Foothills, Loch
Modan, Redridge Mountains, Silverpine Forest, The Barrens, Westfall,
Stranglekelp Alterac Mountains, Arathi Highlands, Ashenvale,
Azshara, Darkshore, Desolace, Dustwallow Marsh, Feralas, Hillsbrad
Foothills, Silverpine Forest, Stranglethorn Vale, Swamp of Sorrows,
Tanaris, The Barrens, The Hinterlands, Westfall, Wetlands
Bruiseweed Alterac Mountains, Arathi Highlands, Ashenvale,
Darkshore, Desolace, Hillsbrad Foothills, Loch Modan, Redridge
Mountains, Silverpine Forest, Stonetalon Mountains, The Barrens,
Thousand Needles, Westfall, Wetlands
Wild Steelbloom Alterac Mountains, Arathi Highlands, Ashenvale,
Badlands, Desolace, Duskwood, Hillsbrad Foothills, Stonetalon
Mountains, Stranglethorn Vale, The Barrens, Thousand Needles, Wetlands
Grave Moss Alterac Mountains, Arathi Highlands, Desolace, Duskwood, The Barrens, Wetlands
Kingsblood Alterac Mountains, Arathi Highlands, Ashenvale, Badlands,
Desolace, Duskwood, Dustwallow Marsh, Hillsbrad Foothills, Stonetalon
Mountains, Stranglethorn Vale, Swamp of Sorrows, The Barrens, Thousand
Liferoot Alterac Mountains, Arathi Highlands, Ashenvale, Desolace,
Dustwallow Marsh, Feralas, Hillsbrad Foothills, Silverpine Forest,
Stranglethorn Vale, The Hinterlands, Wetlands
Fadeleaf Alterac Mountains, Arathi Highlands, Badlands, Dustwallow
Marsh, Stranglethorn Vale, Swamp of Sorrows, The Hinterlands
Goldthorn Alterac Mountains, Arathi Highlands, Azshara, Badlands,
Blasted Lands, Dustwallow Marsh, Feralas, Stranglethorn Vale, Swamp of
Sorrows, The Hinterlands
Khadgar's Whisker Alterac Mountains, Arathi Highlands, Azshara,
Badlands, Dustwallow Marsh, Feralas, Hillsbrad Foothills, Stranglethorn
Vale, Swamp of Sorrows, The Hinterlands
Wintersbite Alterac Mountains
Firebloom Badlands, Blasted Lands, Searing Gorge, Tanaris
Purple Lotus Ashenvale, Azshara, Badlands, Feralas, Stranglethorn Vale, Tanaris, The Hinterlands
Arthas' Tears Eastern Plaguelands, Felwood, Western Plaguelands
Sungrass Azshara, Blasted Lands, Burning Steppes, Eastern
Plaguelands, Felwood, Feralas, Silithus, The Hinterlands, Un'Goro
Crater, Western Plaguelands
Blindweed Swamp of Sorrows, Un'Goro Crater
Ghost Mushroom The Hinterlands
Gromsblood Ashenvale, Blasted Lands, Desolace, Felwood
Golden Sansam Azshara, Burning Steppes, Eastern Plaguelands, Felwood, Feralas, Silithus, The Hinterlands, Un'Goro Crater
Dreamfoil Azshara, Burning Steppes, Eastern Plaguelands, Felwood, Silithus, Un'Goro Crater, Western Plaguelands
Mountain Silversage Azshara, Burning Steppes, Eastern Plaguelands,
Felwood, Silithus, Un'Goro Crater, Western Plaguelands, Winterspring
Plaguebloom Eastern Plaguelands, Felwood, Western Plaguelands
Black Lotus Burning Steppes, Eastern Plaguelands, Silithus, Winterspring
Felweed Hellfire Peninsula, Zangarmarsh, Nagrand, Blade's Edge Mountains, Terokkar Forest, Shadowmoon Valley, Netherstorm
Dreaming Glory Hellfire Peninsula, Zangarmarsh, Nagrand, Blade's
Edge Mountains, Terokkar Forest, Shadowmoon Valley, Netherstorm
Terocone Terokkar Forest, Shadowmoon Valley
Flame Cap Zangarmarsh
Ancient Lichen Dungeons Only
Nightmare Vine Shadowmoon Valley