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WRATH OF THE LICH KING · 3.3.5a
TALENT PLANNER
Built from MWDS's local Talent.dbc and TalentTab.dbc data.
Warrior
Paladin
Hunter
Rogue
Priest
Death Knight
Shaman
Mage
Warlock
Druid
Level
71
points left
Reset
Blood
0
points
0/2
Butchery
Whenever you kill an enemy that grants experience or honor, you generate up to 10 runic power. In addition, you generate 1 runic power per 5 sec while in combat.
0/3
Subversion
Increases the critical strike chance of Blood Strike, Scourge Strike, Heart Strike and Obliterate by $s2%, and reduces threat generated while in Blood or Unholy Presence by $s1%.
0/5
Blade Barrier
Whenever your Blood Runes are on cooldown, you gain the Blade Barrier effect, which decreases damage taken by $s1% for the next $51789d.
0/5
Bladed Armor
Increases your attack power by $s2 for every ${$m1*$m2} armor value you have.
0/3
Scent of Blood
You have a $h% chance after dodging, parrying or taking direct damage to gain the Scent of Blood effect, causing your next melee hit to generate 10 runic power.
0/2
Two-Handed Weapon Specialization
Increases the damage you deal with two-handed melee weapons by $s1%.
0/1
Rune Tap
Converts 1 Blood Rune into $s1% of your maximum health.
0/5
Dark Conviction
Increases your chance to critically hit with weapons, spells and abilities by $s1%.
0/3
Death Rune Mastery
Whenever you hit with Death Strike or Obliterate there is a $h% chance that the Frost and Unholy Runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.
0/3
Improved Rune Tap
Increases the health provided by Rune Tap by $s1% and lowers its cooldown by $/1000;s2 sec.
0/3
Spell Deflection
You have a chance equal to your Parry chance of taking $s1% less damage from a direct damage spell.
0/3
Vendetta
Heals you for up to $s1% of your maximum health whenever you kill a target that yields experience or honor.
0/3
Bloody Strikes
Increases the damage of Blood Strike by $s2% and Heart Strike by $s1%, and increases the damage of Blood Boil by $s3%.
0/3
Veteran of the Third War
Increases your total Strength by $s1%, your Stamina by $s2%, and your expertise by $s3.
0/1
Mark of Blood
Place a Mark of Blood on an enemy. Whenever the marked enemy deals damage to a target, that target is healed for $49005s2% of its maximum health. Lasts for $49005d or up to $49005n hits.
0/3
Bloody Vengeance
Gives you a $50447s1% bonus to physical damage you deal for $20050d after dealing a critical strike from a weapon swing, spell, or ability. This effect stacks up to $50447u times.
0/2
Abomination's Might
Increases the attack power by $53137s1% of party and raid members within $53137a1 yards. Also increases your total Strength by $53137s2%.
0/3
Bloodworms
Your weapon hits have a $h% chance to cause the target to spawn 2-4 Bloodworms. Bloodworms attack your enemies, healing you as they do damage for 20 sec or until killed.
0/1
Hysteria
Induces a friendly unit into a killing frenzy for $d. The target is Enraged, which increases their physical damage by $s1%, but causes them to lose health equal to $s2% of their maximum health every second.
0/2
Improved Blood Presence
While in Frost Presence or Unholy Presence, you retain $s1% healing from Blood Presence, and healing done to you is increased by $s2% in Blood Presence.
0/2
Improved Death Strike
Increases the damage of your Death Strike by $s1%, increases its critical strike chance by $s2%, and increases the healing granted by $s3%.
0/3
Sudden Doom
Your Blood Strikes and Heart Strikes have a $h% chance to launch a free Death Coil at your target.
0/1
Vampiric Blood
Temporarily grants the Death Knight $s2% of maximum health and increases the amount of health generated through spells and effects by $s1% for $d. After the effect expires, the health is lost.
0/3
Will of the Necropolis
Damage that would take you below $s1% health or taken while you are at $s1% health is reduced by $52284s1%.
0/1
Heart Strike
Instantly strike the target and his nearest ally, causing $m2% weapon damage plus $<bonus> on the primary target, and ${$m2/2}% weapon damage plus ${$<bonus>/2} on the secondary target. Each target takes $m3% additional damage for each of your diseases active on that target$?s58616[, and movement speed is reduced by by $58617s1% for $58617d.][.]
0/3
Might of Mograine
Increases the critical strike damage bonus of your Blood Boil, Blood Strike, Death Strike, and Heart Strike abilities by $s1%.
0/5
Blood Gorged
When you are above 75% health, you deal $s1% more damage. In addition, your attacks ignore up to $s3% of your opponent's armor at all times.
0/1
Dancing Rune Weapon
Summons a second rune weapon that fights on its own for $d, doing the same attacks as the Death Knight but for $51906s3% reduced damage.
Frost
0
points
0/3
Improved Icy Touch
Your Icy Touch does an additional $s1% damage and your Frost Fever reduces melee and ranged attack speed by an additional $s3%.
0/2
Runic Power Mastery
Increases your maximum Runic Power by ${$m1/10}.
0/5
Toughness
Increases your armor value from items by $s1% and reduces the duration of all movement slowing effects by $s2%.
0/2
Icy Reach
Increases the range of your Icy Touch, Chains of Ice and Howling Blast by $s1 yards.
0/5
Black Ice
Increases your Frost and Shadow damage by $s1%.
0/3
Nerves of Cold Steel
Increases your chance to hit with one-handed melee weapons by $s1% and increases the damage done by your offhand weapon by $s2%.
0/5
Icy Talons
You leech heat from victims of your Frost Fever, so that when their melee attack speed is reduced, yours increases by $s2% for the next 20 sec.
0/1
Lichborne
Draw upon unholy energy to become undead for $d. While undead, you are immune to Charm, Fear and Sleep effects.
0/3
Annihilation
Increases the critical strike chance of your melee special abilities by $s2%. In addition, there is a $s1% chance that your Obliterate will do its damage without consuming diseases.
0/5
Killing Machine
Your melee attacks have a chance to make your next Icy Touch, Howling Blast or Frost Strike a critical strike.
0/2
Chill of the Grave
Your Chains of Ice, Howling Blast, Icy Touch and Obliterate generate 2.5 additional runic power.
0/2
Endless Winter
Your strength is increased by $s1% and the cost of your Mind Freeze is reduced to 10 runic power.
0/3
Frigid Dreadplate
Reduces the chance melee attacks will hit you by $s1%.
0/3
Glacier Rot
Diseased enemies take $s1% more damage from your Icy Touch, Howling Blast and Frost Strike.
0/1
Deathchill
When activated, makes your next Icy Touch, Howling Blast, Frost Strike or Obliterate a critical hit if used within $d.
0/1
Improved Icy Talons
Increases the melee haste of all party and raid members within $55610a1 yds by $55610s1% and your haste by an additional $55610s2%.
0/2
Merciless Combat
Your Icy Touch, Howling Blast, Obliterate and Frost Strike do an additional $s1% damage when striking targets with less than 35% health.
0/3
Rime
Increases the critical strike chance of your Icy Touch and Obliterate by $s1% and casting Obliterate has a $h% chance to reset the cooldown on Howling Blast and cause your next Howling Blast to consume no runes.
0/3
Chilblains
Victims of your Frost Fever disease are Chilled, reducing movement speed by $50434s1% for $50434d.
0/1
Hungering Cold
Purges the earth around the Death Knight of all heat. Enemies within $51209a1 yards are trapped in ice, preventing them from performing any action for $51209d and infecting them with Frost Fever. Enemies are considered Frozen, but any damage other than diseases will break the ice.
0/2
Improved Frost Presence
While in Blood Presence or Unholy Presence, you retain $s1% stamina from Frost Presence, and damage done to you is decreased by an additional $s2% in Frost Presence.
0/3
Threat of Thassarian
When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Rune Strikes, Blood Strikes and Frost Strikes have a $s1% chance to also deal damage with your offhand weapon.
0/3
Blood of the North
Increases Blood Strike and Frost Strike damage by $s2%. In addition, whenever you hit with Blood Strike or Pestilence there is a $h% chance that the Blood Rune will become a Death Rune when it activates. Death Runes count as a Blood, Frost or Unholy Rune.
0/1
Unbreakable Armor
Reinforces your armor with a thick coat of ice, increasing your armor by $s1% and increasing your Strength by $s2% for $d.
0/3
Acclimation
When you are hit by a spell, you have a $h% chance to boost your resistance to that type of magic for 18 sec. Stacks up to 3 times.
0/1
Frost Strike
Instantly strike the enemy, causing $s2% weapon damage plus ${$m1*$m2/100} as Frost damage.
0/3
Guile of Gorefiend
Increases the critical strike damage bonus of your Blood Strike, Frost Strike, Howling Blast and Obliterate abilities by $s1%, and increases the duration of your Icebound Fortitude by $/1000;s2 secs.
0/5
Tundra Stalker
Your spells and abilities deal $s1% more damage to targets infected with Frost Fever. Also increases your expertise by $s2.
0/1
Howling Blast
Blast the target with a frigid wind dealing $s2 Frost damage to all enemies within 10 yards.
Unholy
0
points
0/2
Vicious Strikes
Increases the critical strike chance by $s2% and critical strike damage bonus by $s1% of your Plague Strike and Scourge Strike.
0/3
Virulence
Increases your chance to hit with your spells by $s1% and reduces the chance that your damage over time diseases can be cured by $s2%.
0/5
Anticipation
Increases your Dodge chance by $s1%.
0/2
Epidemic
Increases the duration of Blood Plague and Frost Fever by $/1000;s1 sec.
0/3
Morbidity
Increases the damage and healing of Death Coil by $s1% and reduces the cooldown on Death and Decay by $/1000;s2 sec.
0/2
Unholy Command
Reduces the cooldown of your Death Grip ability by $/1000;s1 sec.
0/3
Ravenous Dead
Increases your total Strength by $s1% and the contribution your Ghouls get from your Strength and Stamina by $s2%.
0/3
Outbreak
Increases the damage of Plague Strike by $s1% and Scourge Strike by $s2%.
0/5
Necrosis
Your auto attacks deal an additional $s1% Shadow damage.
0/1
Corpse Explosion
Cause a corpse to explode for $s1 Shadow damage to all enemies within $50444A1 yards. Will use a nearby corpse if the target is not a corpse. Does not affect mechanical or elemental corpses.
0/2
On a Pale Horse
You become as hard to stop as death itself. The duration of all Stun and Fear effects used against you is reduced by 10%, and your mounted speed is increased by 10%. This does not stack with other movement speed increasing effects.
0/3
Blood-Caked Blade
Your auto attacks have a $h% chance to cause a Blood-Caked Strike, which hits for $50463s1% weapon damage plus ${$50463m1/2}.1% for each of your diseases on the target.
0/2
Night of the Dead
Reduces the cooldown on Raise Dead by ${$m1/-1000} sec and the cooldown on Army of the Dead by ${$m2/-60000} min. Also reduces the damage your pet takes from creature area of effect attacks by $s3%.
0/1
Unholy Blight
Causes the victims of your Death Coil to be surrounded by a vile swarm of unholy insects, taking $49194s1% of the damage done by the Death Coil over $50536d, and preventing any diseases on the victim from being dispelled.
0/5
Impurity
The attack power bonus of your spells is increased by $49220s1%.
0/2
Dirge
Your Death Strike, Plague Strike and Scourge Strike generate 2.5 additional runic power.
0/2
Desecration
Your Plague Strikes and Scourge Strikes cause the Desecrated Ground effect. Targets in the area are slowed by $55741s1% by the grasping arms of the dead while standing on the unholy ground. Lasts $55741d.
0/3
Magic Suppression
You take $s2% less damage from all magic. In addition, your Anti-Magic Shell absorbs an additional $s1% of spell damage.
0/3
Reaping
Whenever you hit with Blood Strike or Pestilence there is a $h% chance that the Blood Rune becomes a Death Rune when it activates. Death Runes count as a Blood, Frost or Unholy Rune.
0/1
Master of Ghouls
Reduces the cooldown on Raise Dead by ${$m1/-1000} sec, and the Ghoul summoned by your Raise Dead spell is considered a pet under your control. Unlike normal Death Knight Ghouls, your pet does not have a limited duration.
0/5
Desolation
Your Blood Strikes cause you to deal $63583s1% additional damage with all attacks for the next $63583d.
0/1
Anti-Magic Zone
Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by $50461s1%. The Anti-Magic Zone lasts for $51052d or until it absorbs ${$51052m1+2*$AP} spell damage.
0/2
Improved Unholy Presence
While in Blood Presence or Frost Presence, you retain $s1% increased movement speed from Unholy Presence, and your runes finish their cooldowns $s2% faster in Unholy Presence.
0/1
Ghoul Frenzy
Grants your pet $s2% haste for $d and heals it for ${$m1*10}% of its health over the duration.
0/3
Crypt Fever
Your diseases also cause Crypt Fever, which increases disease damage taken by the target by $50508s1%.
0/1
Bone Shield
The Death Knight is surrounded by $n whirling bones. While at least 1 bone remains, $Ghe:she; takes $s1% less damage from all sources and deals $s2% more damage with all attacks, spells and abilities. Each damaging attack that lands consumes 1 bone. Lasts $d.
0/3
Wandering Plague
When your diseases damage an enemy, there is a chance equal to your melee critical strike chance that they will cause $s1% additional damage to the target and all enemies within 8 yards. Ignores any target under the effect of a spell that is cancelled by taking damage.
0/3
Ebon Plaguebringer
Your Crypt Fever morphs into Ebon Plague, which increases magic damage taken by 4% in addition to increasing disease damage taken. Improves your critical strike chance with weapons and spells by $51099s2% at all times.
0/1
Scourge Strike
An unholy strike that deals $s2% of weapon damage as Physical damage plus ${$m1*$m2/100}. In addition, for each of your diseases on your target, you deal an additional $s3% of the Physical damage done as Shadow damage.
0/5
Rage of Rivendare
Your spells and abilities deal 2% more damage to targets infected with Blood Plague. Also increases your expertise by $s2.
0/1
Summon Gargoyle
A Gargoyle flies into the area and bombards the target with Nature damage modified by the Death Knight's attack power. Persists for $61777d.
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