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DeathKnight.NL

 


DeathKnight.NL

DeathKnight.NL



DeathKnight.NL

Death Knights

DeathKnight.NL

Frost Talents

The Frost talent tree supports both dual wielding and 2Hand weapon use. You will require however didn´t specs in order to excel at either one; meaning you will not be able to swap back and forth between them without a change of talents.

Dual Wielding 7/31/3
The tier one talents have a bit of filler in them to allow you to reach the next tier. It is up to individual choice if you slip two points in to Runic Power Mastery or if you move them over to Icy Reach; neither will provide any measurable difference in your damage so it comes down to personal preference and play style. The same applies to tier two. In this tier you have three points to dispose of with the options being Lichborne, Endless Winter and On A Pale Horse; any combination is valid and won't impact your role as a damage dealer. Beyond those talents, everything fixed and you don't really have any choice in the talents you must pick up. As expected, you'll be playing in Frost Presence. It will also be no surprise that Obliterate and Frost Strike will be your most important abilities; both should be roughly putting out a similiar amount of overall damage.

Two Hand Weapon 7/31/3
Your spec as Frost 2H isn't going to differ that greatly from dual wielding. Tier one doesn't offer you any room to maenouver due to Nerves of Cold Steel being irrelevant to you; meaning you will be filling out Runic Power Mastery and Icy Reach. In the second tier you have three points to invest of with the choices being Lichborne, Endless Winter and On A Pale Horse; any combination is valid. Might of the Frozen Wastes will replace the dual wield's choice of Threat of Thassiran. Beyond that everything else is the same. As with dual wielding, Frost Strike and Obliterate will be dominating in the share of damage they do. Unlike dual wield, you'll be playing in Unholy Presence as 2H frost.

Optional Talents

Though there are no spare talent points as such, you do have a tiny amount of choice where to put the filler talent points that are only used to reach the higher tiers. None of the choices will have any noticable impact on your damage output and the choices will largely come down to personal prefence and individual play style:
  • Runic Power Mastery
    The main problem with this talent (it is only optional for dual wield) is that you will never find yourself in a situation where you have to much Runic Power. There will be more than enough time in your rotation to burn off your Runic Power that you gain from your standard rotation; you'll never be maxed out and you simply have no ways to generate big bursts of Runic Power either.
  • Icy Reach
    Icy Reach is a nice talent, but in reality its usefulness will not be that great. Icy Touch is not part of rotation so you'll only be casting it when you are stuck at range for extended periods; in those situations this talent could be useful.
  • Lichborne
    The two benefits here from this talent are rather marginal in PvE. In terms of resource use, if you need to heal yourself it is a much more viable and efficient option to Death Strike instead of Obliterate. The crowd control breaking aspect could be handing but you'll rarely find a fight in which to use it.
  • On A Pale Horse
    The only in fight advantage may be when you are on a fight that is heavy with snares. These don't occur very often, so yet again another optional talent that may be good but only in very rare situations.
  • Endless Winter
    Your final optional talent can be very handy. If you are on of the people who are called upon to do interupts then it is very useful. Unfortunately for this talent, very few fights actually call for interupts and in those fights it is usually only two or three players that are called on to do it. The usefulness of this talent is totally dependant upon the fight and furthermore your role in that fight.



 

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