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Cold Inferno - A Shendelz PVP Guide (6.2.0)

dk pvp arena guide unholy frost 5.4.7 6.0.3 6.1 6.2

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#1 Ownu

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Posted 24 February 2014 - 04:59 AM

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Death Knight Guide (6.2)

  • This guide is not only a starting place for players looking to learn the basics of the Death Knight class, but is also a great place for advanced players to sharpen their skills.
Older Versions

6.1.2 can be found here here.
6.0.3 can be found here.
5.4.7 is now in a Spoiler at the bottom, and will be kept around for retro-reference (is that a word?), and future arena servers, since whenever I go to play on an older arena server, I can never find any information to refresh myself on how the hell we used to play.


Big changes to Frost in 6.2:
  • Anti-Magic Shell now absorbs 100% of all magical damage (up from 75%). Additionally, Glyph of Anti-Magic Shell now increases the duration of Anti-Magic Shell by three seconds (buff duration says seven seconds, however it counts second zero).
  • Might of the Frozen Wastes now increases Frost Strike's damage by 100% (up from 50%) while dual-wielding.
  • Necrosis now deals 8% less damage.
  • Glyph of Icy Runes has been removed.
  • Howling Blast deals 25% more damage and deals full damage to other enemies within range.
  • Frost Strike now deals 20% more damage.
  • Obliterate now deals 20% more damage, but only 80% total damage against players (in total, a ~20% net decrease).
  • Primal Combatant and Primal Gladiator trinkets have had their power increased, as well as their cooldown increased (2 minutes, up from 1 minute). As of 6.2, this change has been reverted.
PvP Talents

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Previously, Death Knights were pigeon holed into a very cookie cutter set of talents that did not really ever change. The new expansion has opened up many more options and talent combinations:

Tier 1

Now that Rolling Blood is caked in, Plaguebearer does a nice job of taking its place. Plaguebearer increases the duration of your Blood Plague and Frost Fever (and will add a stack to Necrotic Plague) every time you Death Coil or Frost Strike by Five (5) seconds. Seeing as Frost Death Knights do not have Festering Strike, and Unholy Death Knights don't want to be spamming Festering Strike, this is a great way to keep your diseases lasting until the golden years while spoon feeding your target damage. Does not work with Necrotic Plague.

Unholy Blight
Unholy Blight should only be taking in combination with Either Necrotic Plague, or Chillblains. When paired with Necrotic Plague, each tick will grant a stack on every target it hits. Additionally, each target effected by it will probably be in range of each other, causing the Necrotic Plague itself to jump between targets, causing it to stack extremely quickly.
When paired with Chillblains, it will constantly slow anything in it's range, unless the target has a buff like Hand of Freedom. Unholy Blight paired with Chillblains is highly effective against running Burst of Speed Rogues, and retreating Restoration Druids.

Plague Leech
Optimal with Necrotic Plague, Plague Leech removes your diseases from the target it is cast on, and restores two depleted runes as Death Runes. Ideal for Frost, and good for either spec, it will provide you with some extra runes to work with every 25 seconds. When not using Necrotic Plague, both diseases must be present for this talent to work.

Tier 2

Lichborne is the only viable talent in this talent tier, it will turn you undead, allowing you to break free of fears, charms, and sleeps. Additionally, while undead, you are immune to polymorph effects (Sheep, Hex) and incapacitates (Sap, Gouge), and may heal yourself by casting Death Coil on yourself (Unholy only). Polymorph and incapacitates will not break when you are already bound; however, like Cloak of Shadows and Anti-Magic Shell, you will be immune to these effects as long as you have the Lichborne buff. Sleep, Fear, and Charm effects will break when using Lichborne, even while you are already bound by them.

Tier 3

Asphyxiate is an improved version of Strangulate that stuns your opponent instead of silencing them. Additionally, it costs no rune, and has half of the cooldown.

Generally, Chillblains is taken because you--the player--desire to play with Strangulate over Asphyxiate for whatever reason (generally because the team composition you are currently playing has too many stuns already, and not enough other kinds of crowed control). Chillblains will cause your Chains of Ice to root your target, additionally, your Frost Fever and Necrotic Plague will cause the target to be slowed by 50% for 8 seconds. Typically more for Unholy (as you already have Gnaw and sometimes Remorseless Winter available to you as other stunning options), Chillblains combos well with Necrotic Plague, Unholy Blight, Defile, and Remorsless Winter. It is also the go-to option for Rated Battlegrounds, which are almost always done as frost. Howling Blast will cleave large amounts of players and give you a massive amount of control over the other team. Seeing as Necrotic Plague jumps from target to target, Frost spec will almost always take this talent along with Unholy Blight and Necrotic Plague in Rated Battlegrounds.

Tier 4

Blood Tap
All three talents in this tier are fairly close, however Blood Tap gives you the control over when runes are reset. It also gives you Death Runes, allowing you to have more control over the abilities you want to use.

Runic Corruption
This talent does not give you as much control as Blood Tap does, but is very efficient when playing with Breath of Sindragosa, or dual wield. Blood Tap does not provide you enough rune resets to maintain the spell for very long.

Tier 5

Conversion allows you to sacrifice runic power per second to gain health per second. Generally only works with Glyph of Runic Power.

Death Pact
Generally should only be taken when you are playing against a team that only tries to kill you in a very high burst swap.

Death Siphon
Always take this as Unholy and Dual Wield, unless you lose to a team that switches to you and kills you extremely quickly. It will take some getting used to, but you will learn to use Death Siphon effectively, just like you learned to use Plague Leech and Blood Tap. Pairs well with Plague Leech and Blood Tap.

Tier 6

Desecrated Ground
An extra trinket that will make you immune to all forms of CC other than silences while you are standing in it. Generally taken by non human Death Knights in exchange for double DPS trinkets, or when facing a rogue team. Having a second trinket is never a bad thing.

Remorseless Winter
A stacking slow that causes a stun on any target that hits 5 stacks, for 5 seconds. Dispellable, so make sure its either used on a healer, or make sure the healer cant dispel it by using some other CC. Try to only take this talent when using Death and Decay Glyph or Chillblains, as targets get away too easily during the early stacks. Works great with Breath of Sindragrosa or Defile (Arthas Combo). Very situational.

Tier 7

Defile benefits from the Death and Decay Glyph, which should always be considered when using it. Both of these things combo well with Remorseless Winter (Arthas Combo), and is my personal recommendation for Frost. This talent has reasonable burst with a reasonable cooldown. Generally not taken after the damage reduction removal.

Necrotic Plague
Granted 20% additional damage and regaining the ability to crit, Necrotic Plague is back in the game as a real talent. When taking this talent, always take Unholy Blight, as it will stack it much quicker, and your Plague will sit at max stacks for much longer, causing you to do overall more damage. Stacking this ability is important, and you should be throwing out Blood Boils, Icy Touches, Festerings, and Plague Strikes in order to help it stack as quickly as possible. Only recommended for Unholy in arenas, and only recommended for Frost in Rated Battlegrounds. This is the least bursty talent, but will give you heave AoE presence.

Breath of Sindragrosa
Pool runic power and some a few runes before using this ability. Line it up with things like Remorseless Winter, Pillar of Frost, Gargoyle, Dark Transformation, and trinkets. Use Empower Rune Weapon to feed it. The point of this ability is to do damage while doing damage, so don't spend your Runic Power on things like Frost Strike, or Death Coil. Ideally, you want to keep this running as long as you can, because its biggest drawback is the long cooldown it has. Definitely the Highest burst in the talent tier, at the cost of uptime and ramp up.

Common Builds

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The current standard Unholy Rot build. Use blight when the opposing team is grouped up. Take Plague Leech when playing against anything that doesn't really group up often enough to get a big Blight off. Swap Chillblains for Asphyxiate as needed.

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This is an alternative Unholy/Frost build, and built around Breath of Sindragosa. Take this when against hunter/hybrid that heals a lot, and will diminish the power of your spread pressure. You may also take the Icy Runes Glyph, allowing you to keep Breath up for longer. Frost may chose to switch Death Siphon out for Death Pact. Note that Blood Tap is technically better in this situation, however it is awkward to manage. Runic Corruption is idiot proof; use Blood Tap if you're comfortable with it.


Three strongly PvP oriented glyphs make choosing glyphs for Death Knights easy, however there are times when glyphs can be swapped in or out.

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Shifting Presences - Allows you to switch presences and retain 70% of the runic power you had before the switch. A must have, as presence swapping without this glyph will slow down your damage and may put you into risky positions (Swapping to Blood Presence when being switched to, and not having runic power to convert if you are using Conversion).

Icy Touch - Your Icy Touch will now dispel one beneficial magical effect from your opponent. Purge is a very powerful spell, and any class that has the option to take it should.

Dark Simulacrum - Reduces the cooldown of Dark Simulacrum by half, and increases the duration the debuff stays on the target by 4 seconds. Dark Simulacrum can be your strongest spell if used properly. Being able to use it twice as often increases the chances of having it ready when a juicy spell is about to be used. Can be used every Asphyxiate, allowing you to steal major defensive cooldowns from healers that can be cast while stunned. This is the glyph that you should swap in and out with other glyphs if you want to use something else.

Death and Decay - Slows any target that takes damage from your Death and Decay ability, for as long as they remain inside of the effected area. Works with Defile. This glyph works great with Arthas Combo (Defile+Remorseless Winter).

Strangulate - When used a to interrupt the target--and is successful--Strangulate gets two additional seconds added to its duration, for a whopping seven second silence. Most effective against Mistweavers, just watch out for the aura mastery!

Regenerative Magic - Use when you're almost never targeted, or against magic-melee-healer comps (stuff like RMD, where you know your shell wont "pop"). It will shorten the remaining duration on Anti-Magic Shell if the shield takes little or no damage.

Absorb Magic - Very situational, but game changing. This glyph will make Anti-Magic Shell actuallly useful against Chaos Bolt caster cleaves.

Runic Power - Our old set bonus; gain runic power when slowed. Works great with Conversion/Necrotic Plague/Breath of Sindragosa.

Anti-Magic Shell - Increases the duration of Anti-Magic Shell by three seconds.

Icy Runes- Grants 10 additional Runic Power when you use Chains of Ice. Use with Breath of Sindragosa, and say "I'm still breathing on him guys!".

Death's Embrace (Minor) - Restores runic power when healing a friendly undead minion. Save some runic power to heal your Ghoul or Gargoyle up. Only relevant if you are Unholy, or if you are running some weird shit, like Double [Unholy] Death Knight.

Resilient Grip (Minor) - Resets your Death Grip if your target is immune to both the pull and the taunt (Iceblocks/Divine Shield/Cyclone) - For those unlucky situations.

Path of Frost (Minor) - Causes you to take less fall damage while the aura is active. Good for Rated Battlegrounds, like Arathi Basin.

Stats - Gemming / Enchanting

Stat Priority

A big thanks to Flakkar for working hard to provide us with these stat priorities. Half of us would probably be a little lost without him.

Unholy/Dual Wield Frost

Strength > Mastery > Versatility > Haste > Multistrike > Crit

You can find more in-depth conversation about stat priority in his unholy thread.

2-handed Frost

Strength > Versatility > Haste > Mastery > Multistrike > Crit

You can find more in-depth conversation about stat priority in his frost thread.


At the passive ratio of 1.10 Strength per point of Strength (thanks to our good friend Unholy Might), or 1.25 1/3rd of the minute (thanks to Pillar of Frost): Strength is your dearest friend. Additionally, our Runeforge enchant grants 20% [Unholy] /25% [Frost] more strength as a proc that is up most of the arena, as long as you are hitting things (melee). Gem and Enchant Strength wherever you can, while respecting Strength increasing socket bonuses (when socket bonuses exist).


Your GCD is affected by various factors such as hit chance, your connection speed, uptime, ect. The best way to approach haste itemization is whether or not you personally experience GCD locks, and how often you find yourself kited with the team comp that you play. If you have no trouble expending resources, yet find yourself with empty globals during your uptime; haste remains highly favored. Haste becomes more valuable the more uptime that you have on your target. Ideal for comps like PHD, where most teams will focus down your hunter and allow you to do as you please.


Crit makes abilities hit 50% harder, and stacking crit makes it happen more often. Crit is a big damage boost to your diseases, which are always ticking on everything all the time. Typically great for spread pressure, crit allows you to keep your damage up while you're not on your target. Great for big Soul Reapers. This stat has diminished in 6.0+, as critical strikes hit half as hard as they used to. Crit is not effective as frost, since it overlaps with Killing Machine.


Mastery boosts your shadow damage and Gargoyle's damage for Unholy, and Boost your frost damage for Frost (namely Frost Strike, Howling Blast, and Frost Fever). Generally something to avoid as 2-Handed Frost, yet something to stack as Dual Wield Frost, and Unholy.


Versatility increases the damage you do, and decreases the damage you take. A solid stat that has a benefit to it no matter what spec you might be, and is currently seeing favor against the other stats.


Multistrike is very similar to critical strike. Their values are both halved in PvP compared to their PvE stat weight values, causing them to require double the amount to equal 1% damage compared to that of the other stat weights. In PvP, Multistrike has a percentage chance to strike the target again as a separate strikeat 30% power. Multistrikes can crit. Due to Necrosis, Unholy Death Knights will gain 5% more Multistrike from all sources that grant it, making Multistrike more valuable to the Unholy Death Knight than it is to Frost. However, the stat remains overall poor.

This may or may not be relevant, depending on the patch:



Heal Ghoul

/cast [target=pet] Death Coil

Casts Death Coil at your Ghoul, healing it.

Self Heal

/cast !Lichborne
/cast [target=player] Death Coil

Activates Lichborne, then casts Death Coil at yourself, healing yourself. Note this only works with Unholy now, as Death Coil is now replaced by Frost Strike, for Frost Death Knights.

Focus Death Grip

/cast [target=focus] Death Grip

Casts Death Grip at your focus target, and then slows them. The Chains of Ice line is optional. A perk while leveling will slow targets that are Death Gripped.

Arena 1/2/3 Death Grip

/cast [@arenax] Death Grip

Casts Death Grip at an arena target frame. The target is decided by "x". Replace "x" with "1", "2", or "3". The best way to use this macro is to have three separate key bindings, and three separate macros, both of which usually right next to one another. Example: Grip arena1 bound to F1, Grip arena 2 bound to F2, Grip arena 3 bound to F3.

Arena 1/2/3 Chains of Ice

/cast [@arenax] Chains of Ice

Casts Chains of Ice at an arena target frame. The target is decided by "x". Replace "x" with "1", "2", or "3". The best way to use this macro is to have three separate key bindings, and three separate macros, both of which usually right next to one another. Example: Chains arena1 bound to F1, Chains arena 2 bound to F2, Chains arena 3 bound to F3.

Focus Strangulate

#showtooltip Strangulate
/cast Blood Tap
/cast [target=focus] Strangulate

Strangulates or Asphyxiates your focus target. Will cast Blood Tap when using the talent, in order to guarantee a rune is available to cast Strangulate when you use it. Blood Tap requires five charges to activate.

Focus Leap

/cast [target=focus] Leap
/cast [target=mouseover, exists][exists] Leap

Because of Leap's Buggy nature, this was the best way to get Leap to work properly. Its possible that the technical issues of Leap have been fixed, though the macro continues to do its job for me, and so I still use it. It will make your ghoul Leap at mouseover targets as well as your focus target. Mouseover has priority, so make sure your mouse isn't accidentally hovering over a player when trying to interrupt your focus target.


/cancelaura Lichborne
/cast Lichborne
/cast !Anti-Magic Zone
/run SetMacroSpell("Lich/AMZ",GetSpellInfo("Lichborne") or "Anti-Magic Zone")

Tap once to activate Lichborne, tap again to cancel it. Handy for avoiding Shackle or Paladin Fear. This macro will combine Lichborne and Anti-Magic Zone into one keybind. The Macro name must be the same as the the part listed in the last line /run SetMacroSpell("Lich/AMZ"), or the Tooltip will not update (and the cooldown won't show).

Focus Mind Freeze

/cast [target=focus] Mind Freeze

Interrupts your focus target.

Dark Transformation

/cast [@mouseover,dead] Corpse Explosion
/cast [nopet] Raise Dead
/stopmacro [nopet]
/cast [target=pet,exists]Dark Transformation

Push to summon your Ghoul. While Timmy is active, push again to activate Dark Transformation (assuming Timmy has five Shadow Infusions). Also will cast Corpse Explosion at a moused over corpse (just for fun).

Dark Simularcum

#showtooltip dark simulacrum
/cancelaura Ice Block
/cancelaura Divine Shield
/cast [nomod] Dark Simulacrum; [mod:alt, @focus] Dark Simulacrum

Press to casts Dark Simulacrum on your target. Hold alt and press to cast on your focus. Replace "alt" with "shift" to use with shift instead of alt. Pressing this macro while Ice Block or Divine Shield will cancel the effect of either.

Summon Gargoyle

/use 13
/cast Summon Gargoyle
/petattack [@target]

Make sure your on use damage trinket is in slot 13.

Pillar of Frost

/use 13
/cast Pillar of Frost
/cast Death's Advance

Make sure your on use damage trinket is in slot 13. Auto-casts Death's Advance when using the talent.

Breath of Sindragosa

#showtooltip Breath of Sindragosa
/cast Dark Transformation
/cast !Breath of Sindragosa

Breath of Sindragosa is toggle-able, so this macro prevents you from accidentally canceling it (if you like to spam your binds). It will also cast Dark Transformation if you have five Shadow Infusions and are not mid global cooldown.

Dealing Damage


Unholy is now straight forward. Stacking Shadow Infusions an bursting during Dark Transformation is key. This is when gargoyle should be active (note you can use it well before you're ready to burst, as it lasts 40 seconds now), runic power should be saved up (when using Breath of Sindragosa). Scourge Strike is now the primary strike, and it will consume the majority of your runes. As Unholy, Soul Reaper now ticks at 45% health, and thus should be use more often at higher health pools. Remember, our level 100 set bonus grants us 20% increased shadow damage while Dark Transformation is active, so you should have Necrotic at or near 15 stacks, or Breath Ready to pair with it.

When using Breath of Sindragosa, a perfect setup includes the following: Rune of the Fallen Crusader active, Proc trinket active, On use trinket available, Asphyxiate and/or Gnaw available, Gargoyle available, 5 stacks of Shadow Infusion ready and waiting, Breath of Sindragosa available, 10+ stacks of Blood Tap ready, a full rune bar ready, and Empower Rune Weapon available. In most cases you will not have all of these up at the same time. If you do--and you execute their usage properly--whatever you're hitting will die without massive cooldowns to counter yours, or extensive peeling from their team (a good reason to have Desecrated Ground available).

When using Necrotic Plague, less setting up is required, but more maintenance is needed; Everything above should be available, however it is less necessary to have Empower Rune Weapon available. Time your burst when your target is at or nearing 15 stacks of Necrotic Plague. If it is about to fall off, refresh it via Festering Strike. Ideally, the best time to burst when using Necrotic Plague is when the enemy team is grouped up, you have said cooldowns and procs at your disposal. In this situation, use Unholy Blight to quickly accumulate stacks on all enemies, while going through your single target burst on your kill target.

2-handed Frost

2-handed Frost is largely the same as it has always been. Keeping your diseases up, avoid using Killing Machine procs on Frost Strike. Soul Reaper at low health. Use saved up Blood Tap Charges for Killing Machine procs that you don't have the available runes to Obliterate with. When playing with Breath, pool runic power and have a few available runes prepared to regenerate the lost runic power spent on Breath. You should also try to save Empower Rune Weapon for this specifically. When using Plague Leech, use it for an extra Obliterate to get a Killing Machine you otherwise would have had to spend on Frost Strike.

Dual Wield Frost

Dual Wield Frost is now back, and plays vastly similar to how 2-handed Frost played in Cataclysm. Cast Howling Blast at things, and use your Killing Machine procs on Frost Strike. Only Obliterate if you have two unholy runes available, if you are between 25 and 35 runic power and Killing Machine is not active, or if you are under 25 runic power (regardless of Killing Machine). As with 2-handed Frost, not every Killing Machine will go to the spell you want it to go to, but you should not sit one any one Killing Machine for too long, as another can proc over it, and the previous one will be lost. Purge selectively, as Icy Touch is a big damage loss over Howling Blast considering they cost the same resource. Being trained is your biggest weakness, as your damage is reliant on Frost Strike, which costs significantly more when not in Frost presence. Communication is key to playing this spec, and it needs to be clear to your healer that you can't swap to Blood Presence every single time that you're looked at. Never use Breath of Sindragosa, as your burst damage comes from Frost Strike, not Obliterate. Spending Runic Power on Frost Strike while Breath is Active is counterproductive, and using the 2-handed rotation during Breath is not effective. Stacking mastery means your Necrotic Plague actually does decent damage. Pair with Plague Leech.

Strategies and Team Compositions
[Work in Progress]


TSG [Warrior/Dk/healer] works with either of the three specs. There are multiple ways to play it as well. With an Arms Warrior, you'll have more spread pressure, and will have an easier time switching around targets on the go. With a Fury Warrior, you'll be playing a more single-target oriented game--often training down a single target all game with heavy constant damage. However, you can play any spec you like, as long as the synergy between you and your warrior is cohesive. TSG is a very tanky comp, and often brings games into dampening. While it's important to be doing damage and creating pressure, understand when you, and your healer are out of cooldowns, and turtle up when you need to stop damage until defensive cooldowns are ready.
Stop the opener against teams like RMD and Thug Cleave, Train the healer against Shaman healer teams like RLS and WLS, and split to slow the game down against double caster teams like MLS and Shatterplay.
This comp often wins in dampening, and is generally only weak to double caster teams. Resto Druids and Mistweavers are generally considered the ideal TSG healers.


Sometimes referred to as "Punchcleave" or "Walking Dead" (Depending on the spec of the Dk), Windwalker Dk can be played as either Unholy or Frost, and is only reliable played with a Paladin healer, as their damage is crucial to the comp.
When Frost, it is ideal to be 2h, as your Windwalker will be playing with one handers and Hurricane Strike, for maximum burst damage. Set up on healers with Paralyze, and swap hard with Leg Sweep, Fist of Justice, and Fists of Fury onto healers with a Strangulate ready for a trinket. Always play Breath of Sindragosa, almost always play Strangulate.
When Unholy, the comp is much more versatile. Healers can still be killed in the same way as Frost you have more options as Unholy. Asphyxiate is generally taken as Unholy, and Breath is taken in most situations, with the exception of double caster. Against double caster, Plague Leech and Necrotic Plague with Chillblains are ideal to stop casters from pushing in too easily, making crowd control on your healer easier to deal with.
Its possible to "solo" healers with Asphyxiate, Breath of Sindragosa, and a Windwalker image. This allows the Monk to peel for your healer at times, while you you and his image maintain sufficient damage on the healer. He can reconnect at anytime your healer is feeling healthy, he and your healer can even kill the DPS on their own behind pillars! When splitting, your Monk should use Fist of Fury on their DPS in conjuction with an image, and your Asphyxiate on the healer. Fists of Fury does a lot of damage, and the images will cast it, however the image's Fists of Fury won't stun, so Its important that the enemy healer does not walk away from it. Keep them in place, and burst them on your own with Asphyxiate.

Interface and Addons

Unless you're practicing for a no-addon tournament, there is no reason not to customize your interface to your liking. Moving things to easier places for you to see can assist you greatly and help you to not overlap. There are few and far in-between addons that I would describe as mandatory, as Blizzard has certainly made the baseline interface more acceptable over the years.

Disclaimer: Yes, people have told me my interface is cluttered. I'm not advising you to have a cluttered interface, I'm giving you the basics. I've grown used to how my UI is, and have tried changing it before.

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A. Its important to know where players are, even if they are not your target. Nameplates are helpful, be it Blizzard's own, or an Addon. Some Addons will show you specific debuffs that you ask it to show you on name plates, others will show cast times within the name plates. The Addon I am using here is called Tidy Plates: Threat Plates.

B. No player should go without party frames. Personally, I find the base ones, and the standard one that comes with my normal unit frames clunky. I've taken a great liking to Blizzard's "boxes", the standard raid frames that the game comes with. They show debuffs and mana, and can be class colored.

C. If you're Unholy, it is your responsibility to know where and what your Ghoul is doing, specifically to monitor his health pools. At the beginning of expansions, healer mana is always tight. Give them a helping hand and keep an eye on Timmy.

D. Lots of players are wondering what is the best Rune Bar Addon to use. Its true, Blizzard's could use an update, even with move anything, its still largely basic and has no options to customize it. I have used the same Rune Bar Addon since Wrath of the Lich King, so I can't say I know what else is out there these days. Even so, Magic Runes gets the job done. With high customization, you can move, re-size , rearrange, and monitor both your Rune times, and DoT's. The alpha will fade when out of combat if you tell it to do so, making this my personal pick.

E. Lose Control, the Addon that inspired Blizzard's Loss of Control interface option, is able to show crowed control cast on enemy players as well. You can move it and put it where you want to, it becomes very hard to miss a CC cast on an enemy player. Additionally, it works with Sarena (an Arena Unit Frame Addon), and OmniCC (a cooldown counter Addon). This works well with DiminishingReturns.

5.4.7 Guide (for retro-reference or future arena servers)


Edited by Ownu, 02 July 2015 - 08:56 PM.

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#2 flannelsoff

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Posted 24 February 2014 - 05:13 AM

Focus 123 on things like grip and chains are really good as well, i had it on shift 1 for grip arena 1 and alt 1 for chains arena 1. It also applies to dark sim too cause the third target might be important. Good guide mayte
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#3 Losiro

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Posted 24 February 2014 - 05:27 AM

Who's the next to make a guide? Good explanations and even some strategy thrown in there for good measure.
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#4 Vanguards

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Posted 24 February 2014 - 05:35 AM

It's nice to see more and more guides being made. Thanks again!
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#5 Gosucloud

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Posted 24 February 2014 - 06:15 AM

I am The Lord of Death Knights, and I approve your guide. But some things can be more specified, and others need mentioning. Overall you did well.
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#6 Neosaurfang

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Posted 24 February 2014 - 07:38 AM

Good read
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#7 dusk1


Posted 24 February 2014 - 10:17 AM

It's nice to see more and more guides being made. Thanks again!

Looking forward to more guides.
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#8 Glink

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Posted 24 February 2014 - 10:29 AM

My boy Shen. You were the DK partner I never had.

Edited by Glink, 24 February 2014 - 10:30 AM.

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Twitch.tv/Glinksz Rank 1 Hunter PvP
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#9 Raak

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Posted 24 February 2014 - 10:39 AM

Fk dks dumb class please remove

Would it suit the new "don't be an asshole"-policy if class guide threads would be kept clean from waste of sperm like this dude?
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#10 Forumz

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Posted 24 February 2014 - 10:41 AM

Weapon - Runeforge: Rune of the Fallen Crusader (15% Strength Multiplier)

I'd like to add that, if you have the points for it, carrying a second weapon with Swordshattering can greatly affect games if you're good at swapping them at the right time.
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#11 Marshmellow

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Posted 24 February 2014 - 10:59 AM

Fk dks dumb class please remove



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#12 seadogsnrebz

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Posted 25 February 2014 - 04:16 PM

Great guide Shends.

I'd love to see the strategy section built out more. Dk/ele, tsg, dk/enh, dk/mage come to mind
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#13 Ownu

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Posted 25 February 2014 - 09:16 PM

Great guide Shends.

I'd love to see the strategy section built out more. Dk/ele, tsg, dk/enh, dk/mage come to mind

I plan to build it more, but I don't want to provide information about comps that I'm not 150% positive I know the best option in every single situation. Once I get more expierence with dk ele, and dk Mage I'll throw those in. I'll be adding some things to it soon. When I get a chance later
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#14 Covlol

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Posted 27 February 2014 - 02:09 PM

I am The Lord of Death Knights, and I approve your guide. But some things can be more specified, and others need mentioning. Overall you did well.

U may be the self proclaimed "lord of dks", but I am the lvl 1 dk legend. Sit down sir.
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#15 Ownu

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Posted 19 March 2014 - 10:27 PM

Fixed some typos, added my dark sim macro
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#16 Execx

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Posted 25 March 2014 - 07:04 AM

Shen the dk god
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#17 Ownu

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Posted 06 November 2014 - 08:32 PM

Working on the 6.0.3 update, boys. Periodically saving it [albeit unfinish] to avoid large format errors, so this explains why you might see half finished work. Also worried about typing for hours and then my session closing and losing all data. I will post again when it is complete. Should be sometime today.

Edited by Ownu, 06 November 2014 - 08:33 PM.

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#18 Ownu

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Posted 07 November 2014 - 02:53 AM

Updated for 6.0.3. Will develop "Strategies" section with time.

the 5.4.7 Guide is now in a spoiler at the bottom, and will not be deleted.
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#19 Heero

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Posted 07 November 2014 - 04:35 PM

Currently on live 6.0.3 it is still possible to heal yourself with Death Coil during Lichborne.
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#20 Treta

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Posted 07 November 2014 - 06:34 PM

I'm planning playing 3s with a SPriest and stuck deciding between a Frost DK or my Ret. Would you recommend the FDK over the Ret for that comp? Also, the only reason I'm even considering DK is that I absolutely hate pet management (especially DK's dumb garg) and Frost seems to be viable now. Do you guys see Frost being viable in the long run?
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