The second impressive facet of the Death Knight concerns the design of the character class itself. WoW, by nature of being an older game, is steeped in the overused classic character roles of DPS, Tank, Healer, etc. and truly breaking free of that would require a revamping of the entire system (of course, most new games are stuck on these same old roles). That being said, the DK skill set demonstrates a goal of providing a new technique of game play that, if it doesn't break out of the class roles, at least blends them in a unique fashion. Character classes almost categorically are based around one of three mechanisms. The most common is a mana pool. The other two involve either a power system that diminishes (WoW's Rogue, LOTRO's Hunter) or a power system that grows (WoW's Warrior, LOTRO's Champion, pretty much every non-magical WAR class). The only variation comes in the specific nature of finishing moves or spells, and their cool down times. Enough already! The DK is a member of a new breed of character class that put life into an old methodology (it shares this distinction with the Warden and Runekeeper of LOTRO's Mines of Moria). The technique is achieved through three pairs of runes with set timers that judge all available actions, forcing a player to cycle between action types. This works in conjunction with a classic growing (Runic) power bar and is enhanced by a corresponding Talent system that magnifies the effect. For example, with the Blade Barrier talent it actually pays to use up the two Blood Runes because of a nice parry bonus. The talent tree is also arranged in a fashion less specific to character roles as compared with most classes. For example, a paladin who focuses on Holy will predominantly be a healer, Protection is a tank, and Retribution is DPS. Instead, the three trees focus more on styles of play. Blood is a good choice for someone who likes to dish out melee damage and is aided by various attack-related healing skills. Frost is the choice for people who prefer to inflict burst damage through a blend of melee and spells. It also has a few defensive perks. Unholy, on the other hand, focuses on debuffs, spells, and pets. Doubtless as time goes on there will be certain templates that conventional wisdom will decide are best for certain tasks, but in general the DK trees are much more flexible than the norm.
The only frustration I've encountered with the DK relates to crafting. A starting L55 Death Knight is fully proficient in first aid (an interesting concept considering they're dead), but has no other skills. Therefore those players interested in pursuing trade skills must resort to long hours in low level zones to build up the skills. This also has tended to bloat some of the auction houses, wreaking havoc with some prices. As far as stories go, it is also unfortunate that the fine character development of the starter zone ends with its completion. From that point on a DK is just as faceless as any other class. I suppose the expectation of a total revamp in that department is unrealistic, but at least I take pleasure in the fact that WOTLK has provided an excellent narrow case study of what is possible for future games.
Wrath of the Lich King is an impressive addition to the WoW universe. From the beginning of what it offers players are directly linked to the renewed battle against Arthas rather than the more diffuse experience of Burning Crusade. It adds a few new perks like barbershop customization, achievements, not to mention the new inscription trade skill. Far and away the most impressive addition is the Death Knight, both as a new viable character class and especially for the advancements made in character stories.
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