Death Knight - 2H Tank (13/51/7)

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Death Knight Defence Cap :: 540

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Blood (13 Points)

Blade Barrier - Rank 5/5
Whenever your Blood Runes are on cooldown, you gain the Blade Barrier effect, which decreases damage taken by 5% for the next 10 sec.

Bladed Armor - Rank 3/5
Increases your attack power by 3 for every 180 armor value you have.

Scent of Blood - Rank 3/3
You have a 15% chance after dodging, parrying or taking direct damage to gain the Scent of Blood effect, causing your next 3 melee hits to generate 10 runic power.

Two-Handed Weapon Specialization - Rank 2/2
Increases the damage you deal with two-handed melee weapons by 4%.

Frost (51 Points)

Improved Icy Touch - Rank 3/3
Your Icy Touch does an additional 15% damage and your Frost Fever reduces melee and ranged attack speed by an additional 6%.

Toughness - Rank 5/5
Increases your armor value from items by 10% and reduces the duration of all movement slowing effects by 30%.

Black Ice - Rank 5/5
Increases your Frost and Shadow damage by 10%.

Annihilation - Rank 3/3
Increases the critical strike chance of your melee special abilities by 3%. In addition, there is a 100% chance that your Obliterate will do its damage without consuming diseases.

Killing Machine - Rank 5/5
Your melee attacks have a chance to make your next Icy Touch, Howling Blast or Frost Strike a critical strike. Effect occurs more often than Killing Machine (Rank 4).

Chill of the Grave - Rank 2/2
Your Chains of Ice, Howling Blast, Icy Touch and Obliterate generate 5 additional runic power.

Frigid Dreadplate - Rank 3/3
Reduces the chance melee attacks will hit you by 3%.

Glacier Rot - Rank 3/3
Diseased enemies take 20% more damage from your Icy Touch, Howling Blast and Frost Strike.

Merciless Combat - Rank 2/2
Your Icy Touch, Howling Blast, Obliterate and Frost Strike do an additional 12% damage when striking targets with less than 35% health.

Rime - Rank 3/3
Increases the critical strike chance of your Icy Touch and Obliterate by 15% and casting Obliterate has a 15% chance to reset the cooldown on Howling Blast and cause your next Howling Blast to consume no runes.

Hungering Cold - Rank 1/1
Purges the earth around the Death Knight of all heat. Enemies within 10 yards are trapped in ice, preventing them from performing any action for 10 sec and infecting them with Frost Fever. Enemies are considered Frozen, but any damage other than diseases will break the ice.

Improved Frost Presence - Rank 2/2
While in Blood Presence or Unholy Presence, you retain 8% stamina from Frost Presence, and damage done to you is decreased by an additional 2% in Frost Presence.

Blood of the North - Rank 3/3
Increases Blood Strike and Frost Strike damage by 10%. In addition, whenever you hit with Blood Strike or Pestilence there is a 100% chance that the Blood Rune will become a Death Rune when it activates. Death Runes count as a Blood, Frost or Unholy Rune.

Unbreakable Armor - Rank 1/1
Reinforces your armor with a thick coat of ice, increasing your armor by 25% and increasing your Strength by 20% for 20 sec.

Frost Strike - Rank 1/1
Instantly strike the enemy, causing 55% weapon damage plus 137.5 as Frost damage.

Guile of Gorefiend - Rank 3/3
Increases the critical strike damage bonus of your Blood Strike, Frost Strike, Howling Blast and Obliterate abilities by 45%, and increases the duration of your Icebound Fortitude by 6 secs.

Tundra Stalker - Rank 5/5
Your spells and abilities deal 15% more damage to targets infected with Frost Fever. Also increases your expertise by 5.

Howling Blast - Rank 1/1
Blast the target with a frigid wind dealing 518 to 562 Frost damage to all enemies within 10 yards.

Unholy (7 Points)

Anticipation - Rank 5/5
Increases your Dodge chance by 5%.

Epidemic - Rank 2/2
Increases the duration of Blood Plague and Frost Fever by 6 sec.

Glyphs

Glyph of Dark Death (Major Glyph)
Increases the damage or healing done by Death Coil by 15%.

Glyph of Death Strike (Major Glyph)
Increases your Death Strike's damage by 1% for every 1 runic power you currently have (up to a maximum of 25%). The runic power is not consumed by this effect.

Glyph of Disease (Major Glyph)
Your Pestilence ability now refreshes disease durations and secondary effects of diseases on your primary target back to their maximum duration.

Glyph of Horn of Winter (Minor Glyph)
Increases the duration of your Horn of Winter ability by 1 min.

Glyph of Pestilence (Minor Glyph)
Increases the radius of your Pestilence effect by 5 yards.

Glyph of Raise Dead (Minor Glyph)
Your Raise Dead spell no longer requires a reagent.