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Holy Paladin Glyphs Pvp



Knowing your moves is the foundation of good Death Knight PvP. Some of your most important moves are your spell interrupts. The basic spell interrupt is Mind Freeze. Most talent lines reduce the cost of this spell, making it a fairly low cost option, particularly when compared to the interrupts of other melee classes. Another option is Strangulate, which has great range but a long cool-down of two minutes. Save at least one of your interrupts for a coordinated healer lockout in group PvP. When using Mind Freeze, it's important to make sure you lock out the spell school you intend to: for healers it's always holy or the nature line of spells that are for healing. When it comes to damage dealing spell casters, try to lock out their favorite line.

Mastering the Death Knight movement controlling spells will also greatly up your PvP game. Chains of Ice, which is classified as a slowing effect for the purposes of other classes' defensive talents, virtually stops an enemy in their tracks, which can be used to prevent them from kiting you around, or keep aggressive players away from your healers. Possibly the most well known Death Knight spell is Deathgrip, which pulls a foe right up to you where you can tear them up. Use it to protect healers, as well as to position enemies where your stealthy friends lay in wait for a potent combo attack. Using Chains of Ice to keep ranged enemies in melee range will often unnerve them, making for an easy kill. Practice using the two spells together for maximum effect.

Another important group of abilities are your baseline defensive spells. The most powerful of these (when supported by a glyph) is Icebound Fortitude, giving a mighty 40% damage protection shield. Without glyphs, the best defensive spell is Death Pact, which lets the Death Knight consume one of his undead minions to restore 40% of your health - it is roughly comparable to the Paladin skill, Lay on Hands, for regaining the advantage in a losing fight. There is also Anti-Magic Shell for those looking to deal with dangerous Mages, Warlocks, and others. Anti-Magic Shell gives a 75% baseline magic defense for five seconds. Improved with talents, it offers full magic protection for longer, and unlocks Anti-Magic Zone, a powerful spell which will be covered later.

Talent line specific defensive spells also offer some good options, one of the best of which is Rune Tap, from the Blood line. Fully supported with glyph and talents, this spell can heal the caster for 30% of their health every 30 seconds, and other group members for 10% each at the same time. All for just a single Blood rune! If you are going to use this tactic, then be sure to save most of your Blood runes for healing. In the Frost tree we find Unbreakable Armor, which gives an extra 25% armor and a boost to strength, which is a nice edge over melee attackers, but nothing spectacular; however, Frost also adds bonuses to Icebound Fortitude. Lastly we have Unholy, which improves Anti-Magic Shell and adds Anti-Magic Zone (a great group defensive bubble that will absorb roughly 20,000 points of incoming spells before breaking for a PvP geared Death Knight). Also, a part of Unholy is Bone Shield, which adds 20% damage reduction while charges remain, as well as a small boost to outgoing damage.

Gearing up is a fairly simple thing for Death Knights, with a stat priority which according to Arena Junkies should look like: "Hit capping (roughly 5%), spell penetration capping (approx 135 rating), strength, crit, agility/haste". Don't overlook spell penetration, because you'll have to contend with the ever present Mark of the Wild resistance bonus, as well as Shadow Protection prayers, and even the odd battleground alchemist or Mage that uses Mage Armor. Another way to boost your gear is with professions. Alchemy offers some great buffs for battlegrounds, like flasks that last though death and stones that increase the power of potions. Another favorite is engineering, with its many gadgets that offer a very well rounded set of bonuses like wrist rockets, nitro boosts, and even a parachute... which can come in handy in Arathi Basin.

Unholy is the most poplar Deathknight PvP talent spec right now due to the fact it best defines the whole notion of a Death Knight, with its superior summoning of undead abilities and great defensive options. It's also not lacking in terms of offensive power either. It is possible to sacrifice some talents to dip deep enough into Blood for improved Rune Tap and still retain the majority of the power of Unholy, though you may have to sacrifice some personal attack power or your advanced ghoul summoning abilities. Because of the chaotic situations of PvP, there is no real rotation; however, one thing you can do is practice stacking diseases on multiple targets. The target dummies can be helpful for this.

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Cataclysm Talent and Glyph Changes for Holy Paladins Part 2


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