Wowpedia

We have moved to Warcraft Wiki. Click here for information and the new URL.

READ MORE

Wowpedia
Ā 
m (ā†’ā€ŽExternal links: category change, replaced: [[Category:Primary Spells ā†’ [[Category:Primary abilities)
Ā 
Line 1: Line 1:
  +
{{Infobox ability
āˆ’
{{npcbox
 
āˆ’
|name=Conclave of Wind
+
|name=Scourge Strike
  +
|image=Spell_DeathKnight_ScourgeStrike
āˆ’
|image=Conclave.jpg
 
  +
|description=An unholy strike that deals 100% of weapon damage as Physical damage plus X. In addition, for each of your diseases on your target, you deal an additional 12% of the Physical damage done as Shadow damage.
āˆ’
|level=??
 
  +
|class= [[Death knight]]
āˆ’
|type=Boss
 
  +
|type= Offensive
āˆ’
|faction=Combat
 
  +
|school=[[Shadow]]
āˆ’
|health=
 
  +
|cost=1 Unholy Rune
āˆ’
|status = Killable
 
  +
|range=Melee
āˆ’
|races=[[Djinni]]
 
  +
|cast_time=Instant
āˆ’
|creature=Elemental
 
  +
|cooldown=Global
āˆ’
|location=[[Throne of the Four Winds]]
 
  +
|talented=yes
āˆ’
|instance=Throne of the Four Winds
 
  +
|talent_tree=[[Unholy]], Tier 9
  +
|talent_req=Scourge Strike
  +
|improvement=[[Subversion]], [[Vicious Strikes]], [[Outbreak (death knight ability)|Outbreak]], [[Dirge (death knight talent)|Dirge]], [[Desecration]]
  +
|ranks=4
  +
|requirements=
 
}}
 
}}
   
  +
'''Scourge Strike''' is a [[Death knight]] talented ability that deals 70% of the Death Knight weapon damage plus shadow physical to the target and extra damage for each of the Death Knight's diseases affecting the target as shadow damage.
āˆ’
The '''Conclave of Wind''' is a boss encounter in [[Throne of the Four Winds]]. The encounter consists of [[Anshal]], [[Rohash]], and [[Nezir]], the djinni lords of wind and must be eliminated in order to battle the elemental lord himself.
 
   
  +
== Rank table ==
āˆ’
Although they are spread out, engaging one djinn in combat engages them all. While they will not leave their platforms, each of the individual lords will put a significant debuff (such as reducing [[Haste]] by 500% with increasing frost damage over time) on all players if at any point there is no attackable target on their platform.
 
 
{| class="darktable" style="text-align: center;"
āˆ’  
āˆ’
The world first heroic kill was by Paragon (25 person) on 17 December 2010.
 
āˆ’  
āˆ’
==Abilities==
 
āˆ’
''Anshal''
 
āˆ’
*{{abilities|Soothing Winds|Summons an area of calm winds (Green circle) on a random friendly target. This area heals all allies for 20000 per second. Any enemies within the area are silenced an pacified while they remain inside the area. This effect lasts for 30 sec.|id=86206|image=spell nature regeneration 02|}}
 
āˆ’
*{{abilities|Nurture|Summons a Ravenous Creeper nearby every second for 5 sec. Ravenous Creepers have Toxic Spores.|id=85422|image=inv misc trailofflowers|}}
 
āˆ’
*{{abilities|Toxic Spores|Spores errupt from the caster every second for 5 seconds, afflicting all enemies within 8 yards with a deadly toxin. This toxin deals 500 Nature damage per second for 5 sec and can stack up 25 times.|id=93121|image=spell shadow demonicempathy|}}
 
āˆ’
*{{abilities|Zephyr|(Full energy) Heals all allies within 100 yards for 25000 health per second. In addition, these targets will also gain 15% increased damage for 15 sec. This effect stacks.|id=93119|image=spell nature natureguardian|}}
 
āˆ’  
āˆ’
''Nezir''
 
āˆ’
*{{abilities|Wind Chill|Deals 4750 to 5250 Frost damage to all enemies within 100 yards and increases all Frost damage taken by 10% for 35 sec. Stacks.|id=93123|image=spell frost frostshock|}}
 
āˆ’
*{{abilities|Permafrost|Channels a blast of Frost at Nezir's current target, dealing 9500 to 10500 Frost damage per second in a cone towards that target for 3 sec. (14250 to 15750 Frost damage on Heroic difficulty)|id=93123|image=spell ice rune|}}
 
āˆ’
*{{abilities|Ice Patch|Deals 7125 to 7875 Frost damage per second to all enemies within 20 yards, slowing their movement speed by 10% . This effect stacks. Lasts 3 sec. (19000 to 21000 Frost damage per second on Heroic difficulty.)|id=93130|image=spell frost freezingbreath|}}
 
āˆ’
*{{abilities|Sleet Storm|(Full energy) Deals 28500 to 31500 Frost damage per second to all targets within 100 yards. This damage is divided among all targets. Lasts 15 sec.|id=86367|image=spell frost arcticwinds|}}
 
āˆ’  
āˆ’
''Rohash''
 
āˆ’
*{{abilities|Slicing Gale|Cast instead of melee-ing. Fierce winds slice through a random enemy target, dealing 11875 to 13125 Nature damage (10-man difficulty), increasing Nature damage they receive by 5% for 30 sec. This effect stacks. (23750 to 26250 Nature damage on Normal 25-man difficulty, 28500 to 31500 Nature damage on Heroic 25-man difficulty)|id=93057|image=ability whirlwind|}}
 
āˆ’
*{{abilities|Wind Blast|Spins slowly around the platform, blasting the area in front of the caster every second. Any enemies caught within this area are dealt 9500 to 10500 Nature damage and knocked back 200 yards. Lasts 10 sec.|id=93139|image=spell nature cyclone|}}
 
āˆ’
*{{abilities|Tornado|Summons 3 tornados nearby. These tornados move around the area randomly, dealing 38000 to 42000 Nature damage to any enemies that get within 10 yards of them, knocking them back.|id=93142|image=spell nature earthbind|}}
 
āˆ’
*{{abilities|Hurricane|(Full energy) Creates a huge vortex of wind, catching all nearby enemies and launching them into the air. Anyone caught by the vortex will take 2500 Nature damage per second for 15 sec. At the end of this effect, affected targets will be dropped out of the air, resulting in additional falling damage.|id=86481|image=spell nature earthbind|}}
 
āˆ’  
===Enrage===
 
āˆ’
Bosses enrage after 8 minutes in 25-man normal mode.
 
āˆ’  
āˆ’
==Overview==
 
āˆ’
Each of the Djinn has an [[energy]] bar that slowly approaches 90. When it reaches 90 they will cast their most powerful abilities. All three gain energy at the same rate, and all three will reach 90 at the same time. Players cannot jump between platforms while they are at full strength.
 
āˆ’  
āˆ’
If any Djinn is left alone on his platform, with no player in range, it will cast a raid-wiping ability. Anshal will cast Withering Winds, which reduces all healing by 100%. Nezir will cast Chilling Winds, which will reduce haste by 500%. Rohash will cast Deafening Winds, which will silence everyone in the zone. All three of these abilities include a zone-wide AoE damage tick that increases over time.
 
āˆ’  
āˆ’
You can move between their platforms by jumping into a wind bridge that connects the platforms. However, the bridges disappear when the Djinn are at 90 energy and using their special abilities.
 
āˆ’  
āˆ’
Both Anshal and Nezir do normal melee damage, while Rohash does not require a tank.
 
āˆ’  
āˆ’
When one Djinn dies, it begins to cast Gather Strength, which will resurrect it to full health after one minute. Thus, all three Djinn need to be killed within one minute of each other.
 
āˆ’  
āˆ’
==Strategy==
 
āˆ’  
āˆ’
There are two alternating phases - the recharge phase, when boss energy is below 90, and the full energy phase, when the bosses are using their ultimate abilities - Zephyr, Sleet Storm and Hurricane. During the recharge phase, the raid is divided between Rohash and Anshal, with DPS bringing them down evenly. During the full energy phase, most of the raid is on Nezir, with DPS bringing him down as much as possible. The general goal is to kill Rohash and Anshal at as close to the same time as possible, while having done enough damage to Nezir during full energy phases to burn him down within the one minute resurrection timer.
 
āˆ’  
āˆ’
===Recharge Phase===
 
āˆ’
During the recharge phase, DPS is split between Rohash and Anshal, while Nezir is handled by just a tank and his healers.
 
āˆ’  
āˆ’
The Rohash group requires fewer DPS and healers, and generally favors ranged DPS due to the Tornadoes that are summoned. No tank is needed since it has no hard-hitting melee attack. Instead, he casts randomly at anyone on the platform. This group needs to watch for Tornadoes and Wind Blast, which can knock you off the platform. The Wind Blast mechanic is similar to the Spout spell from [[The Lurker Below]] encounter in [[Serpentshrine Cavern]]. He will start at a random direction and move clockwise for 10 seconds, blasting anyone in his line of sight. Everyone on the platform needs to move clockwise to avoid the blast or be knocked off and most likely killed.
 
āˆ’  
āˆ’
The Anshal group requires a tank and slightly more healing compared to the Rohash group. This group also needs extra DPS, due to adds and Anshal's healing ability. When Rohash summons Ravenous Creepers, the DPS need to split these up and burn them down quickly before the Toxic Spores stack too high on everyone. An extra tank or high armor DPS can help to separate them. Avoid the Soothing Winds healing circle on the ground, as it heals the boss and Creepers, and pacifies any player in it.
 
āˆ’  
āˆ’
The Nezir group requires only a tank and healing. During the recharing phase, no DPS is with Nezir. The tank needs to face the boss away from anyone else to avoid excess damage from Permafrost. The healers will need to move out of any Ice Patches that appear, and take care not to stand on the pathways coming in to the platform. During the full energy phase, players from the other platforms will move to Nezir's platform, and they don't want to land in a patch of ice. Wind Chill will stack on the Nezir group and damage will increase throughout the phase.
 
āˆ’  
āˆ’
The tank and tank healers for Anshal and Nezir will swap positions every other recharging phase to deal with the stacking Wind Chill debuff.
 
āˆ’  
āˆ’
===Full Energy Phase===
 
āˆ’
At around 80 energy, most of the raid will swap to the Nezir platform to handle his Sleet Storm. The bridges to move between platforms disappear at 90 energy, so players should allow enough time to make it over to their new platforms.
 
āˆ’  
āˆ’
The entire Rohash group, except for a single healer, will move to the Nezir platform. The single healer left behind at Rohash needs to handle the Hurricane, which works much like the Vortex ability in the [[Malygos]] encouter. This healer should be able to heal himself through the Hurricane with instant abilities, and survive the moderate fall damage at the end.
 
āˆ’  
āˆ’
The entire Anshal group, including the tank and his healers, will move to the Nezir platform. The DPS should be sure they've finished off any remaining Creepers before transferring, or they will be healed during Zephyr.
 
āˆ’  
āˆ’
The tank and tank healers at Nezir will move to Anshal's platform to tank him through Zephyr.
 
āˆ’  
āˆ’
During the Sleet Storm, burn down Nezir as much as possible. The raid will be taking constant damage from Sleet Storm during this phase. As long as enough people are still alive and the damage is split sufficiently, the raid healing should be manageable.
 
āˆ’  
āˆ’
Once Sleet Storm is finished channeling, DPS move back to their previous platforms, Anshal or Rohash, and continue to bring them down evenly. The tank and tank healers for Nezir and Anshal remain at their swapped positions. This is to allow enough time for the stacking Wind Chill debuff to fade from the tank group that just handled Nezir.
 
āˆ’  
āˆ’
===Nezir Burn Phase===
 
āˆ’
Anshal and Rohash should die at as close to the same time as possible. Once one dies, the one minute resurrection timer begins, and you need to be able to finish off Nezir before they resurrect. If one is almost dead while the other is behind, call to stop DPS and let them catch up. If one is consistently far behind by the time they are almost dead, then re-balance your DPS groups for the next attempt. It's also possible to re-balance DPS mid-fight after full energy phases when everyone is at Nezir's platform.
 
āˆ’  
āˆ’
Once Anshal and Rohash are dead, everyone moves to Nezir's platform to finish him off. By this time, he should be well below 50% health from previous Sleet Storm phases. Save Heroism/Bloodlust abilities and big DPS cooldowns for this final burn phase. You need to kill him before Anshal or Rohash resurrect, and also before the Wind Chill debuff sacks too high for your raid healers to manage.
 
āˆ’  
āˆ’
If the burn phase is not working out, consider intentionally delaying the death of Anshal and Rohash to add an extra full energy phase to bring down Nezir a bit lower. Note that this approach will bump you closer to the enrage timer. Alternatively, consider staying on Nezir for a few more seconds after a Sleet Storm, before moving back to Anshal and Rohash, to bring him down a bit more. However, staying on Nezir means increased raid damage from Wind Chill, possibly falling behind on adds summoned by Anshal, and increased damage to the lone healer still at Rohash.
 
āˆ’  
āˆ’
The key to this fight will be finding the right balance of DPS for each group assignment, and making the final burn phase doable.
 
āˆ’  
āˆ’
==Quotes==
 
āˆ’
===Anshal===
 
āˆ’
;Aggro
 
āˆ’
*{{text|yell|It shall be I that earns the favor of our lord by casting out the intruders. My calmest wind shall prove too much for them!}}
 
āˆ’  
āˆ’
;Killing a player
 
āˆ’
*{{text|yell|Begone, outsiders!}}
 
āˆ’
*{{text|yell|Your presence shall no longer defile our home!}}
 
āˆ’  
āˆ’
;Full power reached
 
āˆ’
*{{text|yell|The power of our winds, UNLEASHED!}}
 
āˆ’  
āˆ’
;Low health
 
āˆ’
*{{text|yell|My power grows feeble, brothers. I shamefully must rely on you for a time.}}
 
āˆ’  
āˆ’
===Rohash===
 
āˆ’
;Aggro
 
āˆ’
*{{text|yell|As I am the strongest wind, it shall be I that tears the invaders apart!}}
 
āˆ’  
āˆ’
;Full power reached
 
āˆ’
*{{text|yell|The power of our winds, UNLEASHED!}}
 
āˆ’  
āˆ’
;Low health
 
āˆ’
*{{text|yell|The intruders stand fast, brothers. I cannot break them. Allow me a brief respite to strengthen my winds.}}
 
āˆ’  
āˆ’
===Nezir===
 
āˆ’
;Aggro
 
āˆ’
*{{text|yell|The honor of slaying the interlopers shall be mine, brothers! Their feeble bodies will freeze solid from my wind's icy chill!}}
 
āˆ’  
āˆ’
;Full power reached
 
āˆ’
*{{text|yell|The power of our winds, UNLEASHED!}}
 
āˆ’  
āˆ’
;Low health
 
āˆ’
*{{text|yell|The intruders stand fast, brothers. I cannot break them. Allow me a brief respite to strengthen my winds.}}
 
āˆ’  
āˆ’
===Defeat===
 
āˆ’
*{{text|yell|Al'Akir|The Conclave of Wind has dissipated. Your honorable conduct and determination have earned you the right to face me in battle, mortals. I await your assault on my platform! Come!}}
 
āˆ’  
āˆ’
==Loot==
 
āˆ’
{{lootbox|Normal Mode
 
āˆ’
|Gale Rouser Belt
 
āˆ’
|Lightning Well Belt
 
āˆ’
|Mistral Circle
 
āˆ’
|Permafrost Signet
 
āˆ’
|Planetary Band
 
āˆ’
|Sky Strider Belt
 
āˆ’
|Soul Breath Belt
 
āˆ’
|Star Chaser Belt
 
āˆ’
|Tempest Keeper Belt
 
āˆ’
|Thunder Wall Belt
 
āˆ’
|Wind Stalker Belt
 
āˆ’
}}
 
āˆ’  
āˆ’
{{lootbox|Heroic Mode
 
āˆ’
|Gale Rouser Belt (heroic)
 
āˆ’
|Lightning Well Belt (heroic)
 
āˆ’
|Mistral Circle (heroic)
 
āˆ’
|Permafrost Signet (heroic)
 
āˆ’
|Planetary Band (heroic)
 
āˆ’
|Sky Strider Belt (heroic)
 
āˆ’
|Soul Breath Belt (heroic)
 
āˆ’
|Star Chaser Belt (heroic)
 
āˆ’
|Tempest Keeper Belt (heroic)
 
āˆ’
|Thunder Wall Belt (heroic)
 
āˆ’
|Wind Stalker Belt (heroic)
 
āˆ’
}}
 
āˆ’  
āˆ’
==Related achievements==
 
āˆ’
*{{achievement|Heroic: Conclave of Wind}}
 
āˆ’
*{{achievement|Stay Chill}}
 
āˆ’  
āˆ’
==Videos==
 
{| class="darktable"
 
āˆ’
|- valign=top
 
āˆ’
! Conclave of Wind (all three bosses) Guide by [http://www.youtube.com/user/omfgcata OMFGCATA on YouTube]
 
 
|-
 
|-
  +
! Rank !! Level !! Damage !! Cost
āˆ’
! <youtube>jOUulX8cgSI</youtube>
 
āˆ’
|}
 
āˆ’  
{| class="darktable"
 
āˆ’
|- valign=top
 
āˆ’
! A Comprehensive Guide by [http://www.youtube.com/BlueXephos The Yogscast on YouTube]
 
 
|-
 
|-
  +
| 1 || 50 || 238 || Talent
āˆ’
! <youtube>zqxVQKIdLuQ</youtube>
 
 
|-class="alt"
āˆ’
|}
 
  +
| 2 || 67 || 292.6 || {{Cost|1|80}}
āˆ’  
{| class="darktable"
 
āˆ’
|- valign=top
 
āˆ’
! [GUIDE] Conclave of Wind (25N) by [http://www.youtube.com/user/alpha1337 Sleepless Knights on YouTube]
 
 
|-
 
|-
  +
| 3 || 73 || 475.1 || {{Cost|1|80}}
āˆ’
! <youtube>lP8ApDQWRyc</youtube>
 
 
|-class="alt"
  +
| 4 || 79 || 560 || {{Cost|1|80}}
 
|}
 
|}
   
  +
== Improvements ==
āˆ’
{| class="darktable"
 
  +
=== Talents ===
āˆ’
|- valign=top
 
  +
*[[Rage of Rivendare]] increases damage by 15/30/45%.
āˆ’
! colspan=2 | Conclave of Wind by [http://www.youtube.com/LoDtvz LoD on YouTube]
 
  +
*[[Desecration]] adds the Desecrated Ground effect. Desecrated Ground reduces the [[Movement|movement speed]] of enemies around the caster by 25/50% for 20 seconds.
āˆ’
|-
 
āˆ’
! Complete Video Walkthrough, covering every detail
 
āˆ’
|-
 
āˆ’
! <youtube>iBHZ3VfB2fw</youtube>
 
āˆ’
|}
 
   
 
=== Glyphs ===
āˆ’
{| class="darktable"
 
  +
{{:Glyph of Scourge Strike}}
āˆ’
|- valign=top
 
  +
{{clrl}}
āˆ’
! colspan=2 | Conclave of Wind by [http://www.youtube.com/tgnWorldofWarcraft TGN on YouTube]
 
āˆ’
|-
 
āˆ’
! 10 Normal strategy and kill || 10 Heroic first look
 
āˆ’
|-
 
āˆ’
! <youtube>1Er473sRbRc</youtube>
 
āˆ’
! <youtube>YBEtPSNn4D0</youtube>
 
āˆ’
|}
 
āˆ’
<br>
 
   
āˆ’
==Patch changes==
 
āˆ’
...
 
   
āˆ’
==Trivia==
 
āˆ’
*[[Siamat]], Lord of the South Wind was most likely also a member of the Conclave, however due to his [[Neferset|other tasks]], lost tremendous amount of his own power, and therefore is temporarily not present.
 
   
āˆ’
== References ==
+
== Patch changes ==
  +
* {{Patch 4.0.1|note=Now deals 100% weapon damage, up from 70%. Cost reduced to one Unholy rune, down from one Unholy and one Frost.}}
āˆ’
{{reflist}}
 
  +
* {{Patch 3.3.3|note=Now deals 70% weapon damage, plus 12% of physical damage done as shadow damage for each of the death knight's diseases on the target. The net result should be larger strikes with no diseases present, while maximum damage with all diseases applied to the target should stay the same.}}
  +
* {{Patch 3.3.0|note=Redesigned. The base ability now deals 50% weapon damage plus an additional amount as physical damage. However, for each disease the death knight has on the target, the target will take additional shadow damage equal to 25% of the physical damage done.}}
  +
* {{Patch 3.2.0|note=Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%.}}
  +
* {{Patch 3.1.0|note=Damage increased.}}
   
āˆ’
==External links==
+
== External links ==
āˆ’
<!-- Read http://www.wowwiki.com/WoWWiki:External_links before posting your links here.
+
<!-- Read http://www.wowpedia.org/Wowpedia:External_links before posting your links here.
 
Links that do not conform to the rules will be DELETED.
 
Links that do not conform to the rules will be DELETED.
 
Repeat violations may result in a BAN.
 
Repeat violations may result in a BAN.
 
Have a nice day. :) -->
 
Have a nice day. :) -->
  +
{{Elinks-spell|55090}}
  +
  +
{{classfooter|Death knight}}
  +
  +
  +
[[es:Golpe de la Plaga]]
  +
[[Category:Death knight abilities]]
  +
[[Category:Shadow spells]]
  +
[[Category:Primary abilities]]

Revision as of 07:57, 6 April 2011

Scourge Strike
Spell deathknight scourgestrike
  • Scourge Strike (4 ranks)
  • Death knight ability
  • Melee range
  • 1 Unholy Rune
  • global cooldown
  • Instant
  • An unholy strike that deals 100% of weapon damage as Physical damage plus X. In addition, for each of your diseases on your target, you deal an additional 12% of the Physical damage done as Shadow damage.
Properties
Class Death knight
School Shadow
Cooldown Global
Talents
Talent tree Unholy, Tier 9
Talent required Scourge Strike
Improvements Spell deathknight subversion [Subversion], Spell deathknight plaguestrike [Vicious Strikes], Outbreak, Dirge, Spell shadow shadowfiend [Desecration]

[[Category:death knight abilities]][[Category:death knight abilities]]

Scourge Strike is a Death knight talented ability that deals 70% of the Death Knight weapon damage plus shadow physical to the target and extra damage for each of the Death Knight's diseases affecting the target as shadow damage.

Rank table

Rank Level Damage Cost
1 50 238 Talent
2 67 292.6 1g 80s
3 73 475.1 1g 80s
4 79 560 1g 80s

Improvements

Talents

Glyphs

Inv glyph primedeathknight20
  • Glyph of Scourge Strike
  • Prime Glyph
  • Use: Permanently teaches you this glyph.

    Increases the Shadow damage portion of your Scourge Strike by 30%.
  • Classes: Death Knight
  • Requires Level 55
  • Sell Price: 1s

This glyph modifies the Death Knight Spell deathknight scourgestrike [Scourge Strike] ability.

Source

This item is created with Inscription (330).

Materials needed
Inv inscription inkblack02 3x [Ethereal Ink] Inv inscription certificate 1x [Resilient Parchment]

Patch notes

  • Mists of Pandaria Patch 5.0.4 (2012-08-28): Removed. Existing glyphs converted to Inv glyph minordeathknight [Glyph of Foul Menagerie].
  • Cataclysm Patch 4.0.1 (2010-10-12): Became a prime glyph. Redesigned. This glyph now increases the Shadow damage portion of Scourge Strike by 30%. (Because Spell deathknight festering strike [Festering Strike] is baseline, this glyph would be obsolete if it was not updated.)
  • Wrath-Logo-Small Patch 3.2.2 (2009-09-22): Redesigned. This glyph now causes [Scourge Strike] to extend the duration of Frost Fever and Blood Plague by 3 seconds each time Scourge Strike is used on a target, up to a maximum of 9 seconds.
    Previous behavior: Your Scourge Strike has a 25% chance to cause Blood Plague and Frost Fever.
  • Wrath-Logo-Small Patch 3.0.2 (2008-10-14): Added.

External links


Patch changes

  • Cataclysm Patch 4.0.1 (2010-10-12): Now deals 100% weapon damage, up from 70%. Cost reduced to one Unholy rune, down from one Unholy and one Frost.
  • Wrath-Logo-Small Patch 3.3.3 (2010-03-23): Now deals 70% weapon damage, plus 12% of physical damage done as shadow damage for each of the death knight's diseases on the target. The net result should be larger strikes with no diseases present, while maximum damage with all diseases applied to the target should stay the same.
  • Wrath-Logo-Small Patch 3.3.0 (2009-12-08): Redesigned. The base ability now deals 50% weapon damage plus an additional amount as physical damage. However, for each disease the death knight has on the target, the target will take additional shadow damage equal to 25% of the physical damage done.
  • Wrath-Logo-Small Patch 3.2.0 (2009-08-04): Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%.
  • Wrath-Logo-Small Patch 3.1.0 (2009-04-14): Damage increased.

External links