- (Class ability) - A hasted DoT that lasts for 14 seconds. Using direct abilities that cost runes on the target with the DoT has a chance (50%) to spread the DoT with its remaining duration to another target. Can't jump to targets that already have the DoT. Using / in your can cause spread off any target hit that has the DoT. You can therefore quickly spread the DoT to a large number of targets in AoE. The ability works best in single target or few-target cleave where the multi-DoT part of the spell can really shine.
(Conduit) - Increases damage by 20% and duration with 3 seconds. Solid conduit that provides a longer duration to spread the DoT in AoE.
(Signature ability) - A nice utility ability that provides both a heal as well as a cleanse. Good defensive option.
- (Class ability) - A 2-minute AoE cooldown. Hits a total of 13 times (direct initial hit) and scales with our mastery. The targets that are pulled also receive a damage tick. First time hooking a target provides a proc of (must be a successful hook). The grip-portion isn't that powerful in PvE sadly. We'd pick this ability for AoE scenarios, ideally when there are adds or bick packs that show up every 2 minutes.
(Conduit) - Flat damage increase. Solid dps gain in AoE.
(Signature ability) - A nice shield that unfortunately requires a long channel. Can be useful in raids when channeled during downtime. Useful in Mythic + since the channel can be done before engaging a pack.
- (Class ability) - Adds an effect to your / that causes targets damaged by your / to deal 1% less damage to you, stacking up to 8 times. You also gain 1% strength per target hit, also stacking up to 8 times. The buff lasts 12 seconds, meaning that it's possible to refresh it when using abilities that reduce the cooldown of your . Just using makes the extension very difficult (you've got a window of 0.5 seconds to time it). You're probably going to have to use both and to pull this off consistently. This ability works really well in AoE due to empowering our window. Doesn't provide a lot of benefit on single target on its own, but can be paired with stuff like and to significantly increase its power in single target and AoE.
(Conduit) - Extra damage to / doesn't look too appealing honestly. Possibly a solid choice for AoE scenarios.
(Signature ability) - A teleport and a speed boost is great for us slow death knights. When you're transformed into a Vulpin you cannot use any spells or abilities but it's still very useful to move around quickly. You can even teleport multiple times in the 12 second window!
- (Class ability) - An AoE with both a small increase in survivability as well as runic power generation. The spell ticks a total of 9 times (there's an instant initial tick). Every tick itself can generate a maximum of 15 runic power, making 135 the maximum generation possible. For a single target, you would generate 27 runic power. The damage also scales with our mastery. This is mainly an AoE ability that generates a ridiculous amount of runic power, as well as dealing heavy damage, in AoE scenarios. We can spam back-to-back when this ability is active. It's also a solid pick for single target, providing good damage output as well as some resources.
(Conduit) - A small increase in dodge chance as well as a buff to the ability itself. Looks like a solid conduit since the ability already does good damage.
(Signature spell) - A teleport that unfortunately requires channeling time. Can be useful in raiding environment when running a long distance. Also good for Mythic + for potential skips.