The Queue of Death Knight

How much harder are WotLK heroic dungeons than their regular counterparts? When I hit level 80 in my levelling greens and blues, will I be successful in heroics with a decent group, or is there a significant gear check on heroic dungeons?
Heroics are far more brutal than their Normal counterparts, but if you're in mostly Northrend blues you should be alright to start them. I went into Wrath in Tier 6, so I started Heroics pretty much just as soon as I hit 80, which is the point where blues start to catch up to T6. The biggest difference I noticed is that encounters just required a lot more finesse in execution.
We still hardly use CC on trash pulls and AOE it all down, but bosses require a bit more coordination. Loken in Heroic Halls of Lightning will ruin you if you have people who don't know how to run out of the huge freaking explosions, whereas on normal mode you can sort of blunder through it. If you're in full level 80 ish blues, the claims of people needing to CC in Heroics is completely false. If you're a little undergeared (greens, sub-80 blues), yeah, play it safe and use a bit of crowd control. Now with that cleared up, the Q&A! We'll start with Stormscape's question...
Does Crusader Aura or On A Pale Horse affect vehicle speed?
I can confirm that Crusader Aura does. My raid's Protection Paladin was one of the first people on my server with a motorcycle, which is technically a vehicle. He rocks out with his chopper out. I cannot promise that On a Pale Horse does, but I think it's a pretty safe assumption.
I was just wondering if anyone else found Unholy aura a little...out of place? Blood aura; extra damage and healing, yeah! Frost aura; extra armor and stam (and spell resistance on talenting), yeah! Unholy aura...here we go...the crazy, insane power of an Unholy ex-minion of the Arthas and one-time Knight of the Scourge is...you can run faster! ...What?
Hey, don't underestimate that run speed. It might be ho-hum in 5-mans, but extra movement speed is truly, legitimately useful in raids. Not only for getting out of AOEs and all of that jazz, but from getting from target to target, increasing contact time and thus increasing your DPS.
Plus, there's no escaping death. Death is inevitable. Especially if it runs faster than you do.
Originally, Death Knights were gonna be available to make on every realm as long as you had a 55 character on one realm. When they changed it to only having a Death Knight on the realm your character was on, I heard it was only temporary and at some point it would change back. Is this true? And if so, when?
We don't really have an answer for this except that it might change. From what I understand, there were some technical issues that prevented them from allowing this across realms and they may or may not find a fix/workaround for it. All that we know is they might do it, they might not. If you're waiting to decide on whether you should roll your Death Knight now or wait until Blizzard can allow it crossrealm, I guess the question is how bad do you want to play a Death Knight? If you can wait, wait and see. If you really want to play one, you might want to just cave and powerlevel a throw-away character to 55 somewhere else.

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