Lichborne: Guys and Ghouls
Welcome to Lichborne, where we ask the tough questions: Will Death Knights be ready for launch? Will they really have 3 trees that can tank and DPS? And what kind of a ghoul name is Eyeslobber? Ghouls have been one of my most beloved features of the Death Knight for some now. I like having an undead squire by my side, and they can be pretty useful for some extra dps and even some lifesaving interference in a pinch. However, they also felt like one of the least firmed up aspects of a Death Knight for some time now, with abilities coming and going on a patchly basis, and bugs that kept the ghoul from being summoned or allowed to summon a massive army of ghouls in no time flat.
Still, they have their uses, and despite still being incredibly flimsy healthwise, do offer a decent amount of extra damage when they're up. The drawback is that 50 silver is a lot for a pet that lasts less than 5 minutes, and without points in the Unholy tree, the Ghoul is completely uncontrollable, and may have a tendency to run into suicidal situations without listening to a word you say.
As far as perfecting the Ghoul and deciding on its place in the class, there seems to be two schools of thought. The first, mostly made of Unholy specced Death Knights, sees the Ghoul as a fun and useful part of the class, and wants to see it tweaked to have good survivability, good dps, and generally be worth keeping out. The other class see Ghouls as mostly a novelty, a thing to be bought out occasionally, and such a pain to upkeep that they don't really want to have to deal with it as a pillar of the class. They'd rather be able to forget it exists when they want to.
Both positions have their passionate supporters, but Blizzard seems to have found a rather ingenious way to give both sides what they want: Talents. Recent talent changes provide a lot of buffs, and if you collect them all, you should have a much easier time using your ghoul to your hearts content.
The Talents and the Changes
The bug's been around for a while, but now it's official: It's no longer a bug. As Ghostcrawler explains, Master of Ghouls will now officially make your Ghoul a permanent pet, with a pet bar and the already implemented names. In addition, some of the other talents and abilities surrounding Ghouls are being tweaked, such as Ravenous Dead, which will now offer a Ghoul up to 60% more strength and stamina from talents. You can also combine this with the existing Night of the Dead, which will continue to provide a way to keep your Ghoul out as often as possible, even if it gets caught in one two many AE attacks.
So the Unholy Death Knight, with the proper talents, will first have a controllable Ghoul. The pet bar provided by the talent will allow a Ghoul to become viable in PvP. Leap will allow them to chase down a runner or harry a ranged attacker immediately. Gnaw will allow the Death Knight to close with the attacker, keep a focused opponent locked down, or work in a pinch as a spell interrupt. Thrash should make Unholy Death Knights even more of an anti-caster threat in PvP. Huddle.. well, Huddle might make your ghoul last another second if he's being hit bad.
A Ghoul can get a very nice set of stat and damage boosts from talents and glyphs. The new Ravenous Dead is great because it makes your Ghoul scale very well with you. The extra stamina provides much needed survivability, while the strength means the Ghoul will provide a solid amount of DPS. Add the glyph on top of that, and suddenly the Ghoul is a machine.
In the meantime, Frost and Blood Death Knights can probably ignore the ghoul to their hearts content, and bring it out only when they really want a little bit more help.
But does it work?
So how are these nice buffs working out? Do they make talented ghouls damaging enough and survivable enough? Unfortunately, the answer is primarily yes and no.
Ghoul damage is awesome. VERY awesome. Jayde reports in his recent Unholy PvP analysis that it's actually doing about half of his damage. That's admittedly probably in part because... well, it's Beta. Scourge Strike, one of Unholy's damage mainstays, is doing far too little damage right now, so Unholy damage is probably lower than it should be -- low enough that a ghoul doing mostly auto attack damage can overtake it.
This, combined with a ghoul's low survivability, has actually turned out to be a liability in PvP. Due to both their awesome DPS and skills such as Gnaw and Thrash, canny PvPers have learned to take down the ghoul first, and rightly so. But not only does this then leave the Unholy PvPer without some of his best PvP tools, but it also leaves him without half his DPS! It doesn't look very pretty for him from then on out. If his cooldown is up, he can resummon the ghoul, but right now, even with the bonus from Ravenous Dead, the Ghoul will die pretty quickly and pretty easily no matter how often you resummon him.
What a Ghoul Needs
So the general path that ghouls are on is actually very nice. Power them up via talents for those to want them, but let the base form stay weak enough that those who don't can get along without them. The thing is tweaking the numbers just right.
I don't know if ghoul damage needs to go down so much as Unholy damage needs to go up, but there's probably a point at which we need to make sure that ghouls aren't so much of an Unholy Death Knight's DPS that it's a nearly unrecoverable blow to their DPS when they die. In that case, ghoul damage may need to be nerfed slightly, though hopefully not too much. Make sure personal Unholy DPS is at the proper level too.
Survivability is where ghouls most definitely need a helping hand. Even with Ravenous Dead, their health just isn't high enough. A bump to their base health, perhaps to Hunter pet levels, could help a lot there. You could also simply add a higher stamina buff to Ravenous Dead. Of course, I should probably take this opportunity to state once again that what pets really need is some resilience. Regardless, ghouls need more survivability. A good health boost would definitely be nice. Huddle is pretty lackluster, so it may need a buff or a redesign too, although it'll probably be better off once ghouls have more health for it to work with.
Once ghouls have that nice blend of health and damage going, they'll be in pretty good shape. The basics of ghouls right now are pretty sound, they just need some numbers tweaking, I think.
One thing I would like to see, though, is some minor glyphs that change the look of your ghoul. Not that he looks bad by any means, but... there's a lot of cooler undead looks. If I could use a minor glyph to make my ghoul look like a Geist, I'd pretty much be the happiest Death Knight ever, is what I'm saying.
And bring back the Explode button. It's somewhat of a pain having to take Corpse Explosion and set it up on a mouseover macro just so I can use a pretty nice ability that was once a nice little pet bar button.
And finally... What kind of a name is Eyeslobber? The ghoul names are sort of cool, but there's some really silly combinations.
Filed under: (Death Knight) Lichborne, Analysis / Opinion, PvP, Expansions, Wrath of the Lich King, Death Knight






Reader Comments (Page 1 of 1)
Eric Sep 21st 2008 11:18AM
Most ghouls run in to suicidal situations, like on the isle of Quel'Danas, or trying to solo a player in the Plaguelands... :D
Luceo Sep 21st 2008 11:43AM
"In the meantime, Frost and Unholy Knights can probably ignore the ghoul to their hearts content, and bring it out only when they really want a little bit more help."
Did you mean Frost and Blood? :P
Ospon Sep 23rd 2008 8:36AM
Best Ghoul name ever: Eyeface
Couldn't stop laughing XD
Arioch Sep 21st 2008 12:34PM
I would also like to see glyphs that alter the appearance of the ghoul. For myself, I'd like the Scourge Champion skeleton model.
Tar Sep 21st 2008 3:59PM
Im thinking that really meaty zombie look, like the ones from Razorgores room in Scholo, now that would be a reason for me to take a dk, even if its only for a bank alt
Corrine Sep 21st 2008 1:13PM
One of the other worries about a Ghoul is that if they're planning on making it strong for Unholy DKs and having part of their "DPS Budget" go to the ghoul, what happens to the tanking Unholy DK's TPS compared to the other trees/tanks? If a big part of their expected DPS comes from the ghoul and DKs generate threat directly through damage rather than +threat abilities, Unholy DKs will suffer threatwise without a way of redirecting ghoul threat to the DK himself.
Eternalpayn Sep 21st 2008 1:15PM
That's where huddle comes into play.
Corrine Sep 21st 2008 1:23PM
... So what, the ghoul with absolutely no tanking stats takes 50% less damage and still dies almost instantly to a boss?
The ghoul that'd never pull aggro because despite the fact that he makes up a fairly hefty portion of a DK's DPS, it's probably not enough that he'd outthreat an actual player?
The problem is that the DK's threat is going to be low if the ghoul's expected to do a part of his DPS and has no way to transfer his threat back to the DK. Why would a ghoul taking 50% less damage help this in any way unless there's a change to huddle I'm missing?
kpt Sep 21st 2008 1:17PM
I kinda notice something about deathknight talent spec. PvE wise blood is more of the self healing dps who would serve well in a off-tank role and in PvP would kill lightly armored foes by outlasting them with his self healing abilities. PvE wise frost is more of the dual weilding juggernaunt with high burst potiental that in PvP would snare and debuff thier enemies and burst them to death. PvE wise unholy is without a doubt the best anti-caster tank in the game while being the second best AoE tank to me, but PvP wise i am a little confuse sure they'll prolly pwn a caster but i'm not how thier suppose work with thier pets r they more like hunters and warlocks in how they used thier pet or is the pets just a gimmick since i notice they pet doesn't really add any utilty for the deathknight at all since its kinda squishy. that also bring up another question is it possibly to have ur pet off-tank something or are they that squishy.
Tenchan Sep 21st 2008 1:41PM
Having a Geist as my pet would make me wet my pants with joy, frankly. The Geists (or, if we wanted to be very correct, Geister) are the coolest new mobs of the expansion.
Ametrine Sep 21st 2008 3:41PM
Zombie ninjas FTW.
kabshiel Sep 21st 2008 2:17PM
Do ghouls have AOE avoidance like hunter and warlock pets?
Decloriuz Sep 21st 2008 3:34PM
Ghouls feel wrong ATM in beta.
They hit too hard for a pet at a base level
(remember + pet dps= - master dps for balance)
while they have little utility and are hard to keep up.
And unless you spec heavy unholy for it, you cant either control them or have them constantly with long CD.
Clifton Sep 21st 2008 6:46PM
From the sound of it they are trying to turn Unholy Death Knights into another form of hunter. Seriously isn't 2 pet classes enough. I'm not hating on them in fact I got a few hunters. But the whole pet class thing is the kind of thing that makes a class stand out. The more classes you give pets to the less it stands out. Plus this might cause 99% of Death Knights to become Unholy. Which hurts diversity. Maybe that's my being paranoid I hope so.
Eternalpayn Sep 22nd 2008 7:56AM
I don't think we have to worry about that because Blood has a much more 'min-maxing' feel... Even if it isn't better. (Which it might be, I haven't done the math) Also, even though it's no longer true, a lot of people are sticking with the basic assumption of blood = dps, unholy = pvp, and frost = tank.
Jenny Creed Sep 22nd 2008 4:53PM
Blizz have probably realized classes with pets are plain better than other classes, at least when it comes to soloing, which is what most players do most of the time. So it ties in well with giving that little extra incentive for people to try the new things as they like to do with the expansions. Eventually I guess all the classes will have pets. . .
Hebdap Nov 10th 2008 4:53PM
In preserving the sort of evil chaotic nature of the ghoul, it might be cool if Blizzard acknowledged their suicidal tendencies in examples like "Quel'Danas, or [when] trying to solo a player in the Plaguelands..." by making them somewhat expendable.
Don't get me wrong, that isn't to suggest devaluing these lovable companions; rather diminishing the significance of a death here and there (and ...very often).
Like if they were easily reanimated based on certain 'death conditions' - derived from factoring in things like how long they had been alive after summoning and how quickly their health plummeted to 0%.
I mean if you call your ghoul out, it runs over and claws a T6 warrior, it'll be dead in a few hits.
Maybe that rapid rate of health-loss could grant the DK a buff that decreases summon cooldown and cost for the next minute or so.
Additionally, perhaps with a 'reagent aspect' of the buff, where upon the buff stacking 3 times; the third charge is spent in place of the reagent.
That way the DK could just shrug and be like "yeah, that's brainless zombiedom for ya, nothin special" and have his minion replaced quickly.
Maybe this would fix the PVP problem?
I mean, in PVE situations, this may not even be relevant, due to a lesser chance your ghoul is destroyed in say, 10 seconds.
I may be overlooking some aspect of PVE in which this type of buff would be overpowered.
Anyway, we'll see how ghouls work in three days!