Tips for new Death Knights from a fellow tank, part 2
We had a little bit of controversy in the first installment, so I'm just going to state this as baldly as possible; if you hated what I wrote last time, there's a good chance you'll walk away from this one thinking I eat babies. Delicious, delicious babies. While I never mean to offend people, I reserve the right to tell them the truth, or at the very least a highly entertaining and plausible lie.
Truth, she be at times an ugly mistress. And she ain't gettin' any prettier as we move from DPS to tanking.
Tanks have significantly more responsibility, both in groups and raids, and they face the competing directives of maximizing mitigation (to keep their healers happy) and maximizing threat production (to keep their DPS happy). I've healed dozens of Death Knight tanks at this point, and while the average pugged DK tank has gotten noticeably better, there are still a few trends you'd want to be aware of as a healer. The problems in beta right now are made worse by Blizzard unintentionally overselling the ease of tanking on a Death Knight in 5-man runs. Many people seem to have interpreted the statement that they should be able to tank well with Blood, Frost, or Unholy specs as being tantamount to saying they can tank well regardless of how their talent points are spent in those trees.
Any experienced tank can tell you right now that this is not true, but people believing that it is is how you wind up with 11K-life Death Knights taking 7-8K enraged hits from Keristasza in the Nexus. If you've never tanked before but you're interested in tanking on a Death Knight -- or pragmatic enough to know you'll probably wind up tanking a certain number of 5-mans on your DPS Death Knight -- I hope this article helps you avoid what I went through in May 2007 when I started tanking and sucked at it.
I came to the beta to slowly lose my mind trying to heal insane tank damage and gulp Extra Strength Tylenol. And I'm all out of Extra Strength Tylenol.
"The PuG Group Trash PullOr,
The Ninth Circle of Healer Hell"
A Play in One Act
by Allison Robert
ACT I
Scene 1
Our setting: the humanoid hallway in the Nexus, with clusters of three or four mobs arranged and making polite conversation while a patrol makes its way up and down the corridor. Our intrepid group of adventurers pauses just outside to discuss their strategy, while their tank, a Death Knight new to the job, marks the first pull: skull and X on two melee mobs, triangle on a caster.
Death Knight tank: K, skull is first DPS.
DPS: Sounds good.
Allie the Plucky and Alluring Druid Healer: (thinks) I have a bad feeling about this.
The DK tank pulls the skull using Death Grip. Skull immediately begins to hit him, landing two blows of three and reducing the tank's health to 60%. The caster, able to hit the tank without moving, begins to chain-cast while the X starts to run for the tank.
DPS: (whack whack, stab stab, pew pew).
Allie, mindful of her capacity to pull early aggro, shifts restlessly, knowing that the tank must be healed but that she will pull aggro on X and triangle. As if on cue, the skull lands another blow on the tank, whose health reaches 35%.
Allie: (at computer) Oh, s**t.
Rejuvenation is put on the tank, Swiftmended, and a full Lifebloom stack then applied. She pulls aggro on both the X and triangle and pops Bear Form. As Death Grip is on cooldown, the DK tank turns around to try to get X off her, leaving his back exposed to the skull. Allie shifts out of bear to heal up the caster's damage and heal the tank, who is dragging the X back to the original tanking spot.DPS: HALP FFS
Allie and Tank: Huh?
DPS has pulled aggro on the skull while the tank has been busy with X. Skull is cutting a swathe of destruction across the group. Allie frantically spreads heals around the group while the triangle continues to chain-cast various unpleasant abilities at her. Just in time the shaman notices that the patrol is nearing, Earth Shocks the caster to force it to move, and proceeds to tank it. Skull finally dies and DPS is now split between the X and triangle. Triangle dies and X is focus-fired and then killed.
DK Tank: Drink and let's keep moving. Can you try to keep my ghoul healed on the next pull?
Allie reaches, trembling, for the bottle of Extra Strength Tylenol to quell the rising ache...only to discover that it, like her soul, is now empty.
FINIS
Any of this sound the least bit familiar if you've run any 5-mans in the beta?

Still with me? Next, tattoo the following ancient proverb on some prominent part of your body:
If the tank dies, it's the healer's fault
If the healer dies, it's the tank's fault
If the DPS dies, it's their own damn fault
If the healer dies, it's the tank's fault
If the DPS dies, it's their own damn fault
And now, let's go through my little play ("Based On A True Story!") because pulls like this are a very common occurrence when you have a new tank, overzealous DPS, a new dungeon, or some combination of the three. In general this guide assumes that: a). you've never tanked before, and b). you're not overly familiar with the dungeon content you'll see in Wrath of the Lich King, which is going to be true for a lot of people pressed into service as Death Knight 5-man tanks.
If you level your non-tanking main to 80 before you start leveling a Death Knight, then try to get into the habit of viewing the dungeon as a tank would as early as you can. What attacks do the mobs use? How often do they do it? Are there any patrols, and where do they path? What architectural features of the dungeon make it possible to line-of-sight the mobs? Where can you safely pull a mob pack to avoid unwanted attention from others? Is there any mob or boss ability that will interfere with your ability to build aggro or the healer's ability to keep the group topped off? And is there any stage during a boss fight where you'll need a plentiful supply of rage, mana, or runic power for adds or an aggro wipe?
And so on. These are all things you will need to know in order to tank well, and to avoid the mistakes made above:Mistake #1: Pulling a melee mob as the primary target while building insufficient aggro on other targets.
If you have a choice between killing a mob with a big empty bar under its name and a mob with a big blue bar under its name, kill the caster first. Even if you've never seen the dungeon before and you're not actually sure what these mobs are, you'll be eliminating potential healing mobs first, and it's not as big a deal if you lose aggro to DPS on the caster while you're building threat on the other mobs.
Even though you'll probably take less damage from a 3K Frostbolt than a DPS will, a 3K Frostbolt is still going to be pretty much the same no matter who absorbs it. But those 1.7K swings you're taking from melee mobs could easily be 6-9K swings on cloth. A healer in decent gear can heal through most caster damage, but it's a lot harder to heal through the damage typically done by a loose melee mob. Think of the early dungeons as training for later heroics and raids, where a loose melee can and will one-shot a player wearing anything less than mail.

The tank's second mistake was to pull using Death Grip without line-of-sighting the caster mob. Death Grip is an excellent skill, but it doesn't function in the same way a Warrior's gun, Feral Faerie Fire, and Avenger's Shield do. After the other tanks pull using a ranged weapon or an ability, there is a short period wherein the mobs all stumble after the tank, and the tank can position him or herself wherever they like.
Death Grip, by contrast, will pull a mob to you immediately. And the mob will just as immediately start attacking you, and you will start taking damage, while the rest of the pull is still on its way over. If the damage is bad enough that you need to be healed before the rest of the pull reaches you, your healer will pull aggro by having to get you topped off before you have solid threat on all the mobs. An experienced healer will not and should not heal you before you need it, but Death Knights tend to be a little more susceptible to burst melee damage than other tanking classes. We'll go over why this is, but the situation's made worse by their limited access to high-mitigation tanking gear while leveling.
This is by far the most common issue I've seen with Death Knight tanks in the beta. When you Death Grip something to you, the only aggro you've got on the other mobs in the pull is something known as proximity aggro -- i.e. the mobs know you're there and they'll aggro you by default because you smacked one of their buddies, but you haven't actually given them a reason to attack you above other people in the group. Anything that other players do that creates aggro will peel them off, and it could be anything from a warlock Life Tapping to a healer having to heal you. Heals don't create a lot of aggro (especially if the healer has talented into aggro reduction; with 5/5 Subtlety I produce around 30-50 TPS, which any tank can out-threat while asleep on the keyboard), but it can still be enough.If you're going to use Death Grip in order to pull, you can get around this problem by doing one of the following:
- Taking less damage so you don't need to be healed until after you've got some aggro on all the mobs. This will come naturally with better gear, or by blowing a cooldown like Mark of Blood, Bone Shield, or the Anti-Magic Zone. If you are going to use one of these cooldowns, you're probably better off doing it early in the pull anyhow, as that's when you'll be taking the most damage.
- Always Death Gripping a mob into Death and Decay. This is a less-powerful but still effective version of the Paladin's Consecration and it should snag and keep the pull securely on you long enough for you build more threat. In order to cement AoE threat, get an Icy Touch and then a Plague Strike up on your primary target, then use Pestilence. All mobs in range will now have a few ticks of Death and Decay in addition to Frost Fever and Blood Plague. You can still lose aggro to focus-fired DPS on an inappropriate target (that's the DPS' responsibility, not yours), but your healer is very unlikely to pull.
- Get around the annoying problem of ranged or caster mobs by Death Gripping them instead of their melee colleagues. Not only does this remove the need to line-of-sight them, but you can also Mind Freeze their first cast provided you have the runic power for it. Or -- even sneakier -- face-pull the group, then Death Grip the caster after it starts its first cast.
I split the tanking article as it was getting a tad long, so we'll finish tomorrow with the mistakes made by this particular tank, some notes on gear, and advice I've solicited from good Death Knight tanks I've met in the beta.
Filed under: Analysis / Opinion, Tips, How-tos, Instances, Expansions, Features, Humor, Raiding, Guides, Classes, Talents, Death Knight, Wrath of the Lich King
Patch 5.2 interview with Dave Kosak
Inside an old alt's vault
The latest patch 5.2 news
All of the latest Mists of Pandaria news





Reader Comments (Page 2 of 5)
Son_Goku Nov 28th 2008 2:30PM
From my experience, changing rolls in a raid can and does change the perspective a fair bit. One's also left facing situations they either don't pay as much attention to (unless they're a raid leader of course), or lets just say aren't thinking about.
In TBC, I went from raiding on a hunter, to a rogue, to an ele shamy; and even though all are DPS roles, I get a sense of this first hand.
When for instance, as far back as kara for instance, doing Opera, as a hunter I'm not overly concerned about the interupts on Juliane. I'm aware that she can heal yes, I know to switch targets (something the rogue kicking should never do), yes, and to keep an eye on the relative hp lvls of both mobs, and be ready to switch if either a. it's called, or be, I see a problem and it's been forgotten?
OK, so all good, now was helping in a reform to a prior guild of mine, and my alt is their ONLY ROGUE. So now we're up to Opera again, and it's Romulo. This time, it's on me. If Juliane heals, and they die at the wrong time, it's on me. Did I know about it? Yes, and came in knowing well enough to know "ok, this will be different". This is NOT to say experience isn't necessary. For instance interupting the right spell is important, and keeping an eye on it. Once one gets a sense of the caste sequence, one can even throw in an attack, and still have energy left to hit the eternal affliction. And believe you me, the first go around eternal affection and eternal affliction can look very similar on the cast bar, the first go around. Make that mistake on the first go, make note of it, and watch it more carefully next.
Going through mobs, bosses, etc from range to melee, I could see "OK this is comming", but that isn't the same thing as actually doing. A flip side to this (and this is an article on tanking), from the hunter's perspective, one can be paying more attention to pulls (one is asked to MD of course), or the pre-TBC method of running up, range pull mob, run to tank and FD on them as they are waiting to taunt off. The rogue isn't interested in this aspect of things. I mean, how often is a rogue asked to use their lil pea shooter to grab a mob, and vanish on the tank? :s
So now, I brought a shamy through raids, though this time my rogue got further (ssc/tk, vs up through gruul's), and again there was a shift from melee to caster dps, though having played hunter, range isn't totally new. However caster DPS is a lil dif again, (mana pool considerations for instance, and though a hunter has them, they do have viper sting for instance, etc). Spells are also in the main not instant, unlike many shots.
And this is just on the dps side of things, in switching DPS roles. And yes, there were many mobs/bosses where I was like "OK, this is going to be interesting" and knew it was comming. But knowing what's ahead is only half the battle...
It is also absolutely correct, that on mobs, there are specifics with pulls that the DPS isn't paying careful attention to (and I'm no more innocent of this either). For instance, I know that in ramps there is concern with mobs fearing. It's necessary that they get pulled back, I let the tanks handle it. Could I tell you, and specifically remember the names of which mobs are doing this, not off the top of my hand. If you want to kill some mob first, you have to know what it's called to mark it however; and just knowing "one of them around here does it", doesn't tell you which to mark, etc....
So have I done any tanking before? Yes, I did a lil on my warrior around SM, and I did some in several instances on my druid while lvling through outland. Mind you, where I had a friend who was lvling a hunter alt in there (his main was a feral tank), there were more then a few moments where I was asking him about the pulls in PST. The rest of the group didn't see it however; and I still can't say I'm 100% sure of all the marks...
Sherp Oct 7th 2008 10:23PM
AHAHAHAHAHA.
Brilliant writing! :D
Zep Oct 7th 2008 10:24PM
I'd like to know, now that Swipe has infinite targets: does Swipe generate more aggro than Death and Decay? Just to get a feel for how well DK's can AoE tank.
Also, I was waiting for you to say, "Death Grip the ranged first, because otherwise he'll pull adds, be out of range of taunts, and not be susceptible to AoE", not just because it's less disastrous for the DPS to get aggro on a caster than on a melee.
trankillity Oct 7th 2008 10:30PM
I'm looking forward to being one of the (hopefully) good DK tanks out there. I've been doing all my research and know all the ability rotations and optimal tanking specs. Even while levelling I will be taking the majority of tanking talents from Unholy and Blood in order to be able to quickly drop into DPS mode.
I'm quite thankful for these posts though as I have never played a tank and there are some pointers here that really help!
Ikarus Oct 8th 2008 2:31PM
I'd be interested in what spec you think you'll be taking
Gulnaga Oct 7th 2008 10:26PM
I disagreed with a few bits on the DPS write up. But then I tend to play tanks and melee dps so they are what I know best and have gotten in looong discussions on such topics.
I have a 70 rogue, 2 70 prot pals, a prot warrior, and a 70 feral druid that I raid with (doing bear and cat when needed).
Now as for your write up on tanks. I pretty much agree whole-heartedly. Not using death grip on a caster when it is such a sexy ability for pulling casters is... just so sad.
Looking forward to seeing how I handle DK tanking. Tanking is my favorite thing to do and I love the mechanics behind DKs for tanking. Using cooldowns to judge when they take the heavy or light damage. Likely going an Unholy/Frost build for tanking. A bit more of an 'AoE' spec to tanking but with Lichborne and Bone Shield to fill on the gaps when Icebound Fortitude is not up.
JesicaAlba Oct 7th 2008 10:52PM
I guess I'm uninformed but can anyone become a DK. If this is true I have a feeling that we will have way to many bad tanks now. My main is a T6 Mage. But I have been leveling a Warrior for xpac just to tank. Would I want to stay a warrior or become a Dk for better tanking skills
Andelorn Oct 8th 2008 1:06AM
You don't have to worry about DK's having better tanking skills than a warrior, or any other tank. I'm levelling a warrior too, and it should be 70 by the time of the xpac.
That's what GC's been beating everyone over the head with anyway: not better, just different.
Nicholas Oct 7th 2008 10:52PM
I would think as a DK tank you would want to snag that Caster first. As a Pally tank I HATE casters in trash pulls. So as a DK I cannot wait to be able to snag those little buggers right up. Melee mobs are more often than caster mobs, easier to handle. Good article.
MaxBliss Oct 7th 2008 10:58PM
Very well written and addressing my concerns about rolling DK in Wrath.
Me? I suck at tank. It is a proven fact.
Knowing that I can play DK as dps and also get better as a tank is quite compelling.
/not gonna roll a healer in Wrath
DJScythe17 Oct 7th 2008 10:59PM
Very informative, and helps give tips to tanks of all sorts. The example also did a good job of showing the jobs, intentions, and actions of skilled DPS and healers as well as tanks.
Finally, as a feral tank who gave up due to my lack of experience and an aspiring healer come the expansion, I think a lot of this article could be helpful to all players, almost like a in depth guide to threat. Thank you for the guide, and here's hoping you don't have to graduate from Tylenol to hard liquor to ease healing pain.
Holgar Oct 7th 2008 11:01PM
Well being a healer (Holy Priest) I have resigned myself to a few things:
1. Everyone and their mom and their dog are going to want to play a death knight.
2. around 70%- 90% of them are gonna be dps spec most of which are going to suck at it. BADLY as in Leeroy as their role model BADLY. They will also think they can tank
3. The other 30%-10% will actually be specced to tank and a good number they will have no clue whatsoever of what they are doing. They will blame me when they die.
4. Your avarge ten man raid is going to contain 3 healers six death knights and one other class that snuck in because that other deathknight had to go to his Aunts funeral
I am hoping people come to their scences and realise that trying to have a death knight main is NOT going to work well. right now I see lots of "I'm a (Spec) (Class) now but I'm gonna be a (Spec) death knight in wrath."
Good luck getting groups never mind raiding. How many people want multiple fury warriors in thier raid?
Sure have it as your pvp alt or your herb gatherer or whatever but don't think your joining my groups or any raids I'm a part of if there's more than 2 of you in a group or three in a ten man raid.
Kassel Oct 7th 2008 11:33PM
I'm looking at DKs the other way around actually. I'm a shadow priest who will be playing a DK for fun.
When, and only when, my guild has content comfortably farmable I will bring my DK along, but most likely I will just 5-man and use him on the lower level content.
Heii Oct 7th 2008 11:22PM
As a DK on Beta (Diaboros on NR), I agree with you on these points. Death-gripping is actually one of the better ways to pull Casters, and generally depending on how far you are, can give you ample time to set up an IT>PS>Pest>DnD combo, which pretty much cements aggro. This is a basic combo though, and primarily for blood specs/cast sequence macros. It varies mostly for Frost (IT>PS>Pest>HB>BB, I think), and Unholy is not much different from the Basic, but it includes UB.
Positioning isn't as hard as I thought. Melee are easiest as you can drag them, but casters? Not as hard, but still a kinda pain.
Heii Oct 7th 2008 11:33PM
Also, even in a mix of tank gear, IBF, -and- BA up, Keristrasza still tore me a new one when she frenzied. Might be because my healer sucked, might be because I was 72, or because it's tuned around T6-quality tank-specced warriors/druids/paladins, and not leveling toons in leveling specs in tank gear.
So it's not necessarily the DK's fault.
...
Well, maybe it is if they're taking 7-8k damage. The hardest she ever hit me for was roughly 3k, (But on a 14k Health Pool, that still stings.)
That, and again, she'd tear me a new one as soon as BA or IBF fell off.
Devilmachine Oct 7th 2008 11:34PM
Good read, thanks for posting this.
deathjester Oct 8th 2008 10:15PM
Excellent write up from a healers perspective. Hope all the DK tanks out there read it.
Reno66 Oct 8th 2008 12:14AM
Hmm, I've never tanked, but I'm sure my friends will want me to with a DK since I'm the only one willing (stupid) to try it. Most of this sounded like common sense (death gripping the caster, or atleast line of siting) but it was very entertaining to read. And I learned a little something, thanks. :)
Kazia Oct 8th 2008 12:29AM
Great article - especially for the newer players.
For your next one though - as a long term tank - I would like to see you move towards talking about the mid-range skills that tanks need to aquire and is actually a skill level I see many get stuck at.
Two good examples to cover would be:
1. Don't tank 'skull' - Just apply minimal threat as it should be dead pretty quick and your big abilities should be used on the other loose mobs lest you make your healer cry(also bad).
2. Learn to tank multiple mobs - This seems to be the hardest thing to do and is as much about learning threat priority as it is about learning how to change the abilities you use and the order you use them in.
I do like your ancient proverb though. I think I will have to cut it into some of my guidls tanks :)
CvijaFaQ Oct 8th 2008 12:38AM
Life tap does not produce any threat, it's perfectly safe to use even when a tank body pulls and has not put any threat on the mobs.