Lichborne: Death Knight Tanking

So Wrath is upon us, and we can finally start leveling our Death Knights on the live servers. That's right, this time it's for keeps. I'm pretty excited about that. One thing, though, that I haven't gotten to do yet on live servers is tank a dungeon. It's not that I don't want to, it's that 98% of the people leveling through Outland right now are Death Knights, so finding a healer is a bit difficult. Still, I did my fair share of tanking on Beta servers, and I played a Druid tank for years, and I'm figuring I'll do my fair share of tanking again at 80. Thus, I decided that this week is the perfect time to start getting ready to tank, even if Utgarde may be the first instance most Death Knights will get a group for.
Let's get down to the basics:
Preparing to Tank
First, If you haven't read Allison's Open Letter to Death Knight Tanks, you should now. There are some very solid basic rules about pulling and keeping aggro that any serious tank should be familiar with. Once you're back from that, we'll continue.
The first thing to wrap your mind around is that every tree can tank, at least to the 5-man Heroic level. Blood, Unholy, and Frost are all viable choices to stand up against a big bad boss or a group of elite mooks. That said, you still need to specialize if you're serious about tanking. Essentially, each tree has some solid early tree tanking talents, such as Blade Barrier, Anticipation, and Toughness, which almost every build should probably pick up. Then, the tree you specialize in has late tree talents such as Vampiric Blood, Bone Shield, and Unbreakable Armor.
The final thing you need to consider is your gear. As awesome as it looks, the newbie Death Knight quest gear is not for tanking. You need stuff with more AC, more Stamina, and maybe a bit of defense before you can get seriously about tanking. Your healers will thank you, and your repair bill will thank you.
You can start gathering tanking greens as early as Hellfire Peninsula, with quest rewards such as Flintlocke's Piloting Pants and the Underworld Helm. Of course, by the time you're ready to tank Utgarde, you'll hopefully have found more solid gear. I myself saved a selection of "Of The Champion" greens from my pre-BC dailies, and there should be a few good solid tanking quest rewards from Howling Fjord or Borean Tundra you can grab, such as the Blacksoul Protector, Amberplate Leggings, the Rigid Tuskring, or the Cragthumper.
And yes, I'm still recommending that you grab a 2-handed weapon for tanking, no matter how tempting it might be to grab a Sword of Heartwrenching Slaughter and a Blade of the Empty Void. Any extra defense or parry skills you pick up will still be negated by the extra attacks the mobs get in when they parry you.
Admittedly, it's going to be hard to compete for a tank slot against old tank characters who have had time to build up a set of tier 6 tanking armor that breaks 20k health and already have enough defense to make them uncrittable. Still, you should be able to find enough odds and ends that you can pull through a dungeon and not be too much of a pain to heal.
So once you have a good set of high-stamina, high-AC tanking gear, and once you've learned how to pull, where do you go from there? Let's look at Death Knight tanking in action, then check out a few talent builds.
Using your Skills and Talents
So once you're in a dungeon, how do you handle tanking? First of all, make sure you're using Frost Presence. Not only is the extra armor helpful, but the threat boost is pretty much required to tank effectively. After all, your only specific "high threat" ability is Death and Decay, and your taunts have relatively restrictive cooldowns. You'll be putting out the damage to try to stay on top of things, and you'll need that extra threat.
So as you might expect, your basic damage rotation in tank mode is probably not going to be too different from DPS mode. In the most basic, you'll be gathering a bunch of trash mobs, throwing out Death and Decay, apply Frost Fever and Blood Plague, and use Pestilence and Blood Boil to spread the damage love around, adding in runic power dumps where needed and finishing things up with an Obliterate or its talented equivalent.
Of course, you'll want to keep on top of threat, and when a monster gets loose and goes for the healer, be able to make a quick judgment as whether to use Dark Command or Death Grip. While Death Grip is nice in that it will pull the mob to you, it also isn't a true taunt. Once those 3 seconds are up, the mob will go back to attacking whoever is on the top of its threat list. If that isn't you, you're back to square one, threatwise. Dark Command, on the other hand, will put you right back at the top of the mob's aggro list.
The other thing to manage as a Death Knight skill user is your triggered defensive skills. Every Death Knight will have Icebound Fortitude and Anti-Magic Shell. Frost Death Knights will have Lichborne and Unbreakable Armor, Unholy Death Knights will have Bone Shield, and Blood Death Knights will have Vampiric Blood.
Essentially, you probably aren't going to get away with spamming the defensive key. That means you have to get a feel for when you're going to see the damage spikes and learn to save your abilities for those. If you know your target enrages, perhaps save at least one of your triggered skills for an enrage. You should also make yourself familiar with Empower Rune Weapon. If your defensive abilities are on cooldown at a crucial moment, being able to use Empower Rune Weapon to refresh them could save your group a wipe. With Anti-Magic Shell, you'll need to watch the enemy's spellbar like a hawk, activating Anti-Magic Shell only just as the spell has finished casting to make sure it's up to absorb the damage.
Filed under: (Death Knight) Lichborne, Tips, Raiding, Bosses, Guides, Talents, Death Knight, Wrath of the Lich King






Reader Comments (Page 1 of 3)
Maggie Nov 16th 2008 10:52PM
Hehe..I find a The Knight, Death and The Devil , c.1514 Art Poster Print by Albrecht Dürer, 18x24..
http://www.dealstudio.com/deallink.php?deal_id=149568&ru=283
It is cool.
Alonsus Nov 16th 2008 11:31PM
Well i tanked my first instance today as a DK
Was drektharon keep (sp)
I was only lvl 73 and there were mobs orange to me in that instance including all bosses, found it pretty easy though ( wasn't even tank speced, using the aoe unholy build for leveling)
wasp pretty fun, no issues with threat even though i was using a agro reducing talent lol.
unigolyn Nov 18th 2008 2:36PM
You don't need a healer for TBC instances (non-heroic). Just 2 or more Blood Death Knights. On trash, all casters are tanked by offtank DKs, and on bosses, chaining Marks of Blood and Death Striking enough keep the MT topped off.
Cyanea Nov 17th 2008 2:16AM
We had a Death Knight tank us through Blood Furnace. Did a good job.
Chicken Nov 18th 2008 5:18AM
What does AC mean?
Dez Nov 24th 2008 4:28AM
I'm pretty sure it's armor something. :P
P Nov 17th 2008 4:45AM
Guessing the poster is old-school, where in D&D AC refers to Armor Class (thus armor in WoW)
Actuality Nov 17th 2008 4:56AM
It means "Armour Class" and it's a pretty common term with those who play any sort of d20 games like D&D.
Angry Joe Nov 17th 2008 5:18AM
Air Conditioner
Blackhorn Nov 17th 2008 1:32PM
Actually, it's "Armor Count" -- in other words it refers to the numerical amount of armor a piece of gear has.
Old-schoolers are daft.
Korriban Nov 17th 2008 6:49AM
5 man DK group in Ramparts last night. Funny as hell.
3 Blood, 1 Frost & 1 Unholy.
Healers...meh!
Isrephael Nov 17th 2008 7:48AM
You definitely need a good AC. Most Boss Mobs have a fantastic THAC0.
Also? If there are any girls there, I want to do them!
Now, where's your Mountain Dew?
John Nov 17th 2008 2:11PM
Wow...I havevn't heard THAC0 in years....lol
jeckelbros Nov 17th 2008 8:48AM
"While Death Grip is nice in that it will pull the mob to you, it also isn't a true taunt. Once those 3 seconds are up, the mob will go back to attacking whoever is on the top of its threat list."
This is how all taunts work. It just has a shorter duration. Taunts don't build threat. They just temporarily move you to the top of the threat list. It's your job then to get back to the top spot before it's duration ends.
WolfBlitzer Nov 18th 2008 11:17AM
Wrong. When a Warrior uses Taunt, a Druid uses Growl, a Paladin uses Righteous Defense, or a Death Knight uses Dark Command, they gain 100% of the treat of the person who has the highest threat on the mob. So if no additional threat is applied to that mob, then the tank will still have aggro after the taunt duration has ended.
jeckelbros Nov 19th 2008 5:10PM
I'm sorry I was unclear I meant it moves you to equal threat of the highest threat of the list and forces them to attack you. It is your job to maintain the top spot as to not lose aggro after the forced targeting duration ends. Well, and it's the dps's job not to repass you.
Now that taunt is ranged, often times you will get a dps or healer who has passed you on threat as the mob comes to you/you to them. That is why the forced duration. So yes, you may have to "get back to the top spot before it's duration ends."
Damascus Nov 17th 2008 9:12AM
Prepare to be nerfed Death Knights.
Naix Nov 17th 2008 3:59PM
I seriously doubt Blizzard will nurf us DK. I can name a few good reasons this will never happen.
1. Blizzard had been working on this class for months and months before it even went to Beta. You think Blizzard and Beta testers never saw this coming?
2. BC had its content nurfed to the ground. Anyone 58 can go there and smash faces like a DK now.
3. Northred will be a huuuuge speed bump to DKs that just stepped off the shores of Outland. No more 2 levels in 3 hours and mobs crumling beneath your foot.
4. Death Knights take skill to master. Thats right Death knights take skill to play. We can't just spam the same action until the key pops off the keyboard. Now you have to divide your attention between attacks in different trees and spells for the diverse situations.
draeth Nov 17th 2008 5:57PM
Naix thats bullshit, DK's do not take skill to play no more so than a warrior or rogue. DK's have to get nerfed because they are OP in pvp, its rediculous that a 71 DK in fucking greens can beat anyone in epics but its happening with regular occurance on my server.
Naix Nov 18th 2008 9:31AM
You must be seeing some very skilled DKs indeed. Northrend green ARE outland epics. In some cases Northrend green are better. So I would expect an skilled DKs to roll over an inexperienced noob in welfare Kara/ZA epics.