A Death Knight's first dungeon: Dos and don'ts, part one
Since day one of Wrath of the Lich King, people have been rolling Death Knights. While many seem to be getting along just great, many others are in need of guidance. This will be a two-part article, and will focus on the things that you will need to know when working with others in a dungeon setting.
Today, I will be discussing the basic things that any meleer should know when entering a dungeon.
Many Death Knights have never had a melee character, and may not know how to avoid aggro while dealing high damage and staying out of the tank's way.
In part two, I will discuss your AoE abilities and their place in a dungeon setting, as well as covering the buttons you should never, ever push while in an instance.
I will also run down some very basic rule of thumbs for your gear and talents, as well as including a discussion about some of the group-oriented talents that you could acquire.
Melee Basics
If you have never played a melee class before, then chances are that your first trip to a dungeon as a Death Knight is going to cause a few corpse runs. You might think, "wow I am so OP" because, obviously, you are pulling aggro because your damage is so high, right? Wrong.
There is one cardinal rule of melee DPS that you simply must follow: Always stand behind the mob unless you are told to stand beside it.
Allison Robert recently wrote an article explaining why this is imperative, but I'll reiterate here for the masses.
- Mobs like to pew pew anything in front of them, even if they are not targeting you.
- More of your attacks will not land. Because mobs have invisible eyes in the backs of their heads, they can dodge your attacks even if you hide behind them. When you're in front, they can also parry and block them. Everyone wants to do high damage, right?
- When a mob parries you, it hits the tank faster. Just say no to screwing over your tank.
Aggro: How to avoid it, and why it is bad for melee
Everyone knows that earning a mob's (or several) undivided attention is a bad thing. You can not top the DPS charts when you are dead, and repair bills are not your friend.
Now that you are a shiny melee player, you will need to avoid it all the more.
Switching into story mode, I remember one PuG of Zul'Farrak that I once healed that included a rogue. I was baffled at how high maintenance he was! He had aggro more often than the tank, and was incredibly rude to me about how often he was dying.
When I asked him to avoid grabbing aggro from the tank he replied that I was, in fact, a noob. Didn't I know that rogues did high damage, and that there was nothing they could do to help it?
Well, you are not a rogue, and you do not have the many aggro-reduction talents that said rogue did not understand. In addition, you are going to pull aggro not simply because you are Mr. or Ms. Wonderful. You are pulling it because you are in melee range.
Again, Allison has covered this, but the basic rule is:
- Ranged characters pull off the tank when they have done 130% more threat than the tank.
- Melee characters pull off once they have achieved only 110% of the tank's threat.
When you are a melee character, the mob will simply turn and pwn you into the ground.
How your healer sees it
You might also want to note that your healer may have you low on the priority list for healing. Speaking from the perspective of a healer, melee characters are often, though not always, fairly low on my priority list. Sure, if I have extra mana and everything is under control, the heals will come.
Unfortunately, melee is extremely vulnerable to not only aggro, but also AoE effects, and unless you are top DPS, or perhaps my mana battery, I will probably have to concentrate my heals elsewhere if I am contrained.
Another problem with healing a melee class is that often, it is a complete waste of time. You might go down so quickly that, though I was frantically trying to save you, there just was not enough time.
Talents
In part two of this guide, I will discuss some of the basic rules you will need to know about your gear and talent points, but I have to mention one talent in this particular section.
You absolutely must have 3/3 points in Subversion in the first tier of the Blood tree. You have no aggro-reduction abilities and lots of buttons that, perhaps unbeknownst to you, are going to send you soaring to the top of the threat charts.
Argue if you like, but prepare yourself to spend a lot of time dead and on the /ignore lists of many good healers.
Your rotation
The best piece of advice I can give you is to avoid spamming your strikes. If you are reading this, then you probably have not figured out your rune system to the point where it is second nature anyway, meaning that your DPS should actually increase if you take your time.
You should also never begin with a strike. Most strikes depend on various diseases being present on the target first for optimal damage. Applying these at the start gives your tank some extra aggro-building room and boosts the strike's damage.
Death Coil is a wonderful tool that you can use when you have most of your runes on a cooldown, and a whack of runic power. Still, each strike, including Death Coil, is essentially a burst of damage. If you know how to use a threat meter, procrastinate throwing one out if you see yourself climbing too high.
One strike that you can use with relative safety is Death Strike. This does significantly less damage than your other strikes, but heals you for a small amount. If there is a fair amount of AoE going on, or you simply want something to do while you coast to a lower setting on the threat meter, then go for it.
If you snag yourself [Glyph of Death Strike], which I highly recommend doing, then the more runic power you've generated, the more healing you'll get out of it.
Stay tuned for part two, in which I will discuss your AoE mechanisms, the buttons you should never push in a dungeon, some bare bones rules for your gear and talents, and the talents that you can take to help out your group.
Filed under: Analysis / Opinion, Tips, Expansions, Features, Guides, Classes, Alts, Death Knight, Wrath of the Lich King






Reader Comments (Page 1 of 4)
Liel Nov 30th 2008 12:05PM
I tank on my DK when I get the chance, what was pure hell was running Outland instances with other DKs. They were corpse blowing up stuff, aoeing their dots and wondering why they were taking damage when I could not get agro on pulls.
Osi Nov 30th 2008 12:19PM
"Many Death Knights have never had a melee character, and may not know how to avoid aggro while dealing high damage and staying out of the tank's way."
I have to correct the above quote.
Most death knights I have ran across so far ARE THE TANKS. So how would a DK keep from pulling threat off itself? lol, funny.
onetrueping Nov 30th 2008 1:23PM
Obviously you missed the preamble stating that this article was targeted to MELEE DAMAGE DEALERS, and NOT TANKS. You know, the part that said that the article for tanks was COMING NEXT.
Please, think before you post.
Clbull Nov 30th 2008 1:38PM
What was said didn't apply to tanks. The melee damage dealing makes sense because mobs cannot block or parry whilst you're attacking in front of them. This leads to less damage mitigation and more DPS.
This is also a reason why Expertise is a slightly more important stat for a tank. If they're always attacking the mob from the front, they'll have to ensure that their own attacks are parried, dodged and blocked as little as possible
Osi Nov 30th 2008 1:44PM
CBull:
Thanks for the reply. It is refreshing to hear from an adult for once on this site :)
Dasein Nov 30th 2008 1:52PM
Article says nothing about tanking part 2. It says AoE dps is next, as this article covers direct damage melée. Just pointing that out for you so maybe you'll relax on flaming the guy a little bit.
onetrueping Nov 30th 2008 3:01PM
You are right, there is no mention of tanks. However, it does very specifically mention that the article was focusing on melee DPS. Right there, in the second paragraph.
Busilak Nov 30th 2008 12:39PM
"Many Death Knights have never had a melee character"
Hah, yeah that's true. My main's a mage and decided to give DKs a try. And well.. I was totally lost. lol.
On a side note, I think Blizzard should've made a caster hero class alongside the DK. Or at least more than hero class because things seem lopsided.
Talia Nov 30th 2008 1:50PM
Or give DKs the option between caster and melee specs, like druids and shamans have. True, "Knight" seems more of a melee thing, but.... it's an idea.
Daniel Dec 1st 2008 2:22AM
Talia: Then don't call them Death Knights: how about "Necromancers"? Come to think of it, just like DKs are "emo pallies" necromancers could be "yet more emo warlocks". I'd play one.
Schadenfreude Nov 30th 2008 12:48PM
I took some of our new death knights on an Azjol-Nerub run the other day, and it was pretty awful: they pulled off the tank almost constantly and I found myself going OOM trying to heal on trash pulls. One of them was especially bad, and we found out at the end of the run that he had been in Icy stance or whatever the entire time. Luckily my other guildmembers were there to revive me when I burst an artery.
Whatever.... Nov 30th 2008 1:00PM
Another talent that is used by DKs that make it a pain for the tank is Death Grip. Yeah, it's cool to have something that pulls the mob to you, but it pulls its aggro to you, also. I have heard a lot of DKs yell about getting aggro off of them after they've done it. Tip: don't use Death Grip on a pull unless maybe you're the tank. Also, if you have a healer, it's a nice way to pull the mob off of the healer, too. Sure, you get aggro...but better you than your healer.
Yes, melee classes are difficult to get if you haven't played one. My main is a rogue, so I've gotten used to being careful about my aggro generation. DKs are fun and a great change from most other melee classes IMO.
SINisterWyvern Dec 1st 2008 8:06AM
I've used death grip at the request of the tank or when there's a casting mob and we want to pull the group back. I stand on top of the tank and pull it in, take the hits and then when I get plagues up I death strike it back at no worry for the healer.
But yes it's great for getting mobs off the healer. I've also used dark command to do it.
I'm blood and I'm loving the amount of things I can do just to simply help out the group.
Kellerune Nov 30th 2008 1:08PM
I haven't grouped with many DKs, but I have had bad DPS either way. My main is a hunter, my best alt is a 70 lock. When I played my friend's rogue, I had no problem switching. Bottom line is: DONT DRAW AGGRO. If a class doesn't know how to do that, kick them. My best friend plays a healer, and I know how frustrating it is to have one stupid DPS pull aggro all the time. Granted, rogues, locks, and hunters all have aggro drops, but its as simple as the DK to stop DPS for a bit. Switching from melee to range isn't hard if you use your brain, which is what quite a few DKs do not have apparently.
Whitehand Nov 30th 2008 1:23PM
I've had a Tankadin as one of my toons for most of TBC and entered Northrend in BoJ / ZA gear. I had no real issues holding aggro in any instances until I grouped with DKs. These DKs were a few levels above me and only put out 600-900 dps but pulled aggro regularly. Death Grip and Icy Stance were quickly identifed as culprits.
What else should I look for when I see the mobs backside as it turns away from me and toward the DKs?
Whitehand Nov 30th 2008 1:35PM
OK..not Icy Stance. I meant Frost Presence.
BigFire Nov 30th 2008 1:25PM
Regarding Death Grip... I'm a tank. Sometimes there are casters within a trashmob group that's not easily accessible. If there's a DK in my group, I'll go ahead and ask DG them so I can tank the caster. But only if I ask for it. My golden rule of PuG tanking, if you're not a healer, and you got aggro, you're that mob's new tank.
hENNIFER pANTALON Dec 1st 2008 12:06PM
my golden rule:
Pop vanish, and make it your (well, the heals) problem.
Heremod Nov 30th 2008 2:06PM
The old Golden Rule: Tank dies, healer's fault. Healer dies, Tank's fault. DPS dies, DPS's fault?
miked Nov 30th 2008 2:37PM
Sometimes it's: healer dies, tank dies, DPS's fault. Then DPS dies.