Lichborne: A Death Knight statistics primer, part II
Back to Part I

The So-So
Expertise: This statistic is actually relatively useful to tanks, who may want to consider getting a good amount to prevent parries and dodges. It takes approximately 8.2 expertise rating to equal 1 expertise at 80. You'll need about 26 expertise to prevent dodges, which is all a DPS should need since mobs can't parry from behind, or about 60 expertise to prevent parries, which would be nice for tanks, but shouldn't be taken at the expense of too many mitigation or avoidance stats.
This statistic loses some of its usefulness when we remember that it works only with physical attacks, and spells can't be dodged or parried, Death Knight specs that focus more on spell-like damage may find they'll do better stacking more strength instead of expertise. Still, physical damage specs like Blood may also find that getting that dodge cap in expertise, which shouldn't be too painful thanks to talents, may be just what they need to get their DPS to the next level.
Armor Penetration: Like expertise before it, the problem with this statistic is that it doesn't work on spells, or rather, doesn't work on non-physical damage, which bypasses armor automatically. Thus, it's difficult to justify taking this, especially armor penetration was nerf in Wrath from straight values to a rating that gives a percentage rating that is applied only after any armor debuffs.
Still, once again, physical damage heavy specs (That is, Blood) may find some limited usefulness from this statistic, but any spec that does most of their damage via magical or elemental means (that is, pretty much any permutation of Unholy or Frost) would probably be better advised to stack more strength, attack power, and critical strike rating.
Haste: The problem with haste for Death Knights is that pretty much all of our attacks are instant outside of weapon swings, meaning haste has very little to actually speed up. Even speeding up our global cooldown is a bit iffy. Since haste doesn't actually speed up the cooldown of our runes, we may not even have anything to cast with that extra time. Tri-spec Dual wielders, who rely on fast swings for more procs from Killing Machine and more damage from Necrosis, may end up getting some use out of haste, but most Death Knights should probably avoid it in favor of other stats.
Agility: Agility adds melee critical strike rating, dodge, and armor for a Death Knight. The latter two actually make it a decent choice for a Death Knight tank, especially an Unholy Death Knight tank looking to keep Bone Shield up longer. For DPS, though, you'll want to grab critical strike rating for your critical strike needs since you want spell critical strike too.
The Outcasts
Intellect: Technically, this statistic does give you spell critical strike percentage, but you'd be better off getting raw critical strike rating, since that applies to melee critical strike as well. Avoid this statistic.
Spirit: Technically, you do get health regeneration from this statistic, but honestly, even non-Blood Death Knights rarely need more than Death Strike and a couple bandages to stay topped off in most situations. Avoid this stat on your armor.
Block Value and Block Rating: Both of these statistics deal with shield usage and blocking, which don't apply to us. You may find a piece of tank gear every once in a while which is worth taking in spite of block value because of how good it is otherwise, but the block statistics themselves do nothing for us.
Spellpower: Despite our use of spells, we don't need this at all. All of our spells scale with attack power instead of spell power. Unless you genuinely have no other option for the slot (and you probably always will have one, if only thanks to our starting zone quest armor), don't wear armor with spell power.
The Run Down and the Wrap-up
So in essence, the too long, didn't read version of the above goes something like this:
Welcome to Lichborne, the new class column on the new WoW class, the Death Knight, where we discuss Burning Crusade leveling factions, speccing for solo DPS, Gearing up in Northrend's starting zones, and Death Knight Tanking. You might also want to check all the other articles in our Death Knight category and our Death Knight directory.

The So-So
Expertise: This statistic is actually relatively useful to tanks, who may want to consider getting a good amount to prevent parries and dodges. It takes approximately 8.2 expertise rating to equal 1 expertise at 80. You'll need about 26 expertise to prevent dodges, which is all a DPS should need since mobs can't parry from behind, or about 60 expertise to prevent parries, which would be nice for tanks, but shouldn't be taken at the expense of too many mitigation or avoidance stats.
This statistic loses some of its usefulness when we remember that it works only with physical attacks, and spells can't be dodged or parried, Death Knight specs that focus more on spell-like damage may find they'll do better stacking more strength instead of expertise. Still, physical damage specs like Blood may also find that getting that dodge cap in expertise, which shouldn't be too painful thanks to talents, may be just what they need to get their DPS to the next level.
Armor Penetration: Like expertise before it, the problem with this statistic is that it doesn't work on spells, or rather, doesn't work on non-physical damage, which bypasses armor automatically. Thus, it's difficult to justify taking this, especially armor penetration was nerf in Wrath from straight values to a rating that gives a percentage rating that is applied only after any armor debuffs.
Still, once again, physical damage heavy specs (That is, Blood) may find some limited usefulness from this statistic, but any spec that does most of their damage via magical or elemental means (that is, pretty much any permutation of Unholy or Frost) would probably be better advised to stack more strength, attack power, and critical strike rating.
Haste: The problem with haste for Death Knights is that pretty much all of our attacks are instant outside of weapon swings, meaning haste has very little to actually speed up. Even speeding up our global cooldown is a bit iffy. Since haste doesn't actually speed up the cooldown of our runes, we may not even have anything to cast with that extra time. Tri-spec Dual wielders, who rely on fast swings for more procs from Killing Machine and more damage from Necrosis, may end up getting some use out of haste, but most Death Knights should probably avoid it in favor of other stats.
Agility: Agility adds melee critical strike rating, dodge, and armor for a Death Knight. The latter two actually make it a decent choice for a Death Knight tank, especially an Unholy Death Knight tank looking to keep Bone Shield up longer. For DPS, though, you'll want to grab critical strike rating for your critical strike needs since you want spell critical strike too.
The Outcasts
Intellect: Technically, this statistic does give you spell critical strike percentage, but you'd be better off getting raw critical strike rating, since that applies to melee critical strike as well. Avoid this statistic.
Spirit: Technically, you do get health regeneration from this statistic, but honestly, even non-Blood Death Knights rarely need more than Death Strike and a couple bandages to stay topped off in most situations. Avoid this stat on your armor.
Block Value and Block Rating: Both of these statistics deal with shield usage and blocking, which don't apply to us. You may find a piece of tank gear every once in a while which is worth taking in spite of block value because of how good it is otherwise, but the block statistics themselves do nothing for us.
Spellpower: Despite our use of spells, we don't need this at all. All of our spells scale with attack power instead of spell power. Unless you genuinely have no other option for the slot (and you probably always will have one, if only thanks to our starting zone quest armor), don't wear armor with spell power.
The Run Down and the Wrap-up
So in essence, the too long, didn't read version of the above goes something like this:
- DPS will want hit rating to the 293 cap, strength, critical strike rating, and maybe some expertise, in that general order.
- Tanks will want defense rating to the cap, stamina, armor, parry rating, dodge rating or agility, strength, and a solid amount of expertise and hit rating, also in that general order, with some allowance for more strength or hit rating if more threat generation proves needful.
- Intellect, spirit, block value, block rating, and spellpower are worthless to us. Don't take them.
Filed under: Items, Wrath of the Lich King, Death Knight, Talents, Guides, Leveling, Raiding, Tips, Analysis / Opinion, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
Todd Dec 7th 2008 12:37PM
What Alliance race seems to be best used as a Death Knight?
mike Dec 7th 2008 12:52PM
draenei look badass and their racial is good for a blood dk
Matchu Dec 7th 2008 12:56PM
I opted for Human, purely because the bonus to Rep will be excellent when I have to start grinding them out from scratch.
Dahras Dec 7th 2008 12:56PM
Gnomes!!!!!!!!!!
Zummers Dec 7th 2008 1:17PM
Night elf if you're tanking. That 2% avoidance is hard to beat.
kesherz Dec 7th 2008 3:30PM
Humans aren't bad overall. They have +Swords, which is always useful; Diplomacy for grinding up those rep rewards; and Every Man for Himself, which frees up a trinket slot for PvP and some boss fights. Plus added Stealth detection for an extra PvP bonus.
Will Dec 7th 2008 4:03PM
depends on what you want, PVP Definately a human... nothing better than
- Every Man for Himself - instant - 2 min cooldown. Removes all movement impairing effects and all effects which cause loss of control of your character. This effect shares a cooldown with other similar effects.
Alliance DPS? Human/Draenei - +3 expertise in Maces, Swords will allow humans to dish out more damage, Draenei will get +1% to hit and that buff goes to others as well, close tie here.
I wrote a whole article about this on my blog.
http://www.wowconfidential.com
Zane Dec 7th 2008 12:58PM
Great article man, as always!1!1
I attempt for Strength & Stam, which is pref. at that moment is situational (dont want to sacrafice one for the other). Crit is useful, but as a tank, I worry very little about it, hit, then expertise being my next concernse. I would say defense rating is also up their with strength and stam, aiming for it as my top 5 stats being strength/stam/def/dodge/parry in that order. But this is just me. I figure it as more mitigators, the longer I last, thus less healing and less wiping :)
Zane
Chainfire Dec 8th 2008 3:22AM
If you're wanting to tank your first obligation is to get to 540 defense and then staying there. Everything else is secondary. Doesn't matter how much health you have, if you are going to take 2x as much damage from swings, it will just disappear.
Horixon Dec 8th 2008 10:59AM
Yeah, but gearing for defense tends to bring a good deal of stamina, strength (increasing both AP and Parry), and dodge/parry stats. I am currently at 532 Defense, 24k health, 26k armor, 19.5% dodge, 17.5% parry, and 8 expertise. That is what I ended up with while focusing on the Defense Cap, so you still get a lot of what you need. FYI I love Unholy tanking. The Four Horseman and Noth are my favorite encounters to tank, so far.
Ikarus Dec 8th 2008 5:17PM
def cap is definitely the 1st priority for a tank. I've found it a bit of a struggle but I've managed it. The tough part is I've had to pass on some higher stam gear to maintain the def cap. I've been able to get the epic head and feet from friend with BS so thats helped a lot. I'm at 546 def atm. but yeah, I'd say Def > Stam in order of priority
Chainfire Dec 10th 2008 9:39PM
Hitting defense cap does cost you stamina and strength. But no matter how much more health you may have, taking 2x more damage from a swing instantly gets rid of that little cushion of health you may receive. Really with the enchants and gems now it doesn't take too much to hit defense cap. I hit it on my second day as 80.
Skarlette Dec 7th 2008 2:01PM
Great timing on this article, I was just asking some guildies about this last night. It seems like spellpower would be a good option, since DKs use spells, but as you explained here it's actually useless. That's a bit counter-intuitive, so it's good to have it spelled out like this.
Wulfkin Dec 7th 2008 4:08PM
Thanks for this article! My DK is entering Northrend and I was wondering what stats to get for tanking instances, so its been helpful.
Eisengel Dec 7th 2008 5:59PM
One nice thing about rolling a DK Unholy is that your tank gear and your levelling gear are probably pretty close. Unholy does large amounts of AoE spell damage coupled with focus fire strikes on a single target. I've found myself basically AoE tanking through most quests/areas.
I rate strength topmost, followed by stam, and crit rating, with hit, expertise and defense pretty much tied. Yes, defense on my levelling gear. Right now I roll with over 350 defense and it works wonders. My spec is a little muddled since I was testing things out while leveling, so I won't post it, but I am primarily Unholy down to Ebon Plaguebringer with some Blood.
I'm currently level 75 and can take down 3 to 6 level 71/72 mobs. It is possible to do 8 level 71/72s, but it requires some fancy footwork. I soloed all the 3-man group quests from Agmar's Hammer between levels 73 and 74... and once while looking for the Orders in the New Hearthglen church I accidentally aggroed the Bishop's bodyguards, 2 lvl 72 elites, who I was able to take down at level 75 without too much trouble.
One of the biggest things to decide is where to set your balance on attack stats vs tanking/defense stats. I've seen a lot of DPS plate pieces with great +strength and 2 other DPS stats, like crit or expertise, but I toss them at the vendors. While the stats are nice for DPS, I can't drop 30 to 60 to 80 stam to pick up a bit more DPS. Keep in mind that if you drop, say, 40 Stamina, you're dropping 400 health, but that health is magnified by your armor and parry and dodge... so if you drop 400 health, but you have 40% mitigation from armor, 9% parry, 5% dodge, (which are pretty tame stats for early DKs), you're giving up (400 * (1/.4) (armor)) * 1.05 (dodges) * 1.09 (parries) = 1144.5 effective damage you could have absorbed (assuming melee damage). If you throw in specific talents and Frost presence, health quickly becomes extremely valuable. Unless your DPS increase with an all-DPS piece is greater than your loss in effective damage absorbed, you'll do more damage, but you won't last long enough to do as much damage as you could have before... especially if you're standing knee-deep in a swarm of mobs and are soloing 3-man elites. In general, for the amount of stats you get on a pure-DPS piece, you're better off chunking it and taking more stam into a fight.
In general my gear evaluation on new gear works like this:
1. highest strength without losing more than 50% of the stamina of the previous piece.
2. if undecided, more crit without losing more than 50% of the stamina of the previous piece.
3. if still undecided, prefer hit and expertise if defense is over 300-ish.
Confuzion Dec 7th 2008 8:30PM
I soloed the entire quest for the gods have spoken, minus gundrak.
I typically grab 5-7 mobs, at a time, unholy spec, with a very specialized rotation.
I'm unholy to blight, with 2 extra points inside, and then the rest in blood.
My most important stats are crit, hit rating, and AP in that order. Because DK's double their damage when they crit, and all of their healing can crit as well, even blook pressence healing, the crit seemed much more important to me.
Splotty Dec 8th 2008 7:16AM
I'm leveling with 2 sets of gear, unholy tanking spec, and a quick-change script from Outfitter:
- blood presence - a crit, attack power and strength set - mostly green quest rewards
- frost presence - a stam, strength and defense set - based on the BS crafteed "cobalt" sets which are very good and cheap
I can solo 3-4 mobs of my level and end the fight with 75% health in frost presence (more health if I remember to death strike at the end), or take down a single mob of my level in blood presence in a little over the time it takes for the diseases to run out.
jrizutko Dec 8th 2008 12:54PM
I don't mean this to be snarky in any way, but as a DK soloing 3-6 mobs 3 levels below you isn't really impressive. I can solo 3-6 70s at level 69 as a blood spec, and i don't consider myself anything special as a DK.
Naix Dec 8th 2008 2:14PM
I have the same success with the frost tree. I can take on 4-7 level 75 mobs at the same time without worry. I freeze them all in place, setup crit, and hit them each with a 5k howling blast crit. I leveled as blood until level 74 and then switched to my dps frost spec.
Frost is all about crits.
Confuzion Dec 8th 2008 8:24PM
Oh, and btw, I am just about to turn 77.
The secret is using bone shield and ice blood fortitude to become about 90% damage resistant, when needed of course, and relying on those crit heals to supplement the damage you take.