Lichborne: The 2008 Death Knight year in review

Welcome to 2009, which I am, completely arbitrarily, declaring the year of the Death Knight. Sure, Death Knights were first announced back in 2007, but 2008 was when they took shape and showed up in playable form, and 2009 will be the first full year that they've been on the live servers. Let's look back then, at 2008, and see some of the milestones in the creation of my favorite new class and yours.
Calm before the Storm
The first Death Knight article to be posted on WoW Insider in 2008 came on the first of January, dealt with the fear of many that Death Knights would be so awesome that everyone would roll one, and there'd be no-one to play the "normal" classes. Such a fear, I think, hasn't come to past. There are many like me who did shelve their old characters to play their Death Knight, of course, but I still see more than enough of most other classes in the game. Well, I could use a few more healers, but that's what the next expansion is for, right? Still, it's nice to see this fear finally laid to rest. There's plenty of room for all classes in WoW after all.
Coming a few months later was a gallery wrap up that showed what we knew about Death Knights so far. Interestingly enough, it's not as different from the final product as I might have though. Most of the basic mechanics are in place. Even Unholy Embrace at least got a cameo in the form of Plague Strike's ability to strip HoTs.
An Emerging Class
It was early May when the Death Knight news really started coming hot and heavy, with Blizzard's famous midnight meeting that revealed a ton of information about the Death Knight class. It seemed like almost everyone (with a few notable exceptions) was invited, so the news came out fast. From Various Death Knight write ups, we learned about Runic power, Ghoul pets, Army of the Dead, Death Coil, "Grip of Death," and many of the other signature abilities and calling cards of the Death Knight class. Some ideas from this time, though, never did make it even to the Beta, such as segregating trees by ability and allowing the swapping of the six runes to any type you want. If you really wanted to equip six frost runes and spam Icy touch, you could. The idea of a Death Knight being unlocked simply by having a level 55 character, while not new, was solidified as well.
This mini-conference also introduced the disease spreading system in a rudimentary form, leading to some speculation on how disease spreading Death Knights might change the face of PvP or nub it up and break your crowd control with DoTs. Of course, the fears about Death Knights taking everyone's jobs still continued, while others complained about the news that every race could be a Death Knight.
The Alpha Fail
The Friends and Family Alpha introduced the Death Knight class in a playable form to what was supposed to be secrecy, but if there's one thing the Internet's done, it's made it nigh impossible to keep a secret. Thus, if you knew where to look and managed to look before Blizzard started the damage control, you could get a basic idea of what the class looked like.
Perhaps in an effort to keep the non-Alpha'd information starved future Death Knight mobs at bay, Blizzard did update their Death Knight information page. This page, perhaps more than any other source, propagated the "You can't tank unless you're Frost" type myths that propagate today. Back then, Blizzard intended to separate the trees a bit more, and touted Blood as DPS, Frost as tanking, and Unholy as PvP and utility. While they've drastically changed the trees now so that DPS and tanking are possible for all three trees, many people still cling to the tree definitions presented on that page way back when -- this despite the fact that that page itself was changed to the more general description of the trees within a month.
But overall, the Alpha was just tight enough that we didn't get too much new Death Knight information (aside from the odd rumor that was generally not quite correct) until the Worldwide Invitational.
WWI 08
We might call the Worldwide Invitational the 2nd opening of the Death Knight floodgates. With playable Wrath of the Lich King and playable Death Knights available, we were able to get a lot of new information. In the panels, we heard about 10 second rune cool downs and some justification for making specs more general, as well as the idea of the "Northern Plaguelands" as a starting zone for all Death Knights.
Of course, we also got to sit down and play a Death Knight. Looking back at the setup, it's actually not that different from Death Knights of today, though you can tell we were trimmed back quite a bit. Nearly everything did slightly more damage back then. Corpse Explosion (which cost runic power much as it will in 3.0.8) and Unholy Blight caused extra diseases. Frost Strike had a chance to freeze the enemy. Heart Strike had the weird ability to shrink a monster's max HP by 20%.
They started with a suit of matching green gear that I'm sure almost every plate wearer is familiar with by now, as it's the same armor graphics that are on 90% of all level blue-quality plate-gear in Northrend. I still think it looks awesome though. There was no Ebon Hold in this play through either. Back then, you started in front of Tirion Fordring at his old farm, perhaps as a foreshadowing of the role he'd later play in releasing the Death Knights from their prison.
After the WWI, it was mostly time for speculation and theorizing about Death Knights, although we did get some leaks about Runeforging and the new Ebon Hold and Death Knight philosophy.
The Beta
Finally the Beta came, and while it was limited invitation, the NDAs were lifted, and the information began to flow freely. We got a much clearer look at Runeforging, which replaced swappable runes with ultra-powerful enchantments, and a chance to gush over the Death Knight starting zone and the Death Knight starting gear. We were also introduced to the gameplay of Death Knights via Jayde's videos of various Death Knight specs.
Death Knights, of course, got quite a bit of attention as the Beta wore on. They were a major subject of the First Ask A Beta Tester, a trend which only continued, much to the exasperation of some. The Lichborne column also debuted about this time with a State of the Death Knight address, in which I discussed some major changes to the Death Knights, such as the reduction of their total diseases to 2, with only a couple extra for Unholy Death Knights in the form of Ebon Plague and Unholy Blight and an overview of the trees.
Death Knights continued to get tweaks and revamps a plenty as the beta wore on, as the dev team tried to equalize the trees for tanking and DPS alike. Death Knights also received some nice cosmetic upgrades, with unique voices, glowing eyes, and unique skins available at character creation. Before Beta was even over, Death Knights were stretching their wings and testing their limits as well, and we soon heard word of Karazhan trios and Onyxia soloing.
Also, we Unholy Death Knights crashed the game by our very existence. Perhaps to appease us, Blizzard implemented unique ghoul permapet names soon after, and young beta-playing unholy Death Knights the world over began chain summoning Ghouls in hopes of getting the name "Bonemuncher."
In the meantime, even the live servers were preparing for the coming of the Death Knights, as Naxxramas moved back to Northrend and the Ebon Hold appeared behind Light's Hope Chapel, and on Beta, the "AWESOME SMALL TWEAKS" (and some not so small ones) continued as Death Knights were made ready for their debut.
Then came the big the day.
Live and Dangerous
The expansion opened first in Europe, and no-one wasted any time. We had a level 70 Death Knight within a day and level 80s a few days after that.
Most of us leveled a little slower, and started assimilating into the game and the community, finding our class niche. Of course, we haven't been without a few things that could be changed, and the dev team looks like they're getting on top of it. In the last big Death Knight story of the year, there's a bunch of very intriguing changes on the 3.0.8 PTR that could change the ways we tank and DPS in some pretty significant ways.
With these changes sure to go live sometime in January, we can expect Death Knights to get into a whole new paradigm here in the new year, for better for for worse (I'm leaning toward better). It's a perfect start to the 2009 year, either way, and as we go through Ulduar, Icecrown, and beyond, the Death Knight class is only going to get better as it asserts its place in PvE and PvP and in the WoW community. I hope to be there right along with the rest of you as we create the story of the live server Death Knight in this momentous year, and in another year, we'll all look back on this and be proud of what we've done.
Happy New Year, everyone!
Filed under: Analysis / Opinion, Death Knight, Wrath of the Lich King, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
Zayd Jan 4th 2009 11:14AM
Need moar with 'Death' in their name imo.
On the plus side I saw a female Tauren hunter called Legahoof the other day.
Omenscourge Jan 4th 2009 12:13PM
You left out the cries of DKs being OP and more frequently acting like Deathtards.
http://omenscourge.blogspot.com/2009/01/please-dont-be-deathtard.html
My expectations is in '09 serious DKs will begin to separate themselves by demonstrating acheivements while the not so serious will continue to have trouble finding groups.
Just like servers knew which Hunters could kite and trap, they will learn which DK's can DPS without aggro, or tank without losing aggro.
Aaron A. Jan 8th 2009 5:26PM
"My expectations is in '09 serious DKs will begin to separate themselves ... [servers] will learn which DK's can DPS without aggro, or tank without losing aggro."
Thank you. For most of my time in Outland, I was a hunted man, because the Hordies thought I'd be an easy kill. My 5-man instance groups included 2-3 Death Knights, both because they made up most of the level 60-68 population, but also because non-DK's assumed I'd be a liability. And they were right for a while, but by 65 I'd really found my groove, and since 75, I've received all kinds of invites to tank and DPS.
I largely owe my tanking success to my Warrior alt; if I'd invested most of my pre-Wrath time in a caster, tanking and melee DPS would be a whole new world for me. So yes, Omenscourge, I believe you're right; as the year progresses, skilled Death Knight players will begin to distinguish themselves from the rest of the group, and hopefully earn a little more respect for their class.
Amaxe (#17):
I find that the DK's OP-ness fades en route from 55 to 80. So yes, they're much more capable at 58 than other classes (post #17), but (from what I've read) that's intentional so that they can tear through Outland, catch up with their level 70 brethren, and begin their march on Icecrown. Once in Northrend, DK's are much more balanced with other classes, and can be torn apart by a skilled player just like anybody else.
Dave Jan 4th 2009 12:48PM
Death Knights are fabulous fun in PvE, but fact remains that in PvP they suck major ass. Being a cooldown dependant class, as soon as you've used those, absoultley any class that can stun you or stay out of mele range, will find Dk's an easy target. Even classes that we're supposed to be strong against beat us hands down, ie mages simply frost nova and blink away when death gripped.
With Blizzard's new favorite burst dmg buffs on a lot of classes, waiting on cooldowns equals death in todays' PvP.
It's set to get even worse too, with the nerfs to icebound fortitude and bone armor, we may as well just stand there and let ppl hit on us.
I realize some ppl will spew "l2p noob" but i'm sure most will agree with me. I love playing a death knight, I juts wish they were stronger in PvP.
Kaphik Jan 4th 2009 2:32PM
I have to completely disagree here. You HAVE to learn to use your cooldowns and abilities correctly in PvP. With a Blood spec and only the Savage Saronite gear giving me about 400 resilience, I am nearly unstoppable in battlegrounds and Wintergrasp. Paladins require the most strategy, but they can be beaten. Of course, I'd like to see what happens when I get some arena gear.
Death knights are much more self-reliant in PvP than a lot of other classes right now.
Boo Jan 5th 2009 6:40AM
I have to agree with Kaphik here. I play a rogue and we are a class who has to use our CDs wisely. I'm no expert but I don't waste anything.
Any DK/Rogue can hit all their CDs and win a fight. Of course the problem then is if that's the only way you play then you can't kill nayone until your CDs are back (this is the same argument rogues had ages ago - all the noobs burning all their CDs in one fight to own and then complain everything was on CD).
In PvP I am pleasantly surprised when I gank a DK since 8/10 times they absolutely destroy me.
As for QQing about mages blinking away out of range and kiting you... Welcome to the our world. Hunters do the same. Obviously, the problem with melee classes is range.
In response to whether there are too many DKs out there - I believe there are too many but this was obviously going to happen given only one hero class was introduced. Some DKs will be "mains" now and some nothing more than an "alt" (or shelved completely.
The same will happen if only one hero class is introduced in the next expansion... Everyone will have a play-about with it and sehlve it, for some it will become their "main" and for others nothing more than an "alt".
Anton Jan 4th 2009 12:51PM
Learn to use AA in the screenshots.. looks like crap.
Amaxe Jan 4th 2009 1:04PM
From the article:
"the fear of many that Death Knights would be so awesome that everyone would roll one, and there'd be no-one to play the "normal" classes. Such a fear, I think, hasn't come to past"
Well, 17% of WoW is DK now, but people are still LF1M Tank or LF1M healer.
So I suppose it is debatable whether this has come to pass or not.
Also, not to be a grammar Nazi, but I think you mean "hasn't come to pass" right?
Grubba Jan 4th 2009 2:38PM
You're right, and I would add correcting "though" to "thought," as I believe was the original intent here:
"Interestingly enough, it's not as different from the final product as I might have though."
Naix Jan 5th 2009 10:59AM
On my server there are so many tanks now. Finding a healer is the hard part.
Jyotai Jan 4th 2009 1:05PM
While the fear that everyone would make a DK didn't fully come true, they do take up a very percentage of the player base:
http://www.warcraftrealms.com/census.php
17%, more than any other class. The number 2 spot is held by Hunters at 13%. Warcraftrealms drops toons not seen in a month - so in maybe 1-2 months we'll have a more solid 'stable' picture - able to see who stuck with their DK and who went back to their whatever.
Matthew Rossi Jan 4th 2009 1:36PM
You also checked toons from level 10 to level 80. A scan of just level 80 characters shows paladins in the lead, and warriors in a dead heat with DK's. (Since other surveys that crawled the Armory often come up with warriors as the most played class, it's interesting to see them dethroned by paladins and DK's.)
Amaxe Jan 4th 2009 3:32PM
Sorry, Matthew, but if you want to really get down into it, choose "55-80" like so:
http://www.warcraftrealms.com/census.php?serverid=-1&factionid=-1&minlevel=55&maxlevel=80&servertypeid=-1
The results then are:
DK: 25%
Druid 8%
Hunter 11%
Mage 9%
Paladin 10%
Priest 7%
Rogue 7%
Shaman 6%
Warlock 7%
Warrior 9%
So 1 in 4 characters that are level 55+ are a DK.
Admittedly that doesn't discern how many people rolled and abandoned a DK.
That was actually worse than I thought, and including levels 1-54 only hides the problem
Amaxe Jan 4th 2009 3:39PM
As I go through, we see the numbers start to shrink at level 70-80 when the number of DKs ties the number of paladins.
But that means the number of DKs has grown a lot, since this includes slow levelling pallies and casuals.
I think the numbers will climb as more DKs reach 80. The number of Pallies will probably stagnate since I think a lot of the Paladin growth was due to the brief period when the Retadin was OP before they were nerfed.
Slyff Jan 4th 2009 1:25PM
You're calling 2009 the year of the Death Knight?
Well, I'm calling 2009 the Year of Rob. He's my neighbor, and while you don't know him, I think it's a safe bet that this is his year. Just you watch. I feel terrific making this call a mere four days into 2009. Rob had a really great weekend.
rahj Jan 4th 2009 1:56PM
I love my DK but I'm officially on the Rob bandwagon. He's more than just a FoTM. GOOOO ROB!
golgi apparatus Jan 7th 2009 1:18PM
Year of the DK
more like year of the hunter
were so awesome blizz had to nerf our awesomness
DK population will go down way down i rolled one the day of the expansion and i lvled up to 70 within a few more days i got bored and deleted him
joey_da_bubbles Jan 4th 2009 5:11PM
well with all the "dks are OP" crap, of course everyone is going to make a dk to have their own demented share of that rumored "OP" power. But, once people realize that they arent OP at all, they will most defineatly go back to their mains, and if your looking at the population of a server, of course everyone who has a lvl 55 or higher character is gunna make a DK, but that doesn't mean that they actually PLAY it. Trust me, i will say it again, "DKS ARE NOT OP!!" my 80 frost mage can take out a DK with ease. mirror image is a godsend :) and with deaths grasp, all we have to do is frost nova and blink out :) its even more fun to pwn a frost DK, they will never match the frost damage output us mages can easily make.
"Silly Deathknight!! Max frost damage is for mages!"
Amaxe Jan 4th 2009 7:54PM
The OP concern is that they can do more at their level than most other classes can. Their main weakness is solo heals, but in general I found I could do more as a DK at 58 than I could do with another class at 58.
Now of course there are "Deathtards" (kudos to "The Scourge" blog for coining that) who can't play their class, and of course there is a lot of learning for DKs to do since strategy is newer than for the tried and tested classes. I think that is where the idea comes from they are not OP.
I'm kind of meh on them. The opening quests were fascinating as Alliance, but seemed kind of disjointed as Horde ("Um, aren't the Horde at war with the humans anyway?"). Because I play enh shaman, a Blood spec DK seemed redundant (though I tend to miss totems when playing my DK and miss Death grip when playing my shaman).
I got bored with mine, deleting it at level 62, trying a few times to roll horde with it.
I guess I'm a failure as an altaholic
Axeman Jan 4th 2009 6:26PM
Interestingly, you don't mention the profession levelling buzzkill that is the DK class. I've spent a fortune in mats, and the AH is going nuts pricing small eggs.