Lichborne: PvE Enchantments for Death Knights
Fresh on the heels of last week's gemming guide, we have an enchanting guide. Like gemming, enchanting is an easy way to go the extra mile to get your gear the best it can be so you can properly keep aggro without dying and/or top the damage meters in your next Naxxramas raid. Since there's so few enchants available, it's a lot less complicated than gemming too. DPS will just want hit to the cap and attack power (Sorry, there's not many strength enchants), while tanks will want defense to 540 and stamina.
It's also worth noting that almost every slot with an enchant has a weaker version and a more powerful version. Although it's usually frowned upon to go weak when can go strong, in the case of enchants, it's probably okay at the entry level to go with the weaker version of an enchant. The more powerful ones generally take Abyss Crystals and the like, and may be a bit steep. In addition, there's a few other quirks and special enchantments to watch out for. Let's take a look, by slot, at some of the best choices for enchanting for both DPS and Tanking.
Weapon
Runeforging is better than enchanting, just to get that out of the way. There's no use wasting shards and dust on a weapon enchant when a better one is just a Death Gate away. As far as which to get, though, let's look at the options.
For DPS, it's very hard to go wrong by just applying Rune of the Fallen Crusader. The health will help soak up environmental damage, and strength will translate to AP, which will translate to spellpower, which means a large overall boost to your damage. Even better is the fact that it scales, meaning the better your gear gets, the better the proc gets. If you're running a Howling Blast build, you might get away with Razorice (Some of our commenters suggest using it on the offhand while keeping crusader on your main hand), but otherwise, there shouldn't be any question in your mind that Fallen Crusader fits the bill.
Tanking has a choice between two enchants: Rune of Swordshattering and Rune of the Stoneskin Gargoyle. If you haven't hit the 540 skill defense cap, take the gargoyle, no ifs, ands, or buts. Once you get past 540, there's some small amount of debate over which enchantment works best. 4% parry is a very nice chunk of avoidance. On the other hand, the 2% stamina on the gargoyle rune is still pretty nice, it works from all directions (whereas parry works only from the front) and even past 540 defense, you do get some avoidance. In general, if you feel like your stamina is a little low, or you want to unload some stamina for threat on your armor, you can use Rune of the Stoneskin Gargoyle to pick up some of the slack. Otherwise, that 4% parry will probably prove superior if you can keep your enemies in front of you.
Head
For your head, DPS will want to pick up the Arcanum of Torment from the Knights of the Ebon Blade. For Tanking, you'll need revered Argent Crusade reputation for the Arcanum of the Stalwart Protector. It's a nice and straightforward choice, which is always cool.
Shoulders
Much like the head, here's another straightforward choice. Grind Sons of Hodir reputation, and at honored you can grab the Lesser Inscriptions of the Axe or the Pinnacle, depending on your role. At exalted, grab the Greater versions. Of course, you can also level inscription and skip the whole mess altogether, but otherwise, it's definitely worth the grind.
Chest
For tanking, you can grab some quick and easy defense via the Greater Defense enchantment. DPS or tanks who don't need defense can grab Super Stats, or if they have the gold to spare, the more powerful Powerful Stats.
Cloak
On Cloaks, Titanweave is a great place to pick up some defense rating for a Tank. You can also grab Agility or Armor if your defense rating feels solid enough.
For DPS, the choices are pretty scarce if you're not a tailor. You may just want to go with an agility enchant for a bit of extra crit, or go for Wisdom for the threat reduction.
Bracer
For tanks, Major Stamina is amazing if you have the gold to spare. It's steep though, so if you can't afford it, you can probably get by with Greater Stats until you get more gold or some bracers worthy of Major Stamina. Of course, if you're desperate for a last few points of defense, you can track down a Burning Crusade era enchanter with the Major Defense enchant.
For DPS, you'll want to track down either Greater Assault or Striking, depending on how much gold you want to spare.
Gloves
Tanks will probably want to go for Armsman. The Eternal Earths really aren't that hard to come by, especially if you're a miner, and 2% threat and a bit of extra avoidance is hard to beat. Of course, if you're absolutely secure in your ability to keep threat, you could always grab Expertise to get closer to pushing parries and dodges off the table.
For DPS, you can use Precision to fill some of your hit rating needs. If you're fine on hit rating, go for Greater Assault or the more powerful (and still relatively affordable) Crusher for the attack power.
Belt
There's no enchantments for belts per se, but be sure to grab an Eternal Belt Buckle. It's perfect for, say, a Bold Scarlet Ruby if you're DPS, or a Solid Sky Sapphire if you're a Tank.
Legs
You'll need to seek out a leatherworker here. The epic leg armor used to be a clear choice, but now that it requires Frozen Orbs, you may want to just stick to the blue-quality stuff until you get Naxxramas level legs depending on your cash flow. For Tanks, you'll want epic Frosthide Leg Armor, or the cheaper Jormungar Leg Armor. Both provide plenty of stamina and some added agility for bonus avoidance. For DPS, you have the Icescale Leg Armor or the cheaper Nerubian Leg Armor.
Boots
Tanks here can pick up a nice chunk of health with a Greater Vitality Fortitude enchant here. Of course, if you don't have Unholy Aura, you may also want to consider Tuskarr's Vitality. A bit of extra speed can help in wrangling and positioning mobs more than you might expect.
DPS can grab Icewalker here for a quick and easy hit rating boost. If you've hit 8% hit though, you're better off going for the attack power enchants. Greater Assault isn't too steep in price, but you can also get the Assault enchant for even cheaper.
Welcome to Lichborne, the new class column on the new WoW class, the Death Knight, where we discuss speccing for solo DPS, basic defense gear and Heroic defense gear for the Death Knight tank, Heroic DPS gear, and basic Death Knight statistics and mechanics. You might also want to check all the other articles in our Death Knight category and our Death Knight directory.
It's also worth noting that almost every slot with an enchant has a weaker version and a more powerful version. Although it's usually frowned upon to go weak when can go strong, in the case of enchants, it's probably okay at the entry level to go with the weaker version of an enchant. The more powerful ones generally take Abyss Crystals and the like, and may be a bit steep. In addition, there's a few other quirks and special enchantments to watch out for. Let's take a look, by slot, at some of the best choices for enchanting for both DPS and Tanking.
Weapon
Runeforging is better than enchanting, just to get that out of the way. There's no use wasting shards and dust on a weapon enchant when a better one is just a Death Gate away. As far as which to get, though, let's look at the options.
For DPS, it's very hard to go wrong by just applying Rune of the Fallen Crusader. The health will help soak up environmental damage, and strength will translate to AP, which will translate to spellpower, which means a large overall boost to your damage. Even better is the fact that it scales, meaning the better your gear gets, the better the proc gets. If you're running a Howling Blast build, you might get away with Razorice (Some of our commenters suggest using it on the offhand while keeping crusader on your main hand), but otherwise, there shouldn't be any question in your mind that Fallen Crusader fits the bill.
Tanking has a choice between two enchants: Rune of Swordshattering and Rune of the Stoneskin Gargoyle. If you haven't hit the 540 skill defense cap, take the gargoyle, no ifs, ands, or buts. Once you get past 540, there's some small amount of debate over which enchantment works best. 4% parry is a very nice chunk of avoidance. On the other hand, the 2% stamina on the gargoyle rune is still pretty nice, it works from all directions (whereas parry works only from the front) and even past 540 defense, you do get some avoidance. In general, if you feel like your stamina is a little low, or you want to unload some stamina for threat on your armor, you can use Rune of the Stoneskin Gargoyle to pick up some of the slack. Otherwise, that 4% parry will probably prove superior if you can keep your enemies in front of you.
Head
For your head, DPS will want to pick up the Arcanum of Torment from the Knights of the Ebon Blade. For Tanking, you'll need revered Argent Crusade reputation for the Arcanum of the Stalwart Protector. It's a nice and straightforward choice, which is always cool.
Shoulders
Much like the head, here's another straightforward choice. Grind Sons of Hodir reputation, and at honored you can grab the Lesser Inscriptions of the Axe or the Pinnacle, depending on your role. At exalted, grab the Greater versions. Of course, you can also level inscription and skip the whole mess altogether, but otherwise, it's definitely worth the grind.
Chest
For tanking, you can grab some quick and easy defense via the Greater Defense enchantment. DPS or tanks who don't need defense can grab Super Stats, or if they have the gold to spare, the more powerful Powerful Stats.
Cloak
On Cloaks, Titanweave is a great place to pick up some defense rating for a Tank. You can also grab Agility or Armor if your defense rating feels solid enough.
For DPS, the choices are pretty scarce if you're not a tailor. You may just want to go with an agility enchant for a bit of extra crit, or go for Wisdom for the threat reduction.
Bracer
For tanks, Major Stamina is amazing if you have the gold to spare. It's steep though, so if you can't afford it, you can probably get by with Greater Stats until you get more gold or some bracers worthy of Major Stamina. Of course, if you're desperate for a last few points of defense, you can track down a Burning Crusade era enchanter with the Major Defense enchant.
For DPS, you'll want to track down either Greater Assault or Striking, depending on how much gold you want to spare.
Gloves
Tanks will probably want to go for Armsman. The Eternal Earths really aren't that hard to come by, especially if you're a miner, and 2% threat and a bit of extra avoidance is hard to beat. Of course, if you're absolutely secure in your ability to keep threat, you could always grab Expertise to get closer to pushing parries and dodges off the table.
For DPS, you can use Precision to fill some of your hit rating needs. If you're fine on hit rating, go for Greater Assault or the more powerful (and still relatively affordable) Crusher for the attack power.
Belt
There's no enchantments for belts per se, but be sure to grab an Eternal Belt Buckle. It's perfect for, say, a Bold Scarlet Ruby if you're DPS, or a Solid Sky Sapphire if you're a Tank.
Legs
You'll need to seek out a leatherworker here. The epic leg armor used to be a clear choice, but now that it requires Frozen Orbs, you may want to just stick to the blue-quality stuff until you get Naxxramas level legs depending on your cash flow. For Tanks, you'll want epic Frosthide Leg Armor, or the cheaper Jormungar Leg Armor. Both provide plenty of stamina and some added agility for bonus avoidance. For DPS, you have the Icescale Leg Armor or the cheaper Nerubian Leg Armor.
Boots
Tanks here can pick up a nice chunk of health with a Greater Vitality Fortitude enchant here. Of course, if you don't have Unholy Aura, you may also want to consider Tuskarr's Vitality. A bit of extra speed can help in wrangling and positioning mobs more than you might expect.
DPS can grab Icewalker here for a quick and easy hit rating boost. If you've hit 8% hit though, you're better off going for the attack power enchants. Greater Assault isn't too steep in price, but you can also get the Assault enchant for even cheaper.
Filed under: Leatherworking, Enchanting, Death Knight, Guides, Raiding, Instances, Tips, Analysis / Opinion, Items, (Death Knight) Lichborne, Enchants







Reader Comments (Page 1 of 2)
deathsteed Feb 8th 2009 12:18PM
Good list, thanks for the help. I know what reps to grind now, which was a question I was working on answering for my DK.
ANeM Feb 8th 2009 12:21PM
"Tanks here can pick up a nice chunk of health with a Greater Vitality enchant here."
I believe you mean Greater -Fortitude-
Vitality is mp5 and hp5
Futhermore you forgot to mention Heavy/Normal Borean Leather Kits, which make for a good, cheap substitute to greater vitality, and also a good option for gloves.
shopshopshop Feb 8th 2009 12:23PM
Greater Vitality is 6 mp5.
DeathPaladin Feb 8th 2009 12:43PM
To add to the mention of Razorice, I'd specifically use it as an off-hand rune for dual-wield Howling Blast builds. Fallen Crusader is just so much better as a main-hand and two-hand rune for any DPS build. It's pretty easy to get 800-1000 strength unbuffed when entering raiding, which translates to 240-300 strength when Fallen Crusader procs (more if you have any of the strength-boosting talents).
Trying to DPS as a Death Knight without a Fallen Crusader-enchanted weapon is probably akin to a Fury Warrior without Titan's Grip.
Vandios Feb 8th 2009 1:02PM
Have we forgotten about the pre-3.0 days already? Fury warriors could dps, and no one had titans grip, it didn't even exist in retail WoW yet. This was all 4 months ago and you already forgot. Sad. Very, very sad.
But otherwise you are right. Razorice is a good offhand enchant. It complements Fallen Crusader well, plus if you get the talent Necrosis, at 5/5 it deals an extra 10% damage as shadow damage, which is good on those high-armor bosses with low shadow resistance, or even in PvP where fighting a prot pally or warrior is difficult without some magic damage.
DeathPaladin Feb 8th 2009 1:25PM
By mentioning Titan's Grip, I was implying Fury Warrior who doesn't have it now, not one who didn't have it in October.
Also, for a little nitpick, Necrosis is 20% now.
Goo Feb 8th 2009 12:59PM
does anyone else have the problem of tooltips for links in the article being shown BEHIND the wowmoviewatch? is there anyway to stop that from happening? i frequently have 2-3 links in an article that are almost completely obscured :(
EvilGrin Feb 9th 2009 8:42AM
This is a bug in Flash v9. Update Flash.
Rosie Feb 8th 2009 1:23PM
I would really like to see what the different tradeskills can bring to buffing my DK. Like, how do the engineering epic goggles compare to drop items and the like. Or, the extra gem slots that Blacksmiths can add... which would be better for DPS and tanking.
Also, what are the best for dodge in tanking?
AyaJulia Feb 8th 2009 1:49PM
For tanking specifically, you'd be interested in this link: http://www.tankspot.com/forums/f200/39883-wrath-professions-general-overview.html
Don't know of a good one for dps though.
DeathPaladin Feb 8th 2009 2:08PM
After just a quick glance at some items, the goggles are comparable or better to pretty much anything you'll find in a Heroic 5-man, and could probably last you through the current 10-man raids if you didn't want to change.
When comparing crafted items, it's not necessarily clear cut. If you are a DPS and need hit rating, the Spiked Titansteel Helm is far and away better than the Charged Titanium Specs. If not, then the specs might be more useful. If you are a tank, the Armored Titanium Goggles provide a little more defense rating than the Tempered Titansteel Helm, but the helm provides a lot more stamina (particularly when you factor in the helm's blue socket versus the goggles' yellow).
For my personal impressions, I'd say good crafting professions for Death Knights would be blacksmithing, jewelcrafting, alchemy, inscription, or enchanting, not necessarily in that order. If you wanted to go with dual-crafting, go with a pair with a lot of synergy (blacksmithing/jewelcrafting is pretty damn powerful if you have a friend or an alt with mining and a lot of extra mats, for example). I personally went dual-gathering, since most crafted items are BoE and I know at least one person per crafting profession. I was willing to accept slightly less cool crafted items in exchange for the buffs gathering provides, too.
omenscourge Feb 8th 2009 4:25PM
I have a blog post on all the trade skills and their impact to DK DPS and tanking here.
http://omenscourge.blogspot.com/2009/01/professions-for-death-knight.html
Cheers
AyaJulia Feb 8th 2009 1:41PM
I'm curious as to why Enchant Bracer - Expertise was left out. I was under the impression that tanks liked Expertise, because the less often they got parried, the less often they got hit. Am I wrong in this?
Archaedia Feb 8th 2009 2:00PM
I'm not positive on expertise for tanks.
However, for DPS, expertise is a much larger return per point than AP pre-cap. I believe (and this is pure memeory) EJ has AP with a 1.0 stat value, Str with a 2.4 stat value and Expt before cap as a 2.8 value
Though that's also pre hitcap, as not being hitcapped gives a bigger return on expt. If I remember right it's 2.4 hitcapped.
So, 50 AP translates into 50.0
15 Expt = 36 (42 if not hit capped)
However, this is all in theory, in practice getting a dodge at JUST the wrong time lowers your DPS a lot more than 50 AP would ever increase it.
Heilig Feb 8th 2009 2:32PM
Because 40 stam is way better for tanks. Even with stat inflation, 20 expertise only equals 30 stam. So you get more stats per slot with 40 stam. If there were a 30 expertise chant it would be a tougher decision.
AyaJulia Feb 8th 2009 2:50PM
@Heilig: As much as I appreciate a lecture on why the stam enchant is better than the expertise enchant, that wasn't my question. Move along, feel superior elsewhere. :)
I asked why it was left out. Obviously if I had a better bracer worth spending all those mats on, I would get Stam, but surely Expertise still deserves a place there among BC defense enchants.
Eum Feb 8th 2009 1:53PM
I'm rather curious about whether or not spell penetration (for cloaks) are useful for DKs. I know most of our spells are applied by melee attack, but thinks like DC, D&D and pestilence aren't.
DeathPaladin Feb 8th 2009 2:10PM
From what I've seen, spell penetration isn't even useful for pure spellcasting classes, much less melee classes like Death Knight.
Schadow Feb 8th 2009 2:45PM
I am curious if anyone has done the number-crunching to compare Armsman to Expertise on gloves. The article says "if you're absolutely secure in your ability to keep threat, you could always grab Expertise to get closer to pushing parries and dodges off the table."
Armsman gives you a bit of threat and a bit of avoidance.
What does expertise do, exactly? It helps you not to be dodged or parried, which translates to a bit more threat and a little avoidance (if you negate a parry that would have hasted the boss).
So they effectively do the same thing, but I can't imagine that 15 expertise would translate to 2% additional threat, and I can't imagine that 15 expertise would grant you sufficient parry protection to equate to the avoidance of having 10 more parry rating.
It seems to me that both enchants serve a similar function, but Armsman is the clear winner there.
Diello Feb 8th 2009 3:18PM
Wow, this article really isn't up to your normal standards.
You made no mention of which offhand rune should be used for our friends that dw. As has been mentioned, you suggest the wrong boot enchant even though the link is right there. And you somehow skip cloak enchants entirely.
This wasn't a very deep topic to begin with. They way you've written about more complex issues in the past betrays the fact that you do know what you're writing about. Why the lack of effort here?