Lichborne: The Future of Death Runes in Patch 3.2
Welcome to Lichborne, the Death Knight class column, with your host, Daniel Whitcomb, who's still wearing mourning black for AE Unholy Blight. And also because black looks awesome.I admit to being a bit underwhelmed by the Death Knight Q&A. To be fair, this is primarily because most of the things covered were already in the 3.2 patch notes, and the rest was pretty common sense stuff. However, one little comment by Ghostcrawler did catch my attention: His praise of Death Runes.
This caught me more than a bit by surprise, since, if anything, the Death Knight changes in Patch 3.2 seem tailor made to discourage the use of Death Runes, at least for Frost and Unholy.
Between the damage buff to Blood Strike and diseases, and the nerf to Scourge Strike, we have a pretty good chance of seeing people move away from using Death Runes. The major reason to use Blood Strike in both trees right now is to create Death Runes so you can use higher damage abilities on your next refresh cycle. If Blood Strike becomes the higher damage ability, it's not worth it to use the Death Runes on something else. There's a off-chance, I suppose, that you might want the Death Runes handy for an emergency use of Ghoul Frenzy, in theory, but that chance is so slim that no-one's going to want to waste the talent points in Reaping, at the very least.
Why Drop Death Runes?
Given the current state of the patch notes and preliminary number crunching, it's almost a given that you'll see most Unholy Death Knights drop Reaping come patch. Right now, everything suggests that it's going to be the smart thing to do. Scourge Strike is losing damage all around, and not only is Blood Strike gaining damage, but Desolation, the new Desecration offshoot, will provide its 5% damage boost from Blood Strike, giving even more incentive to drop those Reaping points, since you'll probably be wanting to hit Blood Strike to keep that buff up.
Here's another reason to use Blood Strike over Scourge Strike: Armor Penetration. One of the advantages of Scourge Strike in the early game is that it uses shadow damage, which bypasses armor completely. However, in return, it has a lower gross damage than similar physical damage attacks. It also does not scale with armor penetration at all.
Through Ulduar and now into the Argent Coliseum, Armor Penetration has only been climbing. It's looking more and more likely that tier 9 may be the point at which Obliterate actually climbs above Scourge Strike in damage for a well equipped Death Knight. Blood Strike is also physical, so that's, of course, one more reason to drop reaping and use those two blood runes for two Blood Strikes every single time for single-target DPS.
Now, Frost is less likely to drop Blood of the North altogether if only because it has that extra Blood and Frost Strike damage tacked on, so we may still, in theory, see some "use" of Death Runes. But again, chances are that when those blood runes refresh into Death Runes, they'll be converted right back into Blood Strikes. Frost has traditionally worked at firing off as many Icy Touches as possible, since between various frost damage increasing talents, and Icy Touch dependent proc mechanisms, it just did the most damage. Plus, the Icy Touch glyph allowed for more uses of Frost Strike.
While the latter point still stands for now, the various nerfs and changes to the Frost Tree are now suggesting that a simple rotation may now work the best for Icy Touch. Blood Fever's damage boost may finally make it worth using in a rotation, and as a result, Obliterate and Blood Strike will finally outpace Icy Touch more solidly.
What it means
It means, for one, that things are going to get a lot simpler should these changes remain exactly in place in future PTR builds. You can probably expect, for Frost, to see a very basic Plague Strike -> Icy Touch -> Obliterate -> Double Blood Strike rotation come into effect. Unholy will be similar, but replace Obliterate with Scourge Strike until Armor Penetration gets high enough. It's possible, of course, that more testing could change how we see these changes, but for now, the math really does appear solid: For the Frost and Unholy trees, Death Runes are on the out.
Right now, it would definitely be interesting to hear what Ghostcrawler has to say about the Patch 3.2 changes in light of his comments. The Death Knight Q&A seems to have been conducted before Patch 3.2 was pushed onto the PTR, so It's certainly possible that, in the meantime, he and his team looked at how to adjust Death Knights and decided that they had to sacrifice Death Runes for Unholy and Frost Death Knights.
But this does simply make single-target DPS rotations straight up far less complicated. You'll still have some variety in Frost in trying to make proper use of Killing Machine and Rime procs, but otherwise spending your runes will be a very straightforward proposition.
Unholy's biggest interesting conundrum is going to be trying to figure out if or when one should give up on Scourge Strike and head for Obliterate. In theory, a high level Unholy Build will still have those 10 points in Frost, and one can use the 3 talent points saved out of reaping to grab Annihilation, so you shouldn't have to worry about the disease-eating portion of the skill.
What Changes May Come
Of course, this is the PTR, so things are liable to change, maybe even drastically. What might change, exactly, is more up in the air. As I said, if the dev team doesn't mind deemphasizing Death Runes for 2 of the 3 trees, it may be these changes as they stand may make it to live servers with minimal adjustments. If they do want to at least make Death Runes a viable option for Unholy, they may add some secondary benefit to Reaping like they did to Blood of the North.
Of course, the Scourge Strike scaling issue will probably need to be dealt with, by Patch 3.3 if not Patch 3.2. While a removal of the current nerf might help, in theory, it would also not solve the underlying problem of scaling, so it may be that the weapon damage may need to be bumped slightly, or the extra shadow damage given a percentage modifier or a high AP/"Spellpower" damage coefficient, in order to add some more scaling to the strike itself.
Whatever they do brew up, it's probably more than likely that Death Knight changes aren't quite done on the PTR. Hopefully, we get a more stable build and a functional Argent Coliseum raid soon so we can really put the new talents through their paces. In the meantime, keep on trucking, Death Knights, and enjoy that AE Unholy Blight while you still can.
Filed under: Patches, Analysis / Opinion, Talents, (Death Knight) Lichborne, Death Knight






Reader Comments (Page 1 of 2)
Ravasha Jul 7th 2009 1:20PM
You're not the only one being underwhelmed by the Q&A. Everybody is. Each class that had one is.
Sinistro Jul 7th 2009 1:20PM
I find it strange that since they changed the effectiveness of death runes on both frost and unholy trees that they left blood alone for the most part. I haven't found any changes in the patch notes that are making me change my current blood rotation.
Robert M Jul 7th 2009 1:50PM
They have to leave blood alone, at least from a tanking persepctive.
Blood tanks use blood runes for their cooldowns, yet they are supposed to keep their blood runes on constant cooldown to take advantage of blade barrier.
If blood tanks don't have the blood runes for near death situations, they are in serious trouble, however if you don't have your blood runes on cool, you are taking more damage, so you can't exactly save them.
Death runes are extremely important for blood tanks and their survivability.
Rodalpho Jul 7th 2009 2:58PM
Actually, it's looking like the prevalent unholy DK build in 3.2 will be 3/13/55. This deep unholy build gives up scourge strike and the glyph of scourge in favor of glyphed obliterate. If we give up death runes, GCDs will become a problem and we may be forced to use unholy presence; testing is ongoing to see if that's indicated.
Also, currently on the PTR heart strike gets 20% from diseases and frost DW is performing extremely well. If 3.2 goes live in its current PTR incarnation (which it won't) unholy DKs probably won't be competitive DPS, much like frost DKs in 3.1.
Corrine Jul 7th 2009 1:22PM
I'm not sure how the Desolation change encourages the dropping of Reaping. According to the latest talent build on MMO champion, Desolation lasts 20 seconds, which is more than enough time to only use Blood runes every other cycle.
Envojus Jul 7th 2009 1:24PM
I started hating this thing. I loved when i could throw 3 hard hitting abilitys that crit for ~12k in a raid enviroment. I Love that it does magical damage. Also, i hate Armor penetration.Period. I hated it when it was released. I hated it when they buffed it. IMO its one of the worst stats EVER.Where are the classic Even though Blood does more dps i still use Unholy as a dps spec. What i like in a Deathknight is that he uses hard nuking abilities. However with patch 3.2, all the dammage will spread out...No fun...Even more no fun that they removed a clickable button. Now were going to be button bashing armor penetration stacking warriors.QQ.
t0xic Jul 7th 2009 2:12PM
I think blizz should just shorten the rotation to 1 button called "IWIN".
I got a DK free with purchase when I bought the expansion like a lot of other people. I didn't really have high hopes of the class being OP for very long, so I leveled it to 80 as quickly as possible.
I'm not really surprised that they're trying to tone down the burst DPS. You can call it a hero class if you want, but at the end of the day Blizz has to pay lip service to "class balance". I think most people understand that this balance is a myth.
Shoryu Jul 7th 2009 1:24PM
i spot a typo :)
"There's a off-chance, I suppose, that you might want the Death Runes handy..."
should be "an"
Ty Jul 7th 2009 1:34PM
Is the Blood Pact column ever coming back?
Ty Jul 7th 2009 1:43PM
or does no one here play a lock?
...
Ty Jul 7th 2009 1:43PM
or does no one writing here play a lock?
...
Endario Jul 7th 2009 1:46PM
http://www.wow.com/category/blood-pact/
Last post was just 5 days ago...
Ty Jul 7th 2009 1:54PM
i revoke my last statement
jbodar Jul 7th 2009 8:15PM
@kompressah
Because he posted about Locks in the DK column maybe? Or maybe because he could've just looked to see if there was a recent Blood Pact? People tend to not appreciate off-topic questions that could easily be answered by rubbing 2 brain cells together. Funny, eh?
Euron Jul 7th 2009 2:02PM
Obviously the writer has no real concept of how Frost dps works at this point in time, and is still about 4 months behind in his idea of Frost dps. One of the builds out for Frost makes use of both Death Rune abilities from the Blood tree and the Frost tree. Even in the new Dual Wield era that is to come Frosts heavy reliance on Obliterate will still make Death Runes a reliable option.
LilBanshee Jul 7th 2009 2:06PM
"There's a off-chance, I suppose, that you might want the Death Runes handy for an emergency use of Ghoul Frenzy, in theory..."
Or Chains of Ice, Anti-Magic Zone... not to mention the indispensible Unbreakable Armor and Bone Shield! If I didn't have Blood Tap to guarantee me a death rune, I might never be able to cast these abilities without 5-10 seconds of planning beforehand.
yokumgang Jul 7th 2009 3:13PM
The point, I suppose, is to give you that extra room for emergency abilities.
For instance, you're fighting Thaddius. Someone's stupid and doesn't switch. Tank dies. You're taking the aggro.
Normally, you might be halfway through your rotation and have frost runes on CD. With Death Runes, you can switch to Frost Presence and activate some cooldown (Unbreakable Armor? Bone Shield? I don't know that much about DK CD's, but I know that there must be at least one that uses a rune.) and keep the raid going for maybe the next 20 seconds. Then you die. But what if Thadd was at 5% and that 20 seconds was all your raid needed? That could be the difference between wiping and the raid falling apart or getting your Betrayer of Humanity off of Kel'Thuzad.
The point is, they give you versatility. As a mage, I was able to save a raid's Thaddius attempt when the tank died when Thadd was at 2%. There were 3 people up - me, an enh shammy, and a tree. Shammy dies. I pop Mirror Image, distracting Thadd and giving me the 10 seconds I needed to get him down.
Cooldowns can make or break a bossfight. Death Runes let you keep those cooldowns ready. Sure, it might be a .53243213% DPS decrease to take those points. But does it matter when you have the ability to save the day? I think not.
javert78 Jul 7th 2009 4:20PM
You know, I do wish there was some mention about death runes and how it relates to a Blood-specced DK. The article does seem to be incomplete without it.
Lokasenna Jul 7th 2009 5:54PM
It might just be me, but most DK discussions tend to forget that Blood exists. Even the 3.2 changes, so far, seem to be ignoring us - doubling IBF's cooldown hurts us a *lot* more than it does Frost or Unholy, by my understanding.
I actually had a guy turn me down for off-tanking Vault a couple of weeks ago because, he said, Blood has shit for tanking. And at least two other people in the raid backed up him on it. Idiots.
Lokasenna Jul 7th 2009 5:56PM
Oh, and as for how Death Runes related to Blood-specced DKs, well... 3.2 isn't really changing that for us at all. Obliterate and Death Strike give us Death Runes, I get to Heart Strike 4-6 times in a row before having to pop my diseases on again, everyone's happy. :)
Plus, if you're tanking, Death Strike = heals and death runes = more death strikes, blood boils, whatever you want.