Lichborne: The care and feeding of pets

While we're not strictly a pet class, per se, no-one can deny that we probably have the largest menagerie outside of Hunters and Warlocks, depending on how we're specced. It could stand to be a bit more diverse (where's my glyph of the geist, Blizzard?), and it could stand to smell a bit nicer, but it does the job quite admirably. As a long time lover of the use of death knight pets, I've decided that this week is as good as any other to take a peek at those pets, both the common and the talented.
Ghoul
The Ghoul is the mainstay of our menagerie, and while only unholy death knights can have it out all the time, other specs should probably not scoff at it. It's a very decent chunk of DPS if you can keep it alive and out of harm's way. Here's a few simple tips for maximizing ghoul use in PvE:
- Ghouls do gain proportionate stats from you, no matter what the spec, including things such as haste, so they're a lot deadlier than you might think.
- They can also be buffed the same as a player, and do benefit from group buffs. With that in mind, they appear, last I knew, to benefit from Unholy Presence but not Blood Presence. Of course, the gain probably still isn't enough to justify switching to Unholy Presence for DPS on that alone.
- Ghouls are pretty picky about hit rating. While you can probably get away with 7.99% hit rating on your own, that rounds down to 7% for them. They also get no benefit from the Draenei aura.
- You can throw a pet snack at a Ghoul to give them a buff, as undeath appears to have dulled their tastebuds. Every little bit of DPS helps, and that can be a quick and easy way to squeeze out some more, especially if you have cooking. Of course, this tip is probably only really applicable to permaghouls, since keeping yourself in snacks if you have to resummon your Ghoul all the time could obviously get expensive.
Army of the Dead
Army of the Dead is changing a bit next patch, as it will have a cooldown slashed in half. With that in mind, it's probably even more important to get an idea on how it works. Currently, many DPS death knights argue that it is worth the 6 lost seconds of attacks to summon it for a DPS boost. That said, there is one major rule you must always, always keep in mind when looking to summon Army of the Dead: They taunt.
If you're in a battle where positioning is important, especially if the mob has a cone or frontal AE attack. Even if it doesn't, your tank may still be a bit annoyed if the monster runs away from his grasp constantly. In other words, you need to know your mobs. Know when it's okay to have all these crazy little things running around taunting willy-nilly, because if it's not okay, it can lead to a wipe at worst, and likely a pretty grumpy group either way.
That said, it can still be worth it. One thing to note is that they don't taunt boss level mobs, so on straight tank and spank battles or battles with no adds, you're probably free and clear to use them. Just be aware that any adds will probably be tauntable unless they are immune to all taunts, so you may not want to risk it on add battles where the position of the adds is important.
There is one workaround to the problem of attacking adds, but it is somewhat unreliable. If you have a permaghoul, the Army of the Dead should actually listen to its commands. So you direct them to attack a single target, such as a raid boss, and hope they leave the single adds alone. That said, they seem to be slightly unreliable in how often they listen, so exercise caution either way.
In short, there's three things you should know about using Army of the Dead. First, you need be aware of the taunt. Second, you need to be aware of the fight mechanics so you can judge if it's safe to use. Third, you need communicate with your group leader and/or tank to make sure they're OK with a bunch of taunting fools running around the battlefield messing up positioning.
Gargoyle
The thing to remember about the Gargoyle is that he's summoned with stats based on a snapshot of your stats at the time of your summoning. Since he can't be buffed otherwise, it's wise to make sure you're fully buffed when you summon him. If you have a quick buff potion, drink it down. If you have a shaman in your party, wait until he casts Heroism (or Bloodlust as the case may be). If you have a usable trinket, activate it. If you want, you can even wait for any buff procs you have to go off. Gargoyles are pretty easy to manage now that they have a flat runic power cost and a flat summoned time, but you can still buff them up quite a bit. Still, sometimes it gets a little bit hard waiting for the stars to align, and if you end up waiting 2 minutes for that perfect proc and buff alignment, you'll probably be losing on overall DPS, so be confident.
Dancing Rune Weapon
The Dancing Rune Weapon for Blood death knights is much the same. You'll want to be as buffed as possible before you summon it for maximum DPS. In addition, it's a good idea to have a few Death Runes ready to go. If you can immediately refresh diseases and tear out 4 Heart Strikes in quick succession, you'll get the best bang for your buck on the DRW, since it mirrors your basic attacks. Finally, it's worth it to note that the DRW does appear in front of the person you target when you summon it, which can be a pain when it appears in front of a cleaving boss or monster. The best way to get around this is to in fact target yourself when you summon the blade. You can see our basic macro guide from a few weeks ago for an example of how to macro this.
Know When to Hold 'Em
Of course, with all this timing to worry about, sometimes you may despair in getting out your stuff on time. Sure, it'd be great if suddenly the stars aligned, your greatness card procced, the shaman cast Heroism, you chugged a speed potion, and sent out your Gargoyle and Army of the Dead to wreak havoc on the boss just after he hits phase 2. But sometimes it doesn't work that way. You're not made of gold, so you can't constantly chug speed pots. Your shaman burned Heroism on a dumb trash pull. Your card just does not seem to want to proc. Hey, it's fine. Sometimes it's better to get your pets out under less than ideal conditions than to let their cooldowns sit idle. Just use your judgment and have fun, and the zen of using death knight pets will open unto you.
Filed under: Analysis / Opinion, Tips, Guides, Talents, Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
Death Knight Nov 12th 2009 1:13PM
Cant wait for 3.3 so I can finally go unholy
Markco Nov 12th 2009 4:25PM
Excellent Article! I'm going to recommend this to inquisitve death knights as there are several really important items discussed in here such as gargoyles and DRW taking a snapshot of your stats on creation.
Markco of http://justmytwocopper.blogspot.com
tankerheal Nov 12th 2009 1:16PM
There's an undocumented change on the PTR reducing AotD's cast time to 4 seconds.
Torlaz Nov 12th 2009 1:23PM
All pets in the game should have some customization added in.
- Give DK/Warlock pets a glyph slot (in their pet details window to change their appearance/skin)
- Allow Hunters the ability to cosmetically armor their pets through details window
If Torchlight has taught us anything it's that pets are much more fun when they have a bit more interactivity/customization
.. now if we could just convince them to add pet bags and a button for pets that sends them to town for 2-5mins to sell junk ;) j/k
Ametrine Nov 12th 2009 1:33PM
WTB [Glyph of the Geist].
DeathPaladin Nov 12th 2009 1:50PM
"button for pets that sends them to town for 2-5mins to sell junk"
Step 1: Become a Crusader (exalted with all city factions and Argent Crusade, champion all cities in the tournament)
Step 2: Gain 150 Champion's Seals (you can get 10-14 per day running the Tournament dailies, so should take about 2 weeks)
Step 3: Buy a pony for your Squire
Step 4: ???
Step 5: Profit
Volkrin Nov 12th 2009 2:09PM
It would be kinda cool to be able to switch up your pet's appearance. Maybe you could get a glyph that turns your gargoyle into a banshee, and gives it a silence to cast, that way it'd be both a cool cosmetic thing and a decent PvP glyph. Maybe a ghoul to geist glyph could increase it's haste or something.
Lol Nov 12th 2009 1:43PM
DK's need their pets removed altogether. They are totally unnecessary and gnaw has unequivocally replaced Kidney shot as the most hated ability in WoW because of how unnecessary it is.
Glyph of the Ghoul is the equivalent to multiple talent point investments by Warlocks and Hunters, which is insane, and Gnaw, being a 6 second stun for a class that decimates cloth strictly with white damage crits.
So, specifically speaking: Gnaw+Hungering Cold+Mind Freeze+Strangulate+Death Grip+Chains of Ice = OP in PVP.
And before anybody says crap about the build needed to do this, even trinketing out of one of these leaves you defenseless regardless.
And the ability to pop out another ghoul whenever you can finally burn through one is ridiculous, as well.
I won't go so far as to say that DK's are OP, but I will state that the basic design of a Plate Caster to begin with is OP, instant cast range spells that crit for 6K are OP, incredible Defensive CD's are OP, and then throwing multiple pets/guardians out at once is OP.
And no, I won't ever stop saying this, not until I get a glyph that replaces half of my Demo tree, too.
dabreeze Nov 12th 2009 2:06PM
Gnaw is a 3 second stun on a 1-min CD. Not quite KS.
I'm pretty sure you could rack up an equivalent list of "OP" abilities for any class (including yours). The only thing I agree on is that DKs can rez their pet too easily (oh wait, don't warlocks have Fel Domination?).
grizz Nov 12th 2009 2:30PM
locks blasting me for stupid amounts while im running around like an idiot with a skull above my head makes me not care if they don't like the few times my ghoul gets the jump on them
RHINO Nov 12th 2009 4:16PM
Yeah, except that most DK's actually have Mind Freeze Keybound. Shut out the Fire School, kill the warlock.
Which is why I'm 2200 in my first season of 5v5 Arena and I haven't seen a warlock in my BG since I broke 2K.
You can't give the majority of classes passive resistances and long CD defenses then have one class that, if you know how to mash buttons in a specific order, a clear-cut edge in nearly every encounter against anybody.
Yes, we can't 2-shot people like a lock. But if the lock is able to 2-shot you in 5's, you are absolutely doing it wrong.
DeathPaladin Nov 12th 2009 2:02PM
I'd like to point out that Dancing Rune Weapon is not in any danger if it gets summoned in front of the boss, since it is not targetable. The reason you summon it next to yourself is because as DPS you won't have enough expertise to be unparryable, so you may not get as much DPS if you summon it in front of the boss. The tank may also take a bit extra damage if the DRW gets parried and resets the boss's swing timer.
That said, I have learned the joys of casting Hysteria, Raise Dead, and DRW in quick succession. It's suitable both for opening up on a boss for starting burst, or finishing a boss fight with a quick DPS burn. With everyone gearing up the way they are, it's starting to get to the point where my Nexus pugs kill Telestra before the second split more often than not.
WB Nov 12th 2009 2:17PM
"One thing to note is that they don't taunt boss level mobs [...] "
I'm not 100% sure on this. I've had several bosses, including Xevozz, Cyanigosa, and others, see wipes because AotD is dropped and the boss starts spinning around in circles standing still rather than staying on me (the tank.) I've watched the boss' target change to AotD each time...
If you're a DK tank those taunts might be keeping the boss on you but as a warrior tank I've had a bunch of issues where the last few seconds of the fight went FUBAR 'cause of AotD.
grizz Nov 12th 2009 2:27PM
boss level mobs meaning raid bosses, five man "bosses" don't count as boss level
WB Nov 12th 2009 2:31PM
Ah! ok...
I wasn't making the distinction.
Rhabella Nov 12th 2009 2:37PM
Lichborne Question…
If you are looking at 2 handers of equal itemization level and one has agi with AP and the other has flat str, do you ever take the agi weapon in tanking?
I ask this because when you are looking at items with very similar stamina, there are NO 2 handed weapons with avoidance on them, so taking the agility would boost your avoidance, and the ap would help with threat, though not nearly as much as a pure str weapon with the scaling factors.
The new Quel’Delar weapons had me curious…
Quel'Delar, Might of the Faithful
Heroic
Binds when picked up
Two-Hand
Speed 3.60
769 - 1155 Damage
(267.2 damage per second)
+164 Strength
+164 Stamina
Durability 120 / 120
Requires Level 80
Equip: Improves haste rating by 91.
Equip: Improves critical strike rating by 99.
Compared to
Lightborn Spire
Binds when picked up
Two-Hand
Speed 3.20
684 - 1026 Damage
(267.2 damage per second)
+144 Agility
+144 Stamina
Durability 120 / 120
Requires Level 80
Equip: Increases attack power by 191.
Equip: Improves critical strike rating by 103.
Equip: Increases your expertise rating by 84.
I know these aren’t exactly the best examples with the stamina disparity, but even on a DK, that much agility is about 1% dodge I think and the expertise would be much better for tanking compared to the haste.
Are druid tanking weapons, generally speaking, more advantageous for Deathknight tanks over pure DPS weapons of the same iLvl?
Rhabella Nov 12th 2009 2:45PM
One more thing…
I know I would appreciate and think many others would as well an “Army of the Dead for Dummies” post where you point out times when it is a good idea to use them and a good idea when it is not.
I hate when a DK pops army on a dragon whose tail swipes can cause issues, or where positioning is important like Ingvaar and prevents the melee DPS from staying behind him during smashes.
The other day in HVH, we drew the voidwalker and, as the healer, I asked the DK’s to pop Army on him and one said no. I let him die and then told him not to pop in on Cyanigosa, and when he did, I let him die again. It would be great to direct the DK asshats to a great post concerning army use, especially with the cooldown being lowered so that the class doesn’t maintain the huntards of Wrath label they have gotten when there are very good DKs out there who have no reason to be labeled that way.
DeathPaladin Nov 12th 2009 2:57PM
One thing to keep in mind as a Death Knight tank is that you get 1 parry rating for every 4 strength. Strength = Parry was a Blood talent in Beta, but it was made baseline very early on because it is that necessary for DK tanking.
So for avoidance Quel'Delar will give you 41 parry rating without any buffs (probably about 0.8% using the quick and dirty math of looking at items with parry rating on wowhead). With Blessing of Kings, that'll go up to about 180 strength, which translates to 45 parry rating.
tankerheal Nov 12th 2009 3:00PM
Use the +agi weapon for avoidance and the +str one for threat.
Bryterside Nov 12th 2009 2:41PM
Makes me want to try Unholy again.