Lichborne: 2009 in review for death knights

So here we are, at the end of 2009. This marks the first full year of the Death Knight class, and it's definitely been an eventful year as Blizzard's balanced and rebalanced our class to help us fit into the ranks of the more established classes. We've been called flavor of the month and overpowered. I dislike the former label on philosophical grounds but grudgingly admit that the latter label has probably been correctly applied at certain points in time. Still, overall we've definitely had the ride of our lives over the last year as the devs have worked on a patch by patch basis to get us all figured out and settled in. Lets look at each tree and look back at the highlights and lowlights.
Blood
In a lot of ways, Blood is a very underrated tree. While Unholy is flashier and Frost coasts on that whole "tank spec" myth and the dual wield thing, Blood has been a solid workhorse that many non-death knights and even many death knights don't notice.
What really crippled early early Blood DPS was the problem with the dichotomy of 21 point Summon Gargoyle beating out combined with the need to pick up Annihilation to use Obliterate effectively, combined with the problem with the early frost tree containing far too many frost-only skills, such as Glacier Rot, which was a first tier spell despite primarily buffing late tree frost talents.
This lead to some enterprising Death Knights testing out a diseaseless Blood build, and finding out it worked surprisingly well. The extra disease damage on strikes was negligible, and since diseaseless blood was almost completely physical damage, it interacted very well with all the expertise and armor penetration provided by both Blood talents and DPS gear.
Still, Blizzard's been pretty quick about squelching "alternate" play styles for the DK (Or rather, has been quick at making sure one can make full use of one's abilities and trees as a death knight), so they almost immediately started making adjustments. in patch 3.1 and following, they started making adjustments. Improved Death Strike accompanied a shift in all strikes to add more damage to the disease end and less to the initial damage end. This allowed Death Strike to take the place of Obliterate and freed up on Blood Death Knights to choose either the Blood or Unholy tree for their secondary tree. While Heart Strike lost its haste removal, it got a cleave effect (one that would later be nerfed), which allowed Blood a bit of much needed AE DPS.
This lead to an incredibly solid Blood tree that did more than respectable DPS. In fact, for much of this year, it's been the quiet powerhouse of Death Knight DPS, helped along by the fact that it does so much physical damage that it makes very good use of all the expertise and armor penetration that Unholy especially has very little use for. It's also a good choice for PuG DPSers in the new Dungeon Finder, since all the self-healing (less than it used to be, but still a formidable amount) from the spec just might help offset healers who have tunnel vision or tanks who can't keep the mobs off you.
That said, don't underestimate Blood tanking either. In 3.0.8, the Vampiric Blood tanking cool down received a hefty nerf, but in return, Blood Presence and the now defunct Blood Aura (now Improved Blood Presence) got a slight healing buff. Combine this with other choice tanking talents like Spell Deflection and Will of the Deflection, and Blood Tanks soon found themselves at the forefront of raid tanking, even being the arguable best choice for 3-drake Sartharion back when it was the pinnacle of raiding. Later nerfs have bought Blood tanking a bit closer to earth, but it's still more than solid.
Unholy
The big story of Unholy DPS has of course been Scourge Strike. When it was first established, it essentially rocketed Unholy DPS up the charts, as the shadow damage completely bypassed armor. Super stacking shadow damage bonuses (such as Black Ice) bought Scourge Strike up to incredible heights. A few nerfs by Blizzard bought it down to earth - and sent it crashing through the floor. As more raid dungeons came out and people got more and more armor penetration, suddenly Obliterate rocketed past a freshly nerfed Scourge Strike with a pittance of armor penetration that you could easily pull out of 5-man ToC. In response Blizzard bumped up Scourge Strike damage a bit, but not enough. While Scourge Strike was once again worth using, it still wasn't as good as, say, two Blood Strikes. This, among other things, lead to a rotation that completely eschewed two cornerstones of the Unholy play style, Reaping and Epidemic. It became a better idea, at least for a raid geared death knight, to simply reapply their diseases and two blood strikes every 10 seconds, because Scourge Strike was just that weak.
That bring us to Patch 3.3, in which they've introduced a new Scourge Strike which does physical damage with an added shadow damage component in an attempt to keep things balanced. As it is, Scourge Strike remained volatile even so, with the shadow damage receiving a quick hot fix nerf soon after Patch 3.3 went live. The nerf, which prevented it from critting, is considered serious enough that some Death Knights advocate returning back to the no-reaping builds of yore, but for the most part we've remained stable enough, and our DPS is at least respectable.
Of course, Scourge Strike isn't the only example of Unholy growing pains from the past year. Gargoyle and Unholy Blight also got their share of tweaks. Unholy Blight, in it's original form, was a very handy AE runic power dump that pretty much guaranteed, along with Pestilence (especially before they removed the damage component at the beginning of the year) and Morbidity that Unholy death knights would always reach the top of the charts. Gargoyle has been and remains Gargoyle. It was originally a 21-point talent, but one so powerful that Blood death knights were ignoring their own 51 point talent to grab it. This resulted in a switch up to the 51 point talent, with Unholy Blight coming down to 21. Gargoyle's otherwise remained mostly unchanged, beyond being put in melee range and being set to 60 base runic power. Unholy Blight, thought, has seen more than its share of change. First it was nerfed, then changed completely to a 30% extra damage DoT applied on Death Coil. That 30% was eventually nerfed to 10%,
I have to admit, I understand why they nerfed Unholy Blight, but I still miss it pretty hardcore. It was a nice bit of flavor.
On the tanking edge, Unholy tanking has done alright for itself despite repeated Bone Shield nerfs and the Unholy Blight change, which took away a good chunk of AE threat (Not that Death and Decay isn't more than up for the task anyway). Other than that, Unholy has remained a pretty solid tank tree, all told.
Frost
Frost is probably the least known and least understood tree. Many people still call it the tanking tree based on some preliminary Death Knight concepts that were dropped before the Wrath beta even got started. Certainly, Frost is hardly a bad tanking tree, but it isn't the only one, as many a Death Knight Blood or Unholy tank has explained in vain as they're kicked out of a PuG for a "bad" tanking spec.
Of course, Frost can DPS too, and has had its own share of issues, mostly with the struggle between 2-handed and dual wielding styles. 2-handed style managed to carve out a small niche for itself in the deep Frost tree for the first part of the year, but the focus with Frost was pretty much dual wielding.
Strangely, Frost dual wielding started out as much in the Unholy tree as anywhere else. The point of the Frost tree was essentially to grab the massive Frost damage of Howling Blast (which was then only the 31 point talent), then spent the other 39 points in Unholy to grab Necrosis and Blood-Caked Blade. Necrosis, back then, counted auto-attack damage done by the off-hand, and since dual wielding did tons of off-hand damage, Necrosis was perfect. In addition, Killing Machine was not yet on a proc-per-minute basis, meaning you could not only do good weapon damage, enough to make up for the weaker main-hand-only strikes, but you could do some amazing AE damage by churning out critical strike Howling Blasts at your leisure.
Blizzard quickly moved to prevent dual wielding from overtaking two-handed DPS by not only moving Howling Blast down to the 51 point talent, but nerfing its damage output. They also tried putting Killing Machine on PPM and nerfing Blood Caked Blade in various ways, including normalizing its weapon damage and adding an internal cool down. Dual wielding enthusiasts tried various new specs and ways to DPS, including retreating almost completely to Unholy, before Blizzard finally found their happy medium in the form of Threat of Thassarian, which provided dual-weapon weapon strikes, but adjusted downward slightly to avoid outshining two-handed DPS. So far, it seems to be working, as dual wielders can at least go forth and DPS without being laughed out of their raids.
To the Future
But seriously, if I discussed every major change to the class since January 1st of 2009, we'd be here til 2011, I'm pretty sure. There's been so many buffs and nerfs, both specific and general, whole abilities and talents have disappeared (I still think they should have just given the aura buffs to more classes instead of removing them, and I really hope we get a flashier Unholy Blight back eventually), and so on and so forth.
So for now, I'll focus on where we are now and where we're going. In Patch 3.3, it seems we've shed most of the vestiges of overpoweredness, but we aren't really too underpowered anyway. We'll see what comes up as ICC opens more and more, but for now, we really do appear to be alright. We still have those who call us overpowered, but we'll likely always have those.
But with Cataclysm on the horizon, things will change again. Between new levels, talents, and even more important, changes in some of the most basic ways that stats and game mechanics actually work, 2010 is promising to be nearly as wild a ride as 2009. Luckily, we'll still be with here at Lichborne every step of the way. Stay tuned.
Filed under: Analysis / Opinion, Blizzard, Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
hellbait Dec 29th 2009 3:12PM
loveit. and i still love my blood tanking!
Andrew R. Dec 29th 2009 3:23PM
Your Obliterate link gives you the Annihilation tooltip instead.
K Dec 29th 2009 3:40PM
I really, REALLY miss the old Unholy Blight too. By far the best AOE spell ever.
And I hate Blizz for destroying 2H Frost... It was the only fun spec that was left after all the nerfing.
Yeah, I'm QQ-ing, but I really want Blizz to bring back the flavor to the talents with the Cata talent revamp. DKs are just so damn boring now.
Stone Dec 29th 2009 3:55PM
Dks were fun?
Eisengel Dec 30th 2009 5:34AM
I agree. It seems a lot of the flavor of Unholy was completely washed out in favor of numerical shifting and balancing. I liked the idea of just stacking up a big crowd of mobs and weaving a bunch of small effects together to produce a huge amount of overall damage. Applying diseases, spreading them, sequencing BB and strikes... it was a lot of fun, unfortunately the other trees had different focuses (like large single physical strikes), and got just too much benefit from all the little interlinking buffs Unholy had.
Loss of the playstyle and flavor of the specs I like makes me a saaaad panda.
Phil Dec 29th 2009 4:07PM
My DK was my main for a really long time, up until the Unholy Blight nerf. I played as a Unholy Tank, and man could I generate some serious threat as a Unholy Tank. Granted it was over powered I admit, but the ease of threat generation was pretty great. After they nerfed unholy blight I really didn't feel like learning new rotations or anything to be a decent DK tank anymore. So i went to my pally being my main as a tank, however recently I decided to give the DK another whirl and I am trying Dual Wield tanking just cause I like the concept of it, so far its going pretty well. Threat generation is sometimes a issue with these way over geared dps blasting to hell as soon as a enter a instance, but im getting better at it.
Sorano Dec 29th 2009 4:20PM
Is 2-handed Frost still viable these days?
I did the starting area and very much enjoyed it, but never leveled a Death Knights since other alts got in the way. In my head I always imagined a DK to have a big 2 handed sword and wielding Frost magic.
Daniel Whitcomb Dec 29th 2009 4:30PM
2-handed Frost is pretty much dead in the water these days, at least at the raid level. The Dev Team has decided (wisely, I think) to focus on getting dual wield viable in one tree, and the tree they chose was Frost. If you want to do competitive 2-handed DPS, you need to go Blood or Unholy.
Steerpike Dec 29th 2009 4:33PM
compared to DW Frost dps no, 2h Frost dps is no longer viable. It is still viable to use a 2h weapon for Frost tanking, but DW frost tanking with slow/slow weapons generates more threat and has better EH.
K Dec 29th 2009 6:21PM
You speak of "wisdom" here?
Dual-wielding should have never been enabled for DKs. It screwed the balancing completely, killed 2H frost and is just damn silly. Blizzard shot themselves and the players in the leg with it.
/bawwww
Sunaseni Dec 29th 2009 8:26PM
If DKs couldn't DW, it'd be pretty damn stupid when a one-handed axe drops (again) with no rogues in the party. What the hell else are you gonna do with it, give it to a hunter? The fact is, DKs dual wielding is necessary to spread around loot options. Rogues already have an exclusive claim to daggers, they don't need exclusive claim to slow one-handers as well.
Besides, no one ever said DKs in lore can only use two-handers.
K Dec 30th 2009 5:54AM
Never thought of the fact that perhaps there are so many 1H axes because DKs CAN dual-wield at the moment? Blizzard balances loot around classes, not classes around loot.
Thats some broken logic you've got there, pal.
Rhabella Dec 29th 2009 4:32PM
"I still think they should have just given the aura buffs to more classes instead of removing them"
More intelligent words have not been spoken concerning the 2 majors components that hit the servers with Wrath...deathknights and "bring the player, not the class"
Shadow Priests are already healing based on their damage, they should have changed that to a healing aura for the raid based on the damage done like the old improved blood presence, and then shared it with affliction locks.
The whole life stealing thing has always been a definign characteristic of the shadow classes in WoW, and I was hoping for a little love the other way instead of removing the aura altogether.
The unholy movement buff needed shared with paladins and maybe another melee class like the enhancement shaman. I know sharing these buff with more classes could have proved problematic when designing encounters because the devs would then have to expect the raid to have them, but they were cool buffs and I'm a little sad they axed them instead of sharing them.
Hoggersbud Dec 29th 2009 5:19PM
Ow, some of the errors in the article are painful, please get a proof reader.
But seriously though, blood underrated? I think it's the exact opposite. Especially in 25 man raids with 3-5 DK's....convincing one of them to have an unholy spec to increase everybody's DPS is hard.
Not that it'd hurt their DPS, they would probably do just as well.
And then there's the folks without DRW. I suppose it might have been viable when UB was decent amounts of damage, but now?
No thanks.
Wisakedjak Dec 29th 2009 5:26PM
If you folks need a proofer / editor as badly as the above makes it seem, I've got some free time.
Isendre Dec 29th 2009 5:46PM
"...but adjusted downward slightly to avoid outshining two-handed DPS. So far, it seems to be working, as dual wielders can at least go forth and DPS without being laughed out of their raids."
I implore you to play frost sometime.
Rifter Dec 29th 2009 6:16PM
Hmm, I still 2H frost tank and 2H Blood DPS. Though, my blood build is also used for solo. I have 1 pt in blood tap that has saved my bacon MANY times. It is the 1 point I use that reduces my DPS a bit.
Frost, just has mitigation. I have never viewed Blood's healing to be greater than frost's mitigation for tanking.
HB + D&D means I can do great amounts of AE threat. Plus, rune strikes. As my avoidance has gone up, my RS become available FAR more often now, so I can use them often.
BigAlien Dec 29th 2009 6:19PM
No mention of the much-missed (at least by me) zombie mode (aka Shadow of Death) from the Unholy tree. I used to love that!
Or the criminal removal of ghoul voices.
He used to like the shiny so much...
DeathPaladin Dec 30th 2009 12:02AM
I always preferred "Sale...here..." The ghoul was smart enough to pretend to be a vendor in hopes of getting easy brains.
Lotharic Dec 30th 2009 9:43AM
Well, the one hand weapon drops rarely give us the right stats we need, str and stam, most are agility items so their buffs for us are negligible. Take out the agility on some and add in some strength so a dw tank can actually get the most out of em.
The dodge nerf hits the dk tank hardest in icc. Has anyone actually seen a DK tank in icc yet? Druids at least have massive stamina for the big hits there, after the dodge nerf, what about dk's? I think that debuff directly hurts only DK tanks and so far, i havent been allowed to tank there because of it.
How about a dk buff for inside called the Shield of Morgraine giving us a slight sheild block value to our parries or for a dodge, for what little dodge rating we have left inside.
Next apoint was hit, the massive dps that start blasting away. Blizzards threat nerfs have caused more problems to tanking. trying to hold threat against a mage or hunter, or even worse, a melee doing 5-7k dps in a heroic 5 man. Nerf threat again Blizzz, that way dungeons can be a free for all spaz fest with npc's that run all over just hitting anyone in the group. makes the game more exciting. Dont forget to mix high dps with low gear score tanks in dungeon finder, to make this even more of a gambit...