Lichborne: A death knight primer for tanking 5-man dungeons

Welcome to Lichborne, the weekly death knight column. This week, your host is in a bit of a tanking mood. Those Emblems of Frost don't earn themselves!
So when the Dungeon Finder came out, it was pretty cool even for DPS. A 10 minute wait for a DPS slot for a 5-man dungeon is pretty insanely awesome. If nothing else, it was certainly faster than the old way of sitting in Dalaran for 2 hours picking your nose and watching the LFG channel.Now that the dungeon finder has been around for a while though, things are getting a bit stickier for DPS. My server averages around 15-20 minutes for a level 80, and I've heard some battlegroups are up to 30-45 minutes, even at prime time. To make matters worse, tanks and healers can continue to boast instant or near-instant queues almost everywhere, leaving the poor DPS green with envy.
Now technically, this is how it's almost always worked. Tanks and Healers get groups pretty quick, DPS has to wait around. And all told, the dungeon finder system is still pretty cool, and you still get a group faster than the old way. That said, now that we've had a taste of true power, I'm sure we're all loathe to lose it. Luckily, death knights have an out: We can go tank.
Whether you're a DPS DK considering going tank for shorter queue times, or a 5-man DK tank newbie looking to up their game, this column's for you.
Talents and Specs
The death knight tanking spec in itself is a mysterious concept to many. There's those who hold on to the outmoded pre-Beta idea that Frost is the only viable tanking tree. There's those who assume that "DKs can tank in any tree" means they can tank in any spec. We know the truth. You can tank in any tree, but you really need a specific spec to tank.Luckily, dual speccing makes it much less painful for most of us to tank on a tanking spec (Sorry PvP and PvE DPS specced death knights, though, you need to make a choice).
The start to a good death knight tank spec is 5/5/5. That's Blade Barrier, Toughness, and Anticipation. These are three basic defense skills that will start you off on the right foot to survival. Sure, every once in a while someone will put forth some esoteric spec that skips one or more of them for some strange reason, but those builds almost never last more than a patch, if at all. Besides, we're just trying to get in shape to tank 5-man PUGs, not reinvent DK tanking, so let's stick with the basics and start with 5/5/5.
Once you got that in place, move up the tree of your choice, grabbing the defensive talents and cool downs. Don't forget a few DPS talents too, you'll need to be able to hold threat. Of course, while basic tank builds, from my way of thinking, are pretty intuitive, it doesn't hurt to spell it out too. Here's a look at 3 possible builds, one for each tree.
This Blood tank spec gives you most of the bells and whistles of Blood, while also delving into Frost and Unholy for some extra slowing power on Icy Touch and a cool down reduction for Death and Decay. With this build, you'll have solid single target threat, and Spell Deflection will let you laugh in the face of casters. You'll be slightly weaker at AoE threat than the other two trees, but your Blood Boil and Death and Decay will still be potent. You'll also have extra self-healing from using Death Strike as your main Frost/Unholy strike, which will help if you drew a lackluster healer. Of course, in return, you won't have as much purely reactive damage soaking ability as the other two trees. Even Vampiric Blood requires you to be healed to reap the full benefits.
This Unholy spec starts by delving into Blood for some extra threat help and Frost for the extra Icy Touch debuff. Building up the Unholy tree, we focus mostly on getting AE threat tools, grabbing the requisite defensive cool downs as well. I ignored Reaping just because you'll be using those Blood runes for Death and Decay, Pestilence, and Blood Boil. Some would argue that one should clear points out of Desecration and Wandering Plague and finish out Desolation instead. Admittedly, there's a lot to be said for this argument at the raid level. That said, I do like having the extra debuff of Desecration at a 5 man level to wrangle in runners, since you won't always be able to trust your DPS to take care of them, and you may have a hard time keeping Blood Strike in your AoE rotation to keep the Desolation buff up anyway.
Unholy has slightly less pure defensive power than the other groups at lower gear levels, although Bone Shield gets a lot more powerful the more avoidance you get. It also has some amazing AE threat, and Ebon Plaguebringer will make any smart caster DPS you pick up love you forever, especially since you can spread it to multiple targets so easily.
For 2-handed Frost Tanking, try this build. Frost is actually a pretty amazingly nice build for absorbing damage, between things like Frigid Dreadplate and Improved Frost Presence, you'll absorb a lot of extra damage without even trying. Hungering Cold is great emergency snap threat and crowd control, and Howling Blast adds another nice bit of AE threat gathering. The downside to this build is that you don't bring as much group utility as Blood and Unholy. But then again, most PUG groups are just going to be happy there's a tank around.
Now, I honestly would caution against trying to do dual wield tanking until you are very well geared, but if you insist, you can take points out of Morbidity, Two-Handed Weapon specialization, and Merciless Combat to grab Threat of Thassarian and Nerves of Cold Steel pretty easily.
As far glyphs go, I've added glyphs to all three links above, so you can get a general idea of what to chose from those links. I should note that while I gave every spec the Death and Decay glyph, a lot of death knights at higher gear levels will pass on that one, especially since it's less than useful on single-target fights. I've included it in these builds because we're talking PUG 5-man tanking, which presumes you'll be mostly AEing down all your trash. In that case, that extra 20% damage on your main AE threat ability is a very nice buffer when you're starting out as a tank.
Gear
Once you have your spec figured out, you'll need to get geared up. The first rule of tank gearing, at least until Cataclysm comes out, is pretty simple: Get 540 defense skill. This will get you immune to all critical strikes at level 80. Now admittedly, you only strictly need 535 Defense skill to get to uncrittable in heroic dungeons, but getting to 540 is good practice for raid tanking (If nothing else, you may want to move on to PUG Vault of Archavon raids somewhere down the line, right?), and the extra defense skill still provides dodge and parry.
Most of the gearing advice you need for starting out in heroic dungeon running you can find in back issues of Lichborne, so I'll go ahead and summarize what to look for in those articles here. You should be able to pick out gear from these articles that'll get you started on heroic tanking easily enough:
- This article summarizes basic defense gear for the fresh level 80 Death Knight tank. It should be useful to find some quick and dirty upgrades as you start your tank career, although some of them will be a bit low powered for the harder heroics.
- This article discussed pre-raid defense gearing back before Patch 3.2, but it's still a handy list for what to look out for in heroics.
- Both of the above articles were written before Patch 3.2 and the Crusader's Coliseum, so you'll want to check out our Crusader's Coliseum death knight tank gearing guide, since that stuff will almost always be superior to the gear mentioned in the two articles above.
As far as what quality of gem to use, it depends on the gear. Once you're grabbing Emblem of Triumph and t9 tank gear, I'd strongly recommend investing in epic gems, but anything lower than that, you can get away with blue, maybe even green if you expect you'll upgrade it once or twice more before replacing it with t9 or a raid drop. Rotation Basics
As a PUG 5-man tank, you'll find that just about any group just wants to blast groups over as quickly as possible, willy nilly. Therefore, it's going to be to your best interest to establish AE threat as soon as possible.
First things first: lay down Death and Decay. Yes, even you, Unholy death knights. I know you want to get your Ebon Plaguedown first, but the fact is, your DPS is not going to hold back. They're going to start unloading on whatever target they please, and you'll want to have the threat to keep aggro right off the bat. Use the high threat move first, then spread your diseases. In other words, your first set of runes should be spent something like this:
Death and Decay->Icy Touch->Plague Strike->Pestilence.
You'll now be doing continuous damage to the entire group, enough that you should at least have locked down against incidental damage and light healing. With your next set of runes, you can bring it all home. If you can manage to do it without losing threat, tab over to a new target. Hit your Frost/Unholy Strike (Scourge Strike for Unholy, Death Strike for Blood, Howling Blast for Frost), hit a Blood Boil, then hit a pestilence to spread the diseases again. Since you tabbed to a new target, you'll have refreshed the diseases on your original target as well.
The basic rotation above will get through pretty much every AE battle. Then you just need to learn to weave in basic defensive cool downs and runic power dumps, and you're set. Your basic single target DPS rotation should work fine against bosses.
Other Tips
Of course, part of being a tank is staying aware and adapting to circumstances so you can keep your group members alive, so it's good keep on your toes. The first thing you should do upon zoning into a new dungeon as a tank is to make sure your Frost Presence is on. I know that seems sort of like newbie stuff there, but you'd be surprised how often you might forget, especially if you are switching between DPS and Tank specs a lot. Frost Presence makes up a good portion of your survivability and threat, and if you don't have it up, your group will suffer, if not outright wipe.
Beyond that, learn to adapt and use positioning to your advantage otherwise. If you're still running as a DPS, observe where other successful tanks are pulling and positioning stuff. Chances are, that spot might be a good spot to pull stuff when it's your turn to tank. When deciding on a pull, try to position your Death and Decay such that it hits as much of the group as possible to better establish initial aggro. If there's a caster in the group, LOS him or use Death Grip or Strangulate to pull him right onto the Death and Decay. Have Blood Tap handy in case you need an emergency Death Rune for your major tanking cool down.
Also, don't be afraid to lead. Even if you aren't technically assigned the leader slot, chances are you'll be the defacto leader, setting the pace of the pulls and whatnot. If you see a way to make things more efficient, put it into effect. If you're having trouble keeping aggro or staying alive because DPS is all scattered willy-nilly, start marking targets and setting kill orders.
Once you have all of this together, I also might encourage you to try a few test runs with patient guildies or even on a normal dungeon in dungeon finder. That way you can practice your new tanking skills in a friendlier environment, or at least one where it's easier to recover if you lose control for a second. It takes a little preparation, but if you can pull all this off, the emblems will roll in that much faster.
One last tip: Don't believe the hype. Death Knights are good, solid tanks right now. Yes, we take a little bit more damage in 5 mans because of lack of block, but it's far from unmanageable. Yes, there's bad Death Knight tanks out there, but no more or less than any other tanking class. I think my worse tank in a Dungeon Finder PUG thus far as has been a paladin, with the best being an Unholy death knight. Still, we're the new kids on the block, even if we are over a year old as a class. For that reason alone, you'll probably meet some people who are inclined to dislike death knight tanks. Look at it as an opportunity to prove them wrong.
Filed under: Analysis / Opinion, Tips, Instances, Guides, Talents, Death Knight, (Death Knight) Lichborne
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Reader Comments (Page 5 of 6)
Mopo Jan 12th 2010 3:44PM
As far as I know you are not able to get def capped from res gear... You will probably not survive in PVP gear tanking heroics.
Barinthos Jan 12th 2010 3:55PM
If the healer and DPS can make up for the tons of crit hits he'll be getting then it's possible in the normal heroics. But if you tried to run the IC heroics with gear like that? You better have a healer that LOVES going OOM every fight. The heroic IC dungeons are not your average heroic...especially HoR(even after the nerf).
nikdaheratik Jan 12th 2010 4:13PM
You get more than enough anti-crit from resilience to not be crit at all. The problem is the lack of avoidance due to there not being any dodge/parry/miss on pvp gear. It would be okay on the easy heroics, but I wouldn't want to tank HHoR in pvp gear. It would take very good DPS and a pro healer to get through that, and probably alot of wipes. Of course, that can be true for most non-raid geared tanks in that instance anyways.
Kylenne Jan 12th 2010 7:03PM
I sincerely doubt any healer is feeling dumb dropping a group with you "tanking" considering on most battlegroups healers wait only slightly longer than tanks. You are vastly overstating your awesomeness if you think that hot mess you've got going is keeping your pugs successful. It's the pro, overgeared healers picking up your slack. And you have been damned lucky in that the majority of the healers who are pugging nowadays *are* pro and overgeared.
What you're doing is tantamount to requiring healers to be overgeared and extremely skilled in order to PuG with you. People like you cause healer shortages. Why? Someone new to healing is not going to have the gear to not go oom after every pull healing your squishy ass, nor will they have the experience to know how to heal that. And then you get shitty DPS who inevitably blame them for the wipe instead of the fail tank who's having "fun" with his jacked up hot mess of a gear set and/or spec, and then you get one more person who gives up on healing.
This post, in a nutshell, is why people hate DK tanks.
Arbitor Jan 13th 2010 12:02PM
@Kylenne
Yet I haven't been downrated into oblivion?
Look, the bottom line is, I'm getting as many heirlooms as I need in triple the time it would take me normally.
And If I do go back to my dk, then tier 9 is a couple hours play time away. (Only have 2 pieces atm).
Yes if I tried this when wotlk came out I would've had my ass handed to me, but are you really implying that I shouldn't be tanking in sub-par gear because the healers in the game right now are vastly over-geared for heroics?
Sorry, but I don't see the problem here.
No one is suffering, apart from maybe some mental anguish when they think the group is gonna be fail. (Remember, they're wrong ;)
nikdaheratik Jan 12th 2010 4:10PM
I've been tanking as a frost DK and it's great for snap aggro. One thing I think the article forgot to mention is Glyph of Howling Blast. If you spec with that than you can skip pestilence for most group pulls and just open with a DnD->howling blast and a blood boil. Granted, it's only one disease per target instead of two, but in my experience if you have a good AoE DPS group, the trash usually dies before you can get into the 2nd disease rotation anyway.
The boss pulls are the same as for all DKs though: icy touch->plague strike->blood strike then the UH/FR attack (which is obliterate for frost).
Åfterlife Jan 12th 2010 4:19PM
Hey, thank you very much! :)
Arbitor Jan 12th 2010 4:26PM
@nikdaheratik
Yes, thats what I assumed.
The resilience rating in my stat window noted that it "reduced my chance to be critically hit by 7.21%", not just by players but by everything.
The damage reduction notes that it only reduces damage done by players, this leads me to believe that it is very much possible to be crit immune from pvp gear.
Also, as long as I'm crit immune and have a decent amount of health (Will get even higher with the new season coming out now) I don't see the problem with tanking heroics.
Its fast, easy.
The healer doesn't have to blow through all their mana every pull, I have never stopped for a mana break ONCE during my time tanking HCs, although this is likely due to my battlegroup having a high number of rogues, druids, paladins etc. dps that don't need to MB, but you get my point.
No I can't tank IC HC instances, I tried once, it was messy.
The healer was a bit under-skilled as well anyway but I don't think I shall be trying again.
Unfortunately my dps gear is easily tuned for ICC 10man, so its very possible that one of the IC HCs pop up.
But all that calls for is a quick apology, along with a GL and goodbye.
Finally, no I'm not Expertise capped either, but as I've said, I have run into very little trouble with threat or survivabilty, in a pve dps spec.
Arbitor Jan 12th 2010 4:27PM
Eh crap, meant to reply to my own comment.
FU comment system, FU!!!!oneone!
Moskau Jan 12th 2010 4:38PM
would anyone like to help explain why my DK tank with 2308 WoWHeroes score has under 30k health? I mean I'm kissing it at 29991 health, but I really think it should be higher. It says I can tank Ony, but I'm not stupid or such a masochist to try with such low health
Squeegy on Elune server US if anyone cares enough to look it up
Khelvanor Jan 12th 2010 4:54PM
Moskau,
The answer is that you're trying to gem and enchant on the cheap. Switch out the rare blue gems for epic blue gems. Get Frosthide Leg Armor on those legs. You should have the +40 stam enchant on your bracers.
The only thing holding you back from having the appropriate amount of health is you.
It's an age-old thing in WoW that players don't want to properly gem and enchant gear that they're likely to be replacing real soon. However, if you want to tank more than simple 5 mans, you're going to have to pay the piper.
Honestly, I don't know what the big deal about getting epic gems is anyway. Surely you've been getting Stone Keeper Shards while your faction has Wintergrasp? Turn them in for Commendations for 2K honor. Go buy the gems for 10K honor each. Or better yet, run Wintergrasp every so often.
You're right. You should be able to tank Onyxia. Ironically, you're the only reason you can't do so.
Barinthos Jan 12th 2010 4:56PM
Taking a quick look, you're missing 3 enchants. Get the Frosthide Leg armor for your pants, Greater Stamina for bracers and if you still want HP get the Heavy Borean armor kit for the gloves.
Shaverdian Jan 12th 2010 4:51PM
Just curious, but is it alright to tank using frost without dual wielding? I think I'd enjoy that much more than dual wielding, and would like to give it a chance to see how it works.
Barinthos Jan 12th 2010 4:58PM
Yes, any tree for DKs can tank with a 2H weapon. Just don't get Nerves of Cold Steel or Threat of Thassarian and instead put them in blood for the 2H weapon spec and anything else that interests you for 2H tanking.
Cor Jan 12th 2010 10:40PM
Tab targeting tip: I mapped the Next Target to my forward mouse wheel and Last Target to the backwards mouse wheel. With this I can "scroll" through the mobs checking threat on each and if I scroll too fast it's a snap to back up.
Frost is great for AE agro and I will be trying that spec out again soon.
But when it comes to survival Blood can't be beat. In the random world of PUGs you don't know what kind of healer your going to get so being able to heal yourself can make the difference between and wipe and not. There have been many boss fights I was the last one standing for well over a minute before dropping the boss.
On the other hand blood AE is weak and it can be a lot of work with over hyped DPS. In a one on one boss fight you still can't be beat, but your choise is to work for threat or work for survival.
Ozzard Jan 12th 2010 5:14PM
The relationship between roles is important. When you change roles, your "place" in the group changes and therefore how you think about the group changes. With that in mind, can I just add three general comments from a non-DK healer and occasional tank?
1) Don't panic :-). Most times, if you tell a group you're not used to tanking they'll go slow. Then they'll open up the throttle once they know how good you are. These days, it's "probably about right" if you're occasionally having to pull a mob off one of the DPS when they over-aggro. If it's happening from the same DPS every pull... they have a problem, not you.
2) Know your healer, and try to keep them alive. As DPS, you don't have to watch healer mana or peel mobs off the healer (but believe me, we appreciate it when you do). As tank, you must. If you can establish a rapport with your healer, it makes the instance easier for everyone.
3) Don't be afraid to admit mistakes and learn from them. Most of the time, they're recoverable... but folks hate it when you foul something up and then insist it wasn't you. There's a lovely quote: "Good judgement comes from experience. Experience comes from bad judgement." If something goes pear-shaped, the trick is to learn from it and move on.
(Oh, and 4. If you haven't, and if you possibly can, play a healer for a while, even if just at low levels. And, healers, play a tank. You get to know what the other side needs.)
Khelvanor Jan 12th 2010 5:29PM
Another thing that I think bears mentioning is weapon choice for Dual-Wielding Frost DK Tanks. I've run across many a Frost DK tank who are still dual-wielding tanking weapons. With very few exceptions, these are *NOT* the ideal weapons for a DW Frost Tank. Before Patch 3.3, you may have needed them to get Def-capped, but with Rune of the Nerubian Carapace, that is no longer the case.
Grab slow one handed DPS weapons and stick RotNC on them. If you need quick starter weapons and have been earning Champion Seals, the mace available at the Argent Tournament is a good one. Most of your Frost abilities scale with weapon damage, not DPS. The slower weapons are going to have higher weapon damage. The fast weapons, and this includes most, but not all tanking weapons, have lower weapon damage.
And in case you're wondering, yes, that makes the 1h Quel'Dalaar blade an ideal weapon for a DW Frost DK Tank.
Eric Jan 15th 2010 2:14AM
Wouldn't you get better survivability from using tanking 1h and then put Rune of the Fallen Crusader on them..+x% Str and +x%health return on attack.
The only reason to get DPS weapons that I can see is to increase your threat. IF you have Threat problems I agree but with snap aoe and 2% Threat on gloves if you don't do enough or if your +30% str with dual weilding RFC...
Just a thought
Khelvanor Jan 13th 2010 12:38AM
At first glance, it might seem that way, Eric, until you take a closer look at Rune of the Nerubian Carapace. The Rune gives you +13 Defense. Mind you, that's not Defense Rating, which you'd see on tanking weapons, but rather straight up Defense. An instant +26 towards the Crit Cap when dual wielding? Yes, please.
To add to this, the Rune gives you a 1% Stamina increase. Having the Rune on both weapons does stack. So now you've also got a health buff that scales with gear.
And remember, Defense above 540 still goes towards your avoidance stats, so you're still getting additional Dodge and Parry out of it.
So, you've got an immediate boost towards Crit Cap, additional avoidance, a Stamina increase that scales with gear, plus additional steady threat from higher damage on the weapons. Also, while tanking weapons have Strength that boost parry, DPS one-handers have Agility which boosts dodge. And the DPS weapons tend to have more Agility than the tanking weapons do Strength.
Eric Jan 14th 2010 10:19PM
You have some provided some insight that will be very helpful. Maybe i am just weird but since I am not in a large guild won't be doing ICC raids for awhile what would be better than what I am using now. I currently use two RimeFang's Claw that drop from POS i think.
1.7 speed, 179.1 dps,
27/31/21 = defense rating/Dodge rating/ Parry rating...
Let me know your thoughts...