Lichborne: Buttons more death knights should push

One of the most important things you can do to become a good death knight is to solidify your damage (or threat) rotation or priority system so that you can consistently keep your runes on cool down and your damage high. That said, it's far from the only thing that marks a good DPS or tank. Another thing is flexibility.
Death Knights have a wide variety of tools and tricks that can turn the tide of a battle. These tricks can be hard to weave into your existing system without giving up your rotation, but there are tricks to making it easier, and sometimes the benefit outweighs having to mess up your rotation for a few seconds. Let's take a look at 5 specific buttons that more death knight should be pushing.
Rune Strike
I've heard complaints from some death knights that their threat just doesn't measure up to other tanks. Most of those death knights, I think, probably aren't make full use of Rune Strike. Rune Strike is, if nothing else, the best way you can spend your runic power if you're looking to gain threat. To truly maximize your threat, you should pretty much be hitting it every time it's available (That is, right after a dodge or parry when you have the runic power). Of course, one major problem here is that it's definitely a pain to remember to press it every time. Luckily, that's when macros come to the rescue. For all of your major weapon strikes, simply create macros such as this:
#showtooltip
/cast (Ability)
/cast Rune Strike
This will essentially guarantee that Rune Strike will be queued up every single tine it's available for use. The downside here is that you may find yourself a bit low on runic power when you need a quick Icebound Fortitude, but it may be worth it anyway if you have trouble remembering to use Rune Strike otherwise.
Anti-Magic Shell
Anti-Magic Shell is probably one of the best kept secrets of the death knight class. Of course, as a tank you should know it well enough, a cool-down that lets you weather the Wrath equivalent of the crushing blow, the high powered spell, and come out nearly unscathed. But here's the real secret: Pro death knight DPSers generally get a lot of use out of it as well.
One of the first lessons anyone needs to learn to be an effective raid DPSer is "don't stand in the fire." One of the lovely things is that AMS, in a limited capacity, completely overrides that rule. Yes, you can stand in the first, at least for around 5 seconds at a time. You can use it to avoid the flame AoEs on Onyxia's lair guards. If you're lucky, you can pop it just before Icehowl uses his Arctic Breath on you. Using it when Sindragosa casts Blistering Cold might even mean you can just sort of stay right there in melee range. If you're still running 5 mans, you'll find it incredibly useful in the Forge of Souls or against Loken.
That said, as fun as standing in the fire and taunting the other DPS can be, the real reason a DPS death knight wants to learn to use Anti-Magic Shell is the extra runic power. Against a very powerful magical attack or damaging aura, you can easily grab a full bar of runic power, which translates to more Death Coils and Frost Strikes. When you have all your runes on cool down, you generally want to be able to throw out a Death Coil or Frost Strike to keep your damage going, and Anti-Magic Shell makes that happen. Therefore, judicious use of this "tank cool down" can actually raise your overall DPS by keeping you alive and giving you extra runic power.
Strangulate/Mind Freeze
Whether you're DPS or tank, PvE or PvP, chances are you'll eventually face a caster, and eventually they'll try casting a spell that'll really break your day. When this happens, remember, you're a death knight. You have multiple tools to ruin their day. Keep these buttons near, because you will use them at just about every level of the game. You'll want to neutralize the Ahn'Kahar Spell Flingers in Ahn'Kahet for sure, and it can be an integral part of the raid game too, such as interrupting Lord Jaraxxus.
The one downside here is that it's very hard not to mess up your rotation when using an interrupt since you usually don't have time to set up a death rune for Strangulate or whatever else, but if it interrupts a significantly powerful spell, it's still going to be worth it for the overall health of the group or raid. Remember, it's not always about the damage meters.
Blood Tap
Blood Tap is another one of those skills that a lot of death knights completely glaze over. Since most of us have a rotation or priority system that dictates we must use all of our rune cool downs in a certain way at a certain time, we don't always think of how Blood Tap can interact with our rotation. The biggest use of Blood Tap is, though, is when you have to hit a rune-powered emergency or burst cool down such as Unbreakable Armor, Bone Shield or Vampiric Touch. Tanks will end up just hitting the emergency button more often, but even DPS should definitely make an attempt to work out the best time to use Blood Tap to activate a cool down that uses a rune.
Let's use Unbreakable Armor as an example. Unbreakable Armor adds a decent chunk of strength, so you may want to use it to offer a quick burst of power, but you don't want it to mess up your rotation too badly. The best way to fit Unbreakable Armor into your rotation is to get your blood runes into death runes, then get them back into cool down as blood runes. The process will look something like this:
- You have 2 death runes.
- You use them to cast Obliterate, and they are now on cool down as blood runes.
- Immediately, you cast Blood Tap, which immediately refreshes one as a death rune.
- You use Unbreakable Armor, and you once again have 2 blood runes on cool down. These blood runes should then refresh close enough together that you can put out two quick blood strikes without breaking your rotation or wasting a death rune.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 3)
ltgalloway Mar 2nd 2010 8:27PM
I use all of these regularly! Yay, gold star for me
BritishBulldog Mar 3rd 2010 9:58AM
*pats on back*
catharsis80 Mar 3rd 2010 1:49PM
Yeah, I clicked on this article thinking I was missing something. I would like to know why DKs have NOT been using these buttons. Especially Mind Freeze. It really pisses me off to see DKs on Jaraxxus and see NO interrupts. Fail.
Shruikon Mar 2nd 2010 8:14PM
There is a single ability that most death knights probably forget they have, and I've never personally seen anyone else other than myself ever use it.
I am of course talking about Raise Ally.
If someone's dead and you have no battle rez up or the shaman's reincarnation is on cooldown, go ahead and cast it! Sure the damage they deal won't be much, but it's better than nothing.
Kevin Miller Mar 2nd 2010 8:26PM
I usually only cast it as a joke when someone is waiting for a res.
feniks9174 Mar 2nd 2010 8:27PM
The problem with Raise Ally is that it's extremely disorienting to the person getting raised. You're sitting there dead, probably browsing through AtlasLoot, and all of a sudden "Dkguy wants to raise you back from the dead as a ghoul"
. . . Ummmm, ok. /accept
you then have about 30 seconds to figure out what buttons do what, attack something (unsure if you're doing anything effective at all or if you should just self-destruct) and die again.
I agree though that it's an underused spell. Mr. Whitcomb, perhaps an article on the mechanics of Raise Ally is in order?
relmatos Mar 2nd 2010 8:37PM
Agreed. it's an ability that's mostly wasted. Player is dead, there are no res coming, why not use it and give him something to do and increase the dps in the fight slightly.
Every bit counts. I believe in that ever since I saw an imp kill the last boss on sethek halls while the lock was runing away from the boss and the rest of the group was dead.
Hal Mar 2nd 2010 8:47PM
Too true. Wish I thought about this one more often, but when people are dead, "it" has usually hit the fan and I'm trying to keep things from falling apart even further. Do you have to actually target the dead player, or will it auto-target to them? I don't recall.
Fnord Mar 2nd 2010 11:52PM
I saw an interesting bug with raise ally yesterday. After a random dungeon, the healer was dead, no res seemed to be forthcoming after he asked "Rez?", so I hit my raise ally button for a joke. At the exact same moment, a res from the paladin tank landed - and the player ended up alive, but with the raise ally buff and a ghoul standing there too, unable to move either of himself until he clicked the buff off and despawned the ghoul.
brownyboi Mar 3rd 2010 2:26AM
You've got to target the dead player, just like any other Rez ability.
Easy to do if you have Healbot (or the like) running on every character that you play!
Little coloured box go empty and dark? POW! Maybe they accept your kind offer and you get to smirk a little.
Addons like Healbot are good for casting Hysteria, too (if you're into that sort if thing...)
Flyhard Mar 3rd 2010 7:51AM
It helps to make a mouseovermacro for Raids ally:
#showtooltip
/cast[@mouseover, help, dead][@target, help,dead]Raise Ally
then you cast it while pointing on someone, either directly or in the group/Raid list. You could also adopt it for Hysteria:
#showtooltip
/cast[@mouseover, help, nodead][@targettarget, help,nodead]Hysteria
Which would cast it on someone you point on, or on the tank of your target (if you are DPS)
DeathPaladin Mar 2nd 2010 8:14PM
I cannot voice my support of using Anti-Magic Shell enough. Even as Blood DPS, where Runic Power already flows like water. Get Mirrored Soul on the Devourer? Pop AMS, and for 5 seconds everyone's DPS gives you runic power.
My favorite, though, was when I was pugging Ignis with this guild I sometimes run with. Nothing like being thrown in the Slag Pot, popping AMS, and then unleashing a Hysteria, Heroism, and Slag Pot buffed Dancing Rune Weapon as soon as you exit.
Uri Mar 2nd 2010 8:15PM
Out of all the above mentioned buttons the only one that I hardly use is rune strike, I think on the odd occasion I've pressed it in a "I wonder what that does" kind of mood, but never really understood it until now.
The others I use and abuse all the time, and found that certain times Strangulate/Mind freeze wont work on some mobs or bosses, but when it does it's a great help in a fight as well as a good little talking point when others ask what that was I did to stop the casters.
weddek Mar 2nd 2010 8:19PM
The ! in your Rune Strike macro is no longer necessary.
Hope that comes across as helpful rather than critical.
LostOne Mar 4th 2010 3:05PM
I was going to ask what it did. So, what did it do before it became obsolete?
Dazaras Apr 5th 2010 11:27AM
It made it so that when you pressed the button twice it didn't deactivate the queued Runestrike.
Gravity Mar 2nd 2010 8:27PM
I wrote a similar, longer, article on tanking to be less squishy.
http://pwnwear.com/2010/01/14/tanking-to-be-less-squishy/
West Mar 3rd 2010 2:26PM
fyi, Gravity's site is an excellent DK tank resource. keep up the good work!
MusedMoose Mar 2nd 2010 8:29PM
I just got Rune Strike this weekend, and I've been using it ever since. It takes a little practice to get used to seeing that icon light up, but I've definitely noticed an increase in my DPS from using it.
Now if only my keypad had more keys, so I could reach both Strangulate and Brain Freeze easily...
epic Mar 3rd 2010 1:18AM
thats why you macro it to every ability