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
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Reader Comments (Page 2 of 3)
Narshe Mar 2nd 2010 8:32PM
Empower Rune Weapon is one i seem to always forget to use, whether dps or tanking. It would help also to know when exactly is best to use it.
Qot Mar 3rd 2010 12:07AM
Early and often.
m0nk3y Mar 3rd 2010 3:07AM
The absolute best time would be when Heroism has popped.
If you have any trinkets and abilities that will raise your stats, use them all (I've macro'd them all together) That way you'll do the most damage. Then just start your rotation from scratch as per usual.
If you know your raid will use Hero near the end of a fight, build up the RP to drop ERW at the beginning and everything should be off cool-down again (trinks, Hysteria, etc.) by the time Hero pops up, double trouble!
If there's trash before a boss and your group doesn't stand around picking their nose before pulling, try to save all your RP in the trash fight (no coils!) so you can pop it once the tank has enough aggro. Those to me are the best times.
TL;DR see above comment :)
Zing Mar 3rd 2010 5:39AM
As DPS I use ERW (Empower Rune Weapon) after my first set of rotations, including the blood tap + Unbreakable Armor if you're frost DK. This is an incredible burst ability especially on short fights such as 5-man dungeons. I would almost always do the same for raid bosses unless there is a specific burn phase and I'll have to save it.
staffan.johansson Mar 3rd 2010 8:22AM
I generally try to use ERW in conjunction with Hysteria and Dancing Rune Weapon, preferably when there's a Heroism or something similar going on too. For extra fun, do it when you have two Blood and four Death runes ready. Pop Hysteria and DRW, unload all your runes for as many Heart Strikes as possible (maybe use one for Pestilence to refresh diseases), and then ERW and do it again..
Deecae Mar 2nd 2010 8:39PM
I made one key macro for Raise Ally to help out alot. I turned Raise Ally into a cast on mouseover so i can just mouse over either a raid window or over the persons body then cast Raise ally, thus never losing my target. It pains me when ever a DK is in a raid and you have to remind them of that.
Anitmagic Shell is another spell that people just completely forget about. Yet in fights like Koralon or the Twin Valkyries it can not only save your life, but the extra death coils on demand are huge as well as freeing up runic power for Gargoyles and such.
-Deecae of Korgath
AM1 Mar 2nd 2010 8:39PM
Buttons dps DKs should never push:
Army of the taunttauntaunttauntoffthetank Dead
Clydtsdk-Rivendare Mar 2nd 2010 8:49PM
It's great for tanks though, even in five-mans if said tank plays taunt-war with ghouls. Obviously avoid on Keri/Cyani/whatnot. And in raids they don't taunt skull-level bosses.
Schadow Mar 2nd 2010 9:39PM
It's OK if you are the tank.
If you are not the tank, then don't press the button unless the tank specifically asks you to.
Ret pallies who taunt bosses off the tank are annoying.
DPS warriors who taunt bosses off the tank are annoying.
Hunters who leave growl on their pets are annoying.
So where does that leave DKs using AotD when not tanking? Yup, annoying.
If you are not the tank, don't use Army.
Arkhill Mar 2nd 2010 11:26PM
The only time when NOT to use AotD is in a 5man where there is PBAoE or when there are adds in a raid that need to be turned.
Otherwise, you are hurting your dps by not using AotD.
Pektor Mar 3rd 2010 12:24AM
Or how about when your tank is a Warrior? AOTD is a pain in the ass for us, due to the loss of rage from not getting punched in the face. For the love of God Death Knights, take it off the action bar.
Ozzard Mar 3rd 2010 3:31AM
I've seen AotD used to great effect by good DKs. Phase 2 of the Black Knight is a good example; they keep the knight's own Army nicely under control. Or, in one case, one of our raiders gave us time to rez and rebuff the tank by popping AotD when the tank went down.
I've also seen some very bad uses :-). It's really not one to pop when you're fighting a dragon and want to keep the head and tail away from the DPS, for example. It's also the ideal tool for annoying tanks who gain abilities from being hit - warriors, bears, and to some extent paladins.
brownyboi Mar 3rd 2010 6:55AM
I'm not a big fan of Army, my favourite 5-man use is when you get to the last wall at HoR - beautiful time to pop it.
Any other time, it's more trouble than it's worth and it's not like you need them in 5 mans.
As for not using it gimping your DPS? Really? What sort of selfish nub DPS is doing so badly that they consider the mayhem that Army causes to be an improvement? I'd kick a DK that pulled that kind of stuff.
Mecer Mar 3rd 2010 11:48AM
Two phenomenal times to use AotD as a DK tank, is during Gormok while the second tank is tanking to reduce the impale damage by ~50%, and on Anub p3. (Both of these are really helpful on ToGC, normal mode the damage isnt so over-the-top that its worth it)
Something I havent seen anyone mention: Deathpact. Although summoning a ghoul causes the GCD to go off, but if you know you're about to have very spikey HP (say Festergut 3rd inhale), Raise Dead then waiting for your HP to dip low (and it does on festergut) sac him for a huge heal. Obviously this is more important for tanks (even unholy, your pets dont give you threat and can actually be a liability if you are tanking the adds in p1 Lich King). I will say that both Raise Ally and Raise Dead can be alittle awkward as a tank, since movement and finding a free GCD can be difficult.
N-train Mar 2nd 2010 8:41PM
The sad thing about Rune Strike is it requires a dodge or parry, and in ICC those are harder to come by. Yeah the strike itself gives more threat now, but I still find it very hard to hold aggro on fights like Rot and Fester when dps needs to start unloading with a BL as soon after pull as they can.
Other than that I just kind of trained my eye to watch for the lightup, tho maybe one day'll move to the macro.
Yay for more Icy Touch threat in 3.3.3., maybe I'll actually be able to keep up with my co-tank pally.
obc Mar 3rd 2010 4:16AM
it's true that it could take 4-5 or even 6 seconds after a pull for RS to proc and that's the reason i tell my guild once i pull: wait till i announce that runestrike has procced and hit the boss, then you can all go nuts.
if a dps can't wait 4 seconds in a raid than he has no place to be there but should go and annoy tanks in random 5-man.
brownyboi Mar 3rd 2010 6:55AM
Don't panic! The threat buff to Icy Touch in 3.3.3 will give us some lovely, up front, instant threat. Hopefully that should avoid that danger period whilst waiting for Rune Strike to kick in.
Hal Mar 2nd 2010 8:51PM
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.
Hal Mar 2nd 2010 8:52PM
Er, don't know why this double posted. My bad.
atomicstrawberry Mar 2nd 2010 8:52PM
The issue with blood tap isn't using it to get a cooldown ability off quickly - anyone can do that. The problem is that that death rune *stays* a death rune for an extended period and can completely screw up your attack rotations because the UI will use it for a FU ability like Obliterate and leave you with a Blood and an Unholy or Frost rune which you can't do anything with.
Also it's worth macroing all your melee abilities with Rune Strike even as DPS. Most of the time it's not going to matter, but there are times when you have to move around infront of the boss, or you're fighting trash, or the boss turns around to cast an ability or anything like that and there's a small chance that you may parry an attack, in which case that Rune Strike can be seriously worth it. It hits *very* hard for appropriately geared DPS DKs.