Thoughts on the death knight tanking change

Why one tank tree?
Balancing death knights has pretty obviously been a constant battle. There's essentially been six different trees to balance for both PvE and PvP, a tall enough order that almost every major patch has included a large handful of death knight tweaks. Not only did the devs have find a niche for dual wielding, but they had to balance tank talents against PvE talents on the off chance that the interaction would overbalance or underbalance a certain spec in the right combination. They had to squelch diseaseless specs and one-button DPS specs, and Unholy alone took them until Patch 3.3 to get to some semblance of balance.
They already solved the dual wield issue by pushing it squarely into one tree, so it may not be completely unexpected that they're doing the same for the tanking issue. This will, in theory, allow them to focus more on equalizing the tanking classes without having to worry about three separate basic tanking talent setups for death knights. In addition, we should hopefully see a lot more unique tanking toys for death knights instead of two or three per a tree mostly backed up by DPS talents used in creative ways.
Why blood?
Some people have expressed surprise that blood was chosen as the tank tree instead of frost, which is still (inaccurately) seen as the tank tree by many players, but there's a pretty strong set of reasons to go that way. To start with, the developers have spent the last few patches focused heavily on frost buffs and tweaks, but not mainly for tanking. Rather, they've been molding it into the dual-wielding and magic-focused DPS tree. To completely throw all that work out the window would not only negate that work but then necessitate trying to rebalance one of the other two trees to be the dual-wield DPS tree.
That leaves the unholy and blood trees. In this case, they actually come across as very similar later. They both use Death Coil as their rune dump. Gargoyle and Dancing Rune Weapon are almost identical in basic mechanics. They both focus on churning out death runes to use their powerful physical damage based weapon strike. (Yes, Scourge Strike does some shadow damage, but that physical damage component is still huge.) There are smaller differences, of course, such as unholy's extra disease and pet versus blood's superior health stealing and multiple strength boosting talents, but the basic style of the trees has become more and more similar as Wrath progresses. Therefore, turning one into a sole tank tree isn't as much of a loss of a playstyle as it might be, since underneath the hood, unholy and blood are remarkably similar in how they play out for DPS.
The factor that pushes blood over the top is that it has actually been a consistently amazing tank tree for most of the duration of Wrath. While it does fall behind on AoE threat, there's rarely been better for single-target threat (Icy Touch has equalized the threat differential a bit as of late), and blood's superior stamina and healability has also afforded it a top tanking slot in many raids. With all the stamina buffs and self-healing already in the tree, you'll have to move out a lot less DPS stuff. Move Abomination's Strength to frost and you're most of the way there already.
The bottom line
The bottom line is that it is sort of a bummer that we're losing some of our flexibility -- but if handled right, this could lead to more power and more fun for a death knight. Since the developers won't have to juggle six different modes of play crammed into three trees, they may feel more able to flex their legs and their creativity and give us more toys and options without fear of imbalancing the whole thing. Essentially, our breakdown is going to look something like this:
- Two-handed blood tanking, likely continuing blood's focus on high stamina, health drain and healability, but hopefully with more proactive damage prevention ability than it currently has
- Dual wield, magic focus frost, with haste and scads of runic power for its signature style
- Two-handed physical damage unholy, with diseases and pets giving it flavor
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Reader Comments (Page 1 of 4)
BoB Apr 7th 2010 1:04PM
I think that one tree will simplify tanking, but take some fun out of it... Ah, who cares, just have to spend that gold to re-spec more often... ah great...
MisterMoose Apr 7th 2010 1:07PM
I have to say this change is pretty disappointing. I thought they'd go with a system where a tank talent deep in each tree would switch that Tree's masteries over to Tanking Masteries. That would allow easier balance tweaking among each DK tank (adjust masteries and special tanking-only talents that require the mastery-switch talent).
Flexibility was a GREAT thing about the DK and I had thought we might see them eventually expanding that flexibility to other classes. Now, apparently, they've decided not to bother with that sort of thing and just go easy-mode on class design here. Overall, pretty disappointing that they went the easiest route. Makes me less excited about Cataclysm when they make decisions like that.
Daedalus Apr 7th 2010 1:22PM
Easy mode on class design? Considering the multitude of considerations that go into balancing, it's more accurate to say they chose "Extremely difficult mode" over "sisyphean mode."
MisterMoose Apr 7th 2010 4:33PM
Like I said though, there were other solutions to the problem that would have made balancing DK tanks much, much easier. Instead the gutted one of the most iconic/unique things about Death Knights in WoW.
Desmentia Apr 10th 2010 12:38AM
""Extremely difficult mode" over "sisyphean mode.""
---
Win.
DeathByPie Apr 7th 2010 1:11PM
I'll miss 2h frost tanking. It might be inferior to blood survivability, but I really like the flexibility and just the whole frost aesthetic. There's nothing like smashing mobs with a critical howling blast.
Lyn Apr 7th 2010 1:39PM
"There's nothing like smashing mobs with a critical howling blast."
This! Big yellow numbers all over the screen leaves extreme satisfaction.
Mordockk Apr 7th 2010 1:40PM
if you like critical striking with howling blast then go dual wield frost. you wont see a singe spell hit for more damage. back in naxx i remember my scrolling battle txt would frequently show 80k howling blasts(11HITS)....top that mages.
this change is welcomed. if youve been playing a DK for awhile you're used to the rewowking of our trees and 1 spec being better than the other and the constant rebalancing.
i love how they are going to dedicate their time to ONE tree being good for tanking and not trying to make all three decent and failing.
R.I.P. Blood DPS
Tomatketchup Apr 7th 2010 2:42PM
I'm not too dissapointed, although I'm a little dissapointed that I cannot DPS as blood with ghoul now, that was awesome.
Frost has never interested me so looks like I'll have to go blood/unholy tanking style.
Vogie Apr 7th 2010 6:25PM
I just hope that the DK's "iconic" tanking spells, bone shield & Howling blast, will be moved to a much lower tier of talents so Blood tanking is not just /snore...
ravyynn Apr 7th 2010 7:32PM
Jury is still out on this....
Mark1 Apr 7th 2010 1:15PM
I always hated how people got confused and freaked out because they thought you had to be frost spec to tank. They should never have given the presences and talent trees the same names.
gn33101 Apr 7th 2010 1:22PM
Good point.
I still don't like that the (new) build will be Blood spec in Frost presence.
I hope they shuffle the Presence effects so that when you tank it is Blood spec AND Blood Presence. It's just less confusing.
Aedilhild Apr 7th 2010 1:34PM
That, or change the names entirely, using complementary, colorful terms. Arms/battle, protection/defensive, and fury/berserker don't confuse.
Wowcoholic Apr 7th 2010 2:05PM
Or just make the presences different altogether. Give blood the increased stam and threat, and keep some healing returns. Give frost extra spell damage or extra offhand damage. Give unholy extra disease damage or faster disease ticks(haste). Something like that...
curtisrutland Apr 7th 2010 2:46PM
I really do have a feeling that presences will be changed to reflect the talent tree changes being made.
At least, I hope they do. God, the confusion in Hellfire Peninsula where all the new lvl 58 DK tanks will be insisting that since blood is the tanking tree, it's the presence they should be in.
Gousuke Apr 7th 2010 4:25PM
Wowcoholic has a great idea there. Unholy presence is 80% useless. The only times I really used it is while I'm in the city and after boss wipes so I can get back to where I was faster. Making the presences better reflect their talent trees is an amazing idea.
I'm a 2H Frost tank still, and I gotta say I'm gonna miss it. Still very interested on how Blizzard does with the future of the Death Knight.
Rifter Apr 7th 2010 1:14PM
I am honestly pretty disappointed. I have really liked the howling blast lead-in AOE Tank style. I feel that Bliz has gimped that style for many patches now. I used to also love how DK tanks were really about DPS. High DPS = high threat. Where Pallys were reflective damage threat and Warrior/Druids were more about low DPS, with high threat.
I liked how Frost was more about damage mitigation (don't take as much damage) while blood was about taking it, and then healing it back. Just not as big a fan of the latter. I loved Blood DPS, as well. (even though I leveled as Unholy). I have played all three trees extensively. I am VERY saddened to see Bliz change things so drastically. I would rather have seen Blood remain DPS and turn frost over to tanking. Move dual weapon from Frost to Blood and 2H weapon from blood to Frost.
radicalereptor Apr 7th 2010 2:04PM
The biggest thing that gets me though is that before deciding on the "every tree can tank" experiment, frost was going to be the dedicated tanking tree (The reason why frost presence became the tanking "stance"). And now that Blizzard is actually giving DKs a dedicated tree, they pick one that was intended for DPS from the beginning. This along with all the mitigation in the frost tree makes their choice confusing to say the least.
If they insist on having a DW spec, couldn't they put the necessary talent(s) near the top of a tree so any spec could grab them and then go deep into another tree?
Eberron Apr 7th 2010 5:04PM
Druids are about low DPS/high threat?
Are you high? O.o;