Lichborne: Basic PvP tips and tricks for death knights

With Wrath more or less winding down and only the Ruby Sanctum before us at some nebulous point in the future, a lot of us are wandering around with full PvE gear and currency tabs full of emblems looking for a place to go. One easy place to let off some of that steam is with PvP. Be it arena, battlegrounds or (admittedly pretty rare these days) world PvP, this article will give you some basic tips to get yourself squared away with the gear and spec you need to start off on the right foot.
This is by no means a complete guide to absolutely every aspect of death knight PvP. This'll help you get your feet wet and get properly geared, but there's always more to learn, especially in the dynamic, ever-changing world of PvP combat strategy and tactics. Still, nothing gives you a better start on the road to skill than a good foundation in stats and speccing, so let's start this up.
Spec and talent advice
If you're serious about PvP these days, you're probably going to be speccing unholy, specifically something close to this 0/17/54 build. Unholy's very useful because it not only gives you extra resistance to magic damage, but also allows you to stack massive, armor-ignoring magic damage between Scourge Strike, diseases and Death Coil, as well as giving you an extra form of crowd control and healer harassment via the Ghoul. What's nearly as important, though, is how you spend points in the frost tree.
In the frost tree, you'll want to grab Runic Power Mastery so you can churn out three Death Coils when you're bursting down your target. Toughness will boost you to tier 2, and give you some resistance again snaring effects. In tier 2, grabbing Icy Reach will let you apply Chains of Ice from further away, and Black Ice makes your Death Coil hit that much harder. Of course, you'll get what you really came here for in the next two tiers: Lichborne gives you another get-out-of-trouble-free card and a way to self-heal with Death Coil, and Endless Winter makes your Mind Freeze free to use and gives you some extra strength for bursting down enemies.
Stats to get
In deciding which stats to get, resilience and stamina are of course, of supreme importance. That said, you'll get most of the stamina and resilience you really need from the PvP armor sets. if you're kitting yourself out with PvP gear, you'll get most of what you need. Besides staying alive, you also need to actually do damage, which means you need to focus on a few other stats:
- Hit rating 5% hit rating will let you hit people with your two-handed weapon and your weapon strikes. Let Virulence take care of the rest as far as spell hit goes, but you want that hit rating. Missing a key Scourge Strike or Strangulate could spell the difference between that priest dying or getting a heal off.
- Spell penetration You'll want to have approximately 130 spell penetration. Spell penetration gets your spell-like effects past any innate or buff-granted resistances on your targets. You'll be glad you have it when your Strangulate hits and stops that shaman from winding up another Chain Heal. Spell Penetration is also a lot easier to grab than you might imagine. Four Stormy Majestic Zircons will get you a cool 100 spell penetration, and you can use Spell Piercing on your cloak to get to 135 spell penetration.
- Strength and critical strike rating You'll want these as well. While a death knight's role in a PvP team is almost always primarily utility, you'll still be bringing a lot of DPS pain, so you'll want to buff your damage output as much as possible. Generally, strength is better than critical strike rating, but get a decent balance if you can. Your burst damage will thank you if you keep a decent critical strike rating. If you're not killing people fast enough, it may be time to start enchanting and gemming for strength after spell penetration and hit, or to use PvE DPS pieces on your rings, neck and cloak slots. However, don't overdo it on PvE pieces. You'll still probably at least want your main armor slots to be PvP gear.
Playstyle and general tips
Essentially, a death knight's role in group PvP will almost always be utility. We can dish out a decent amount of pain, but often it's best to leave the specifics to other DPS while we crowd control, interrupt and otherwise harass the opposition, especially casters and healers. Essentially, you are going to want to be read to deploy Death Grip, Strangulate, Mind Freeze, Chains of Ice and your ghoul's Gnaw ability at any time. Once you have that all ready to use, you'll want to use it -- but not all at once. Consider each button precious.
Learn to time skill use for when it's most advantageous. For example, use Death Grip and Chains of Ice to wrangle in a mage or warlock after they've used Blink or Demonic Circle. That way, they can't just teleport away. Use your Ghoul's Gnaw to break up a stunlock by using it just as your enemy's stun is about to wear off, giving yourself time to get away from them or put up your own defenses before they can recover (and in the case of rogues, use another stun). Death Grip is also great as an emergency interrupt.
Likewise, don't forget to use Icebound Fortitude, Lichborne and Anti-Magic Shell. Learn what status effects each one cancels or avoids and be ready to use them to outlast and survive. For example, Lichborne will turn you undead, thus make you immune to most forms of traditional crowd control, and Anti-Magic Shell not only absorbs magic damage but poisons too, and it'll leave you immune to negative effects such as traps and roots as well. Plus, the shell gives you plenty of runic power, so when it's time to burst your target down, you have three Death Coils ready to go.
Another important tool to remember for a PvP death knight is Empower Rune Weapon. This can give you emergency runes for a Chains of Ice or Strangulate or another such spell, or it can be used while burst to provide you with another couple Scourge Strikes if your first burst doesn't finish off your target. Keep this button handy for sure.
You'll also want to learn Ghoul control. Don't keep your abilities on autocast. You'll want to be able to cast Leap, Gnaw or Huddle at a moment's notice. You'll especially want to get good at using Huddle and Leap to help your Ghoul outlast or escape if it gets focused for killing. Remember, your Ghoul can use Leap to leap to an ally as well, which can be great for support or escape purposes.
As far as which presence to use, all three have their place. Frost Presence is useful when you're getting focus-fired, and many arena death knights like to keep it on at the beginning of a battle until they're sure they aren't going to be focused to start off. Blood Presence is still a good heavy hitter, but many death knights will stay in Unholy Presence in order to squeeze out more quick burst damage thanks to the shorter global cooldown and for the run speed increase.
As you fight more and more, you should start getting a better feel for what works and what doesn't, so keep it at it. I'd especially recommend checking out our Blood Sport and Art of War(craft) columns for all the latest PvP tips and tricks. Especially check out Art of War(craft)'s series on countering each class, even death knights themselves. If you know what tricks the enemy's expecting from you, it's easier to figure out your own ways to counter.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 1)
norm Jun 8th 2010 7:16PM
Wondeful read. I'd like to say that you should be careful of your buffs in some cases. Lichborne makes you undead and immune to fear, charm, and sleep, but you're also vulnerable to all new crowd control and damage if you're not careful. You are able to be shackled by priests, turned away from paladins and they can also use extra burst on you. For Lichborne, I suggest you macro a /cancelaura to the end of it. If you see that priest going for a shackle hit it again to pop it off and waste his precious casting time.
Hail Jun 8th 2010 9:26PM
Here's another quick tip: As a rogue, I can honestly say I love it when a DK Death Grips me. All of a rogue's damage (and presumably classes like warriors) comes from melee, whereas DKs do a fair amount via dots and ranged attacks. Therefore, unless you want a rogue tooling on you, don't use death grip. Unless the rogue's name is Haileaus, in which case, please use it :)
Broken_toes Jun 8th 2010 8:03PM
most annoying thing i had as a rogue was a dk chainin me and coiling me- fecker killed me at range.
in my defence I was out of CD's, thats my story and I'm stcking to it!
Hail Jun 8th 2010 9:30PM
Nice :) pretty much proves my point, and yes, I have gotten killed more than once by *good* DKs at range. The trick with them, like pretty much any other class, is to get them low enough via stun locks that you can kill them in the couple free seconds before chains. Also Shadow Step is amazing for that sort of thing, and CoS/sprint gives a few seconds for the rogue to tool on the DK.
O yeah, and seeing as this is a DK advice forum, your best bet is to counter what i just said....again, not if the rogue is forsaken and his name begins with an "H" and ends with an "us"
Ebolamancer Jun 9th 2010 3:14AM
Hi there,
Long time lurker... first time poster.
I just wanted to ask a really stupid question. You're saying you recommend turning "auto-gnaw" off, then? I typically rely on my ghoul to "gnaw the right thing", and focus on my character's mechanics. He typically does the right thing, and it's one less button to manage for me. Even post-nerf, we still have a lot to manage.
Is taking auto-gnaw off really worth it? Yes, I'm that dense.
--Ebolamancer/Spirestone [H]
Demeternoth Jun 9th 2010 7:53AM
My guess, as someone who PvPs occasionnally in BGs and some world PvP (it still happens on our realm), would be leave your ghoul doing its thing until you know what you're doing. I thought I was getting a bit better at PvP till I read this and now I'll have to change my thinking. For those of us who are a bit noobish, I'd say leave your ghoul on auto-gnaw till you've got your own tricks figured out and are comfy. There's enough to learn without giving yourself more work.
xan Boparan Jun 9th 2010 8:49AM
It is so you can use the stun for critical effect. Either it be interrupting a cast, stunning a healer to finish off his partner or peeling a warrior of of your healer.
Roboticus Jun 9th 2010 10:34AM
If Gnaw is on Auto, it means Gnaw will most likely be on cooldown when you need it. Some examples: Nova'ed in place but mage is still in melee range, stun to force the blink. Ele shaman Rooted you and is casting lava burst, stun to give you time to catch up. And perhaps most importantly, chained to your other CCs in sequence in hopes the healer will fall (Mind Freeze -> Gnaw -> Strangulate -> Deathgrip-interrupt -> Second Mind Freeze should get the pally to 40%). Times not to use it (which will happen with autognaw): You are fighting a sure fire fight and don't need to use it.
Noyou Jun 9th 2010 3:15AM
Ok thats some good advice but what about resilience? I currently have 1100 but had to gem for it...
Ebolamancer Jun 9th 2010 3:25AM
I'm at 1300, and still have a Titansteel Destroyer equipped. If I had a real arena weapon, I might be dangerous.
Every point helps. Gem harder :-)
--Ebola
Daniel Whitcomb Jun 10th 2010 1:11PM
A lot of it is going to depend on how good any healer you team up with is. I'd say anywhere from 900-1100 is usually decent. More Resilience is useful, but after around 1100 especially, I would make sure I had 5% hit and 130 Spell Pen before I started getting more.
Cody Jun 11th 2010 10:50AM
you should NEVER gem for resilience. DKs have far to many defensive cooldowns and frost presence which can be turned on and off as needed. If you have emtpy enchant/gem slots not being used for Hit or Spell Pen, then you should be gemming STR. Plain and simple.
Malkeinu Jun 9th 2010 3:29AM
Great post. However, I noticed the picture is from yet another Alliance player who is not in WG when they could be. However will we win? /cry
Valt Jun 9th 2010 4:09AM
And for the LOVE OF GOD do not START with death grip.
All DKs in my battlegroup seem to mount, deathgrip and then go "lol wtf" when enemy just continue mounting and runs past them like nothing happened. Also its pissing me off when Im and possible other people are hitting hard someone and some DK comes and grips the person out of the group and basically gives them free card to run away and stops damage from 4 damn people, thats a lot of damage you prevented to that person there sir, please dont do it.
Use death grip as:
Spell Interrupt, disengaged hunter? No problems!, get that melee out of the healer/friend and chain em to prevent them running back there again, get them to hill/out of hill (like wsg GY)
etc etc
Also to harass even more you can chain mindfreeze (4 secs) strang (5 secs) then gnaw (3 secs) and possibly death grip, by that time your mindfreeze cd is up again.
Noctiluca Jun 9th 2010 5:41AM
@NoYou - You'll want to aim for about 900 resilience as a PvP DK. Sacrafice a little of that resil for some dps. Your healer should be keeping you up. Plus, DKs are hard to kill with all those defensive CDs. So, yeah, about 900 and you'll be be gold. :)
Shaverdian Jun 9th 2010 6:37AM
I still don't understand the use of Spell Penetration, would someone like to explain further?
Metl Jun 9th 2010 9:25AM
Yeah the spell pen thing wasn't really explained. Basically, though, certain classes/buffs have spell resistance built into them (namely a druid's Mark of the Wild), that can make your spells be resisted (different from them "missing"). Spell pen circumvents that resistance. Think of the resistance as armor, and spell pen is like armor pen. So in order to completely bypass those resistance buffs, you need to have 130 spell pen. That way critical spells like Strangulate and Chains of Ice won't be resisted.
Andrew Jun 10th 2010 9:28AM
I swear that Anti Magic Shell is the most misused ability that death knights have. In pvp it really shines. That little sentence that explains that it prevents the application of magic effects is truly everything. Against a dot class you can cut their damage entirely for 5 secs while you destroy them. Against warlocks you can cause them to never be able to fear you. Ams>mind freeze>pet stun> mind freeze>strangulate>mind freeze>lichborne>trinket.
It is so misused that wow.com should devote an article on how to use it properly.