Lichborne: Demystifying Death Grip

So recently, as I've been working on trying to get the Loremaster title before Cataclysm hits, I've rediscovered the joy of queuing for the random dungeon as DPS. The 10- to 20-minute queue times offer a perfect little window of opportunity to finish up a good chunk of questing while I wait to get back on the emblem treadmill and allows me to take a break from tanking to get in a little bit of good old hacking and slashing. Of course, all this dungeon queuing has given me a good opportunity to see both some of my fellow death knights in action and to see how other people react to having a death knight DPSer in their group.
Between that and observations from browsing the web and even simply from reading comments on past issues of Lichborne, I've noticed that one skill seems to be the most misunderstood and reviled by non-death knights: Death Grip. Thus, I figured that this week, we'd take a quick look at this much-maligned skill, so that you can understand the best practices to get the most out of this undeservedly hated and unique death knight ability. These tips will mostly apply for 5-man dungeons, but you'll probably find a lot of the basic principles will also apply to PvP and raiding.
Death Grip 101
Death Grip is one of the most feared and misunderstood abilities in a death knight's arsenal. In the hands of a good death knight, it can turn the tide of battles and serve as an incredibly versatile tool for a variety of situations. Unfortunately, in the hands of an inexperienced or lackadaisical death knight, it can turn into an annoyance at best, a wiper at worst, and certainly one of the reasons many players still hold a pretty strong (and undeserved) dislike of the death knight class and its players.
So, for starters, let's do a quick rundown of the uses and functions of Death Grip. First, you want to understand the function. Death Grip pulls just about any non-boss mob or player through the air to the feet of the death knight over a long range. It also taunts NPCs, causing them to attack the death knight for a short time. It's a deceptively simple explanation, but since Death Grip is such a unique spell in that it allows forceful and near-instant repositioning of a mob, it can lead to severe issues if misused.
The dos and don'ts of Death Grip
Here are a few things you should not do with Death Grip:
- You shouldn't use it just because it's off cooldown. Death Grip is a precision tool and should be saved for when it's needed. You're better off spending that global cooldown on a damaging ability most of the time.
- You shouldn't use it as a DPSer on pull. Chances are your tank already has a very specific plan for where and how he wants to position the enemies. Pulling one toward you will probably mess that up. Not only will the tank have to double back to pick up the mob, which is now glued on you, but if you get hit too hard, the healer might have to heal you early, possibly drawing too much healing aggro before the tank has a chance to establish an aggro lead.
- You shouldn't use it to pull a mob away from the general fight area. Generally, you want to leave both NPCs and PCs in the general melee area. If you pull a mob away, it stops getting hit by AoE spells, cleaves and other incidental damage, and if it's PvE and you've just pulled it away from the tank, you may have just signed your own death warrant by creating a loose mob where there wasn't one before.
- Wrangling casters NPC caster mobs are annoying in that they're pretty hard to pull. They'll sit right outside of the range of your Death and Decay and cast Shadow Bolts (or worse) all day, if you don't line of sight or silence them. It can get even worse when they suddenly decide to go after the healer instead because all of the tank's AoE threat moves aren't reaching them. A quick Death Grip will fix that, bringing them into your whirring blender of death alongside their melee comrades. Even DPS death knights may want to keep this method in mind. Just pull the mob into the tank's face. You'll probably want to warn the tank when you do and back off for a few seconds so the tank can gain aggro on the newly pulled mob, but it can be a great way to help your tank keep things under control.
- Interrupting casters If you can't use Strangulate or Mind Freeze due to range, resource or cooldown concerns, Death Grip can be just what the doctor ordered to stop that last-minute heal from a Ghostly Priest or that horrible Shadow Blast from an Ahn'kahar Spell Flinger.
- Protecting ranged DPS and healers It does still happen sometimes. A bad critical strike from a DPSer with better gear than you or a bit of frantic healing from a healer can pull a mob off the tank and onto them. It can be a pain to run over and grab that mob back, especially if you're dealing with a situation where the mob that peeled off has ranged attacks, or running to wrangle it in could leave the ranged people vulnerable to a cone attack from the mobs you're tanking. That's when Death Grip comes in. Just grab the mob off the caster and pull it right back into the pack. Again, this is something DPSers may want to do too. As a death knight, you have tank armor, so there's a good chance you'll be able to survive a few hits better than the healer could have, and you'll have hopefully pulled the offending mob to a place where the tank can more easily pick aggro back up.
The final word on Death Grip
Essentially, what you always need to consider with Death Grip is one question: Will moving this enemy to where I stand make him easier to kill without putting the healers and DPS at additional risk? In PvE DPS, you should probably add a second question to that: Can I survive the pounding he's going to give me until the tank can pick him back up? If you can answer yes, it's likely a good idea, or at least safe, to use Death Grip.While we have made strides, it's an unfortunate fact of life that a lot of players still have a negative impression of death knights, deserved or not. One of the best ways you can overcome those prejudices, or at least show them up, is learning how to dazzle with Death Grip. Good luck, death knight.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 5)
Delphenus Jun 15th 2010 3:06PM
Remember when Death Gripping someone onto the Booty Bay Boat would cause them to transport through space and time and end up on a ghost ship in the middle of the Arathi Mountains after a 20 minute flight?
Nitzky Jun 15th 2010 3:12PM
No.
Dart Matsuraki Jun 15th 2010 3:35PM
Best. Bug. Ever.
http://www.wow.com/2009/02/08/best-bug-ever/
Catacomb Kid Jun 15th 2010 6:53PM
Now, I'm writing this without having studied the video very closely, but was it a level flight? Like, did you gain altitude, or just fly level? Because you start at sea level, but then wind up flying high above rivers, suggesting that the rivers are below sea level, and I think that's impossible. Just an interesting tidbit, probably some other interesting things we can learn about WoW geography from a straight-line and level flight.
Unless of course it wasn't a level flight, then just ignore me.
Emil Jun 15th 2010 9:08PM
I remember this quite well, and I often tell others the story... they never believe me though. I had been leveling up the hunter on a PvP realm at the time and walked off the ship. Suddenly the purple light of a Death Knight's Death Grip got me and sent me hurtling north. I thought it was rather fun to see a flying troll... Anyways, I found it very funny, whipping through Stormwind and over Hillsbrad Foothills.
@ Catacomb Kid,
Yes, it was a level flight the whole time, but you'd have to think it was at a slight angle to reach a ship higher than the Alterac Mountain peak...
Armill3 Jun 15th 2010 3:10PM
"I've noticed that one skill seems to be the most misunderstood and reviled by non-death knights: Death Grip."
Nope! That would be Army of the Dead, predictably cast by DPS DKs for the last boss on many a random heroic run, almost always preventing the tank from maintaining aggro, and thus leading to the unfortunate deaths of casters and other DPS owing to dragon breaths and cleaves.
Times when Army is okay:
(1) Faction champs in ToC;
(2) Any boss whose attacks are not direction or positioning dependent, with the permission of the tank.
...that's pretty much it.
thebitterfig Jun 15th 2010 3:16PM
When I'm tanking and the silly dps pop AotD, I always taunt off them on cooldown. Their "taunts" work like growl in that they generate a large amount of threat, and you can piggy-back off of them for high threat yourself. Of course, that doesn't do anything about annoying directional attacks.
When I'm healing, I just won't heal the offending DK through any AoEs that might result. It's sure fun letting Mal'ganis slowly whittle down a DK to nothingness...
laurel Jun 15th 2010 3:17PM
^This
Having a DK use their army on the dog boss in VH raised the blood pressure level. Healer was taking unnecessary damage. Did we complete it successfully - sure - but not a happy tank did it make.
crschmidt Jun 15th 2010 3:27PM
For raid bosses, iiuc, army can't taunt -- only heroic bosses (which aren't 'Boss' level mobs). Doesn't that mean that Army on most raid bosses will not be a huge deal? Or is it just never worth using army for DPS, because the cast time is long enough to make it useless?
Arkhill Jun 15th 2010 3:32PM
How many heroic bosses cleave or have dragon breath? 2, 3?
You won't pull threat from Army.
Get over it.
Armill3 Jun 15th 2010 3:37PM
...and you've just helped reenforce your class's reputation. Good job!
Orkchop Jun 15th 2010 3:41PM
Army ghouls do not taunt Raid Bosses, but will taunt raid adds. So, if the fight has no adds, then the Army safely increases your DPS. If the fight does have adds, you probably don't want to use it.
feniks9174 Jun 15th 2010 3:44PM
@ crschmidt -
No, Army will not taunt a raid boss and there are plenty of times when it's beneficial. Heart Phase on XT, When Icehowl is stunned against the wall, Festergut or Rotface on the pull, Putricide at the start of phase 3, Sarth3D on the pull (for zergs), Deathwhisper during phase 1 (set them on her mana shield), Saurfang at the pull, Anub on phase 3,
Vladeon Jun 15th 2010 3:48PM
I just got my mage to 80 this past weekend and have been running heroics as much as possible and in 3 out of th 5 dungeons I ran yesterday, the DK used Army on the last boss and each time I reprimanded them, hopefully they won't do that again. One of the times was even on H HoR... How do you get that far without learning that it's a bad move to use Army of the Dead in a heroic dungeon that isn't H ToC?
Vitos Jun 15th 2010 3:52PM
As a DK tank, if there are any other DKs in the group, I say that if they pop army when I didn't, I'll let them take aggro.
Additionally, as a tank, I have learned which bosses its ok to pop it on, and I pop it at every chance.
Of course, since I love the spell, if there aren't any bosses I can pop it on then I'll use it on trash. Like in VH, before Cyanigosa.
Jeremy Jun 15th 2010 4:04PM
>.< I hate when I am on my priest or resto shaman healing a party and a DK decides to use AotD on bosses with breathe and cleave abilities. I primarily play my DK and priest, and see alot of don'ts while healing..don'ts that I do not do when on my DK. Unless the Tank/Healer asks me specifically to use AotD I just don't bother. AotD is far more abused, and used inappropriately than DG, though DG can be misused as well. DG is probably abused more in bgs/WG from what I've seen. I DG to me, get about one hit on the player and then magically he's DG'd away from me, and then again from the next person. In other words don't DG away from your fellow melee dps.
My advice for a new dps DK is to have Death Grip as far away from your most used buttons in your rotation. Much like Wintermaulz I made the mistake of pulling a boss and nearly causing a wipe because DG was next to my IT/PS buttons on the action bar. I've since moved it to a spot I am less likely to hit accidently.
Emophia Jun 15th 2010 4:14PM
I used army on Tyrannous once, but somehow they started targeting Rimefang, and Rimefang was flying around, the ghouls where chasing it, and Tyrannous was chasing them, in semicircles, it was hilarious and it only ended when the hunter somehow died.
I apologized to him but he said it was fine since it was funny enough to make his day.
gearhead Jun 15th 2010 4:21PM
Honestly the best use of Army of the Dead is pre pull on any raid boss fight without adds as casting Army during a boss fight is invariably a dps loss overall. If you spec unholy army is usefull even when there are adds in a fight as you can easily control who they attack by setting ghouls to passive and just commanding them to attack a specific target
Cyrus Jun 15th 2010 4:39PM
"How many heroic bosses cleave or have dragon breath? 2, 3?
Get over it."
Well, let's see. Cyanigosa and Keristraza, of course. But it's not just attacks with "cleave" or "breath" in their names, it's anything where positioning matters. Positioning is important on Ingvar in UK. It's important on Hadronox in AN, and very important on Anub'Arak; his Pound ability will one-hit some non-tanks. It matters with Jedoga in OK. In Violet Hold, it matters on the core hound and the ethereal bosses. In Gundrak, it matters on the elemental/golem boss. It also matters on every single boss in the Halls of Stone and the Halls of Lightning, but I'll be generous and only count the last two in each. In CoS, the first three bosses don't care about positioning much, but Mal'Ganis definitely does. Positioning also matters on the second boss in the Forge of Souls, every boss in the Pit of Saron and the final pursuit in Halls of Reflection.
So that's 19. And maybe some I'm forgetting; it's been a while. Of course, a competent and well-geared group probably won't be wiped out by an Army of the Dead at the wrong time, but that's damning with faint praise. Whether it results in a wipe or just a little extra annoyance and work, it's still stupid to use in a lot of boss encounters for no good reason.
Kuro Jun 15th 2010 5:16PM
As a bored over-geared healer of heroics -- WTB moar spin the dragon/lava dog!
It's hilariously fun to heal...