Lichborne: What's changed for death knights in patch 4.0.1

With the 4.0.1 PTR in full swing, it's time to face the inevitable fact: This patch will show up on the live servers, probably sooner rather than later, and everything you know about how to play your death knight will change forever. OK, so it's probably not that drastic, but there's still a lot of stuff that is changing, and it's definitely worth going over so you know what to expect when the patch goes live.
The biggest thing to keep in mind as you try things out is not to panic. Things are going to be a little chaotic for a while as we figure out and finalize new rotations and strategies. In addition, remember that Blizzard's balanced our new trees with an eye on level 85. This means that some stuff may be wonky at level 80 but will smooth out at level 85, as we get new itemization and face new classes of enemies. In other words, don't panic. Do give feedback, but don't assume everything is broken because you're slightly over- or underpowered at level 80. With that in mind, let's do a quick review of some of the major playstyle changes.
Mastering the new rune system
One the biggest changes to the death knight class is the completely new rune system. We covered a bit back when it was first announced, but let's go over it again.
Essentially, the way runes regenerate has been changed completely. Now, instead of each rune regenerating independently, the second rune of each type will only regenerate if the first one is full. Essentially, imagine that you now have three separate energy bars -- unholy, frost and blood -- that fill up gradually. If it feels a little confusing, don't worry, you're not alone. It makes more sense once you've had a chance to play with it on the PTR or the beta.
The other major rune system change to get used to is Runic Empowerment. If you're keeping up with a good solid rotation, this little skill will change things up a bit by refreshing a random rune on you. Now, the problem here is that it's only one rune, and you will never know whether it will be frost, blood or unholy that will refresh. The debate on how to use those procced runes is still ongoing among the beta death knight community, with two major arguments. One says that you should simply saved the procced rune until you can use it to get off a two-rune strike such as Obliterate. Others say that you should use it as soon as it comes, even if that means dropping a simple Plague Strike or Icy Touch. The former idea risks wasting the proc as other runes refresh back to their normal state anyway, while the latter arguably turns the death knight rotation in a somewhat annoying game of whack-a-mole, leaving your disease timers in disarray and making it easy to become imbalanced and forget your rotation altogether.
Note that unholy gets a talent, Runic Corruption, that will remove Runic Empowerment and replace it with a proc that simply increases your rune regeneration rate, so unholy itself won't have to worry about this so much. Frost and blood, however, should definitely use patch 4.0.1 as a time to get used to this mechanic
One other thing these two changes do is make it a lot more useful than ever to get a decent rune UI that will show the new changes in more detail and allow you to move the rune UI so you aren't constantly glancing at your character portrait to figure out what runes are still refreshing and what runic empowerment filled out. Expect a look at those in a future column as more addon artists update their mods for 4.0.1.
Talent tree changes and masteries
All three talent trees are seeing at least some changes to their playstyle. Many passive talents have been removed, but more importantly, the basic philosophy of the trees has changed. You'll have a lot to get used to, no matter what you play. In addition, the new talent tree system means you'll need to pick a single tree as your "main" tree. You'll get some new abilities when you do, and you'll be forced to spend 31 points in that tree before you grab spare points elsewhere. While we've covered a lot of what's happened to them in the past few weeks, here's a refresher on that for you as well.
Blood
- Bonus Ability: Heart Strike
- Specialization: Blood Rites
- Specialization: Vengeance
- Mastery: Blood Shield
The other thing to remember about blood is that Death Strike is more important than ever for tanking, since it ties in with the Blood Shield mastery, providing even more protection for each Death Strike. In fact, you may find yourself eschewing Heart Strike to use it on boss fights for extra survivability. Consider it (even more than before) the death knight version of block.
Frost
- Bonus Ability: Frost Strike
- Specialization: Blood of the North
- Specialization: Icy Talons
- Mastery: Frozen Heart
In addition, Frost is once again viable for two-handed weapon DPS. Simply grab the Might of the Frozen Wastes talent, and you'll be good to go. Mostly, two-handed DPS is going to revolve around getting more Frost Strikes out, thanks to superior runic power regeneration. Right now, reports suggest that is in fact working, so frost-heads should be feel to grab that spare two-handed weapon out of the bank and go to town, if they so desire.
Unholy
- Bonus Ability: Scourge Strike
- Specialization: Master of Ghouls
- Specialization: Unholy Might
- Specialization: Reaping
- Mastery: Blightcaller
It's also worth noting that while Lead Systems Designer Ghostcrawler has confirmed that unholy is meant to use two-handed weapons exclusively, changes to the system such as the addition of Sudden Doom to the unholy tree have caused dual wield unholy to do very competitive DPS, in some cases eclipsing two-handed DPS. It seems likely, though, that Blizzard will eventually nerf that, so don't get too comfortable with dual-wielding in the unholy tree.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
schwonga Sep 21st 2010 9:15PM
Quick comment about something I have noticed when i was whacking that dummy in the ptr: Obliterate no longer consumes your dots and does a "hella" lot more dmg than Scourge Strike. So It seems that when ever you have both unholy and frost runes up you'd better served ignore Unholy's signature attack in favor for Obliterate. This also means that you'll be doing a lot less Festering Strike-ing which means you'll be using more unholy runes for refreshing your dots.
All this leaves me rather confused as to where to where Scourge Strike is supposed to fit in! I assume I must have missed some important note, purpose or fact, but i can't figure it where.
Sunaseni Sep 21st 2010 9:28PM
Remember that Reaping makes Festering Strike turn that Blood-Frost rune into Death Runes for 2 Scourge Strikes on the next cycle. So is do 2 Obliterates and 2 Blood Strikes outweigh a Festering Strike and 4 Scourge Strikes? That's the question sims will answer.
schwonga Sep 21st 2010 9:52PM
But remember that Blood Strikes also trigger Reaping, meaning you'll be able to get three Obliterates next round. What I am supposing is that using that the dmg from refreshing your dots (Icy and Plague) so much because of the lack of Festering will turn out to be a dps loss even in the face of the stronger hitting Obliterate.
On a related note, if you are solid in your rotation, wouldn't festering strike make it so you never have to hit Icy or Plague except at the beginning of the fight? Sounds kinda nice.
ggrooms Sep 21st 2010 9:17PM
"The other major rune system change to get used to is Runic Empowerment. If you're keeping up with a good solid rotation, this little skill will change things up a bit by refreshing a random rune on you."
It is not any rune on cooldown, only those fully depleted This means that if the rune is already cooling down, it will not be proc'd by RE. In otherwords, the rune(s) you use the most are those proc'd by RE.
shitflap Sep 21st 2010 9:23PM
Frost Strike is linked to Heart Strike tooltip, just a heads-up..
VegetaPrime Sep 21st 2010 9:28PM
"It's also worth noting that while Lead Systems Designer Ghostcrawler has confirmed that unholy is meant to use two-handed weapons exclusively, changes to the system such as the addition of Sudden Doom to the unholy tree have caused dual wield unholy to do very competitive DPS, in some cases eclipsing two-handed DPS. It seems likely, though, that Blizzard will eventually nerf that, so don't get too comfortable with dual-wielding in the unholy tree."
I really hope this doesn't happen. Let us have the choice to go DW or 2H. Why is it such a horrible idea? I have a hard time believing they can't tweak a few numbers to give us balance with either type of weapon. Or am I to assume its all the QQ from the "Death Knights shouldn't dual wield period" crowd that will put the kibosh on it?
brownyboi Sep 22nd 2010 2:32AM
I'm all for that. I'm a big fan on DW these days; the chance to try DW unholy would be a fun option.
If GC is saying that it sometimes beats 2H on the dps, one can assume that it means that sometimes it does not. So, what's the problem? The designers have accidentally created another valid, but not unbalanced playstyle. Less cookie-cutter specs as a result - nice!
Butts Sep 22nd 2010 9:01AM
There are several reasons why they want to limit weapon "type" per spec. First is the loot competition issue. If everyone uses 1handers, getting loot is a pain in the ass, and it's already a problem right now. In terms of specs requiring a 1hander, you have about as many as 2handers, the problem resides in the fact that dual-wielders requires TWO weapons, and as such, the loot is wanted 2x more.
Second, you want builds to be different. Would you want Enh shamans and rogues being able to wield 2handers? Because, why not, lots of people prefer 2handers to dual-wielding.
But yeah, that's the main reason anyway. Your logic was also applied thoroughly during BC with warriors, paladins and hunters rolling on agi leather gear because it gave more DPS, so every single physical dps spec wanted to roll on agi leather, warriors, rogues, druids, hunters, shamans and paladins. Competition was ridiculous. People kept claiming "Leave the choice to us", but the "choice" is that of greater DPS, rarely of personal choice. What happened next? They gave plate wearers an incentive to put on plate gear by adding a talent, which scaled really well at first, but then became less good as gear increases (stats jumped high, phys dps armor did not). It's also why they are adding armor specialization per class/spec. All casters also wanted cloth (Mages, Druids, shamans, warlocks), causing a similar effect.
Ultimately, it's the numbers that will win for most people, and if dual-wield pulls bigger number in unholy, then everyone will go dual-wield, and if 2hander deals more damage, then everyone will go 2hander. It will create a flavor of the month in the spec, where each time it will change, everyone will switch specs to deal moar damage. So I am all for nerfing dual-wielding in unholy so we don't have to deal with stupid balance issues once again.
Olddgregg Sep 23rd 2010 3:12PM
I'm Frost atm because I love DW with my DK. If I could DW and have the awesome new ghoul system I would definitely go for Unholy. I have a feeling they think most people would feel this way and they wouldn't want Frost to be a wasted spec. Too many cool things in one tree I guess...
MusedMoose Sep 21st 2010 9:36PM
Very good to hear that Frost is good to go with a 2H weapon. I've been trying to get some 1H weapons to learn the spec, and go figure, they never drop. -_- Looking forward to seeing how the changes work out, since I'll be forced to switch specs.
omedon666 Sep 21st 2010 9:40PM
Only things missing now from the cataclysm blood DK are:
1) Glyph(s) to customize the bloodworm graphic to something not associated with garbage day.
2) Visible art for blood shield.
The new blood boil is a nice compromise, but I wouldn't complain if they met these demands too!
schwonga Sep 21st 2010 9:53PM
Not to mention they need another name for the mastery since it is the same the spell Bone Shield.
Ed Ross Sep 21st 2010 11:04PM
Hope 2H Frost is competitive with dw Frost, 'cause i want to try it out.
Silly question:
The way rune recharges only applies when in combat I suppose? Once we go out of combat, all runes get refreshed, so we have them all available for next fight ?
Butts Sep 22nd 2010 9:08AM
Lemme make a small ascii drawing for you:
BLOOD : [ZZ | ]
FROST: [ZZZ|ZZZ]
UNHOLY:[ZZZ|Z ]
Each bar will hold 2 runes. Once the bar reaches the 50% threshold, it counts as one rune, when it fills up completely, it counts as 2. As you can see from the poorly done drawing, Frost is currently full, at 2 runes, and any regeneration is being wasted right now. Unholy has one rune available, but no regeneration is being lost because it will keep filling up to complete the second one. This reduces the need to hit runes on CD as it is currently needed on live since every second a rune isn't used is wasted rune generation, unlike Cata where it will keep filling up.
Much like the live system, runes will still need to regenerate, much like a rogue's energy, out of combat before dashing back to combat again.
Sergel Sep 21st 2010 11:26PM
Something i've noticed is that there are less specializations than previously, on all classes. There used to be 3, now its only 2 plus the bonus ability. can someone explain this to me please?
A_V Sep 21st 2010 11:26PM
" orphaned frost runes"
Even though I'm sure it wasn't intended to, that drew a little 'awwww' from me. :P
/softie
Kolenka Sep 21st 2010 11:38PM
I'm surprised... during my time playing with the new Frost DK builds, I've noticed that the current mainstay of using Glyph of Icy Touch (if you aren't using Glyph of Disease) is eclipsed by using Glyph of Howling Blast now. Not sure why this wasn't at least mentioned.
Brian Sep 22nd 2010 12:26AM
It probably wasn't mentioned because at least on trash packs this will get you clobbered in no time flat... HB being the widespread hard hitting frost AoE that it is causes simply too much threat right now to think of using this in a 5-man.
brian Sep 22nd 2010 12:42AM
I'd say probably the best way to use rune refreshes is with death runes. If an unholy or frost pop up, and you have a death rune active (which is likely), Obliterate!
If a blood rune pops up, well that's a free blood strike, which gets you a death rune, and the cycle continues.
Now there just needs to be a better notification that it procced, and it'd be pretty good.
Cowabunga Sep 22nd 2010 12:49AM
Daniel,
Thanks for a great article. Recapping the changes, with an emphasis on the interim stage just prior to the expansions release, is a great idea, and helped me to consider how I might test the changes under existing conditions (Raid, BG, etc). Great job.