Lichborne: Death knight talents, specs and rotations for patch 4.0.1

By the time you read this, there's a pretty high chance that patch 4.0.1 will be on the live servers. If it's not, it's probably coming next week. Either way, that says to me that it's time to finalize your spec choices and get your rotations figured out. We talked pretty extensively a couple of weeks back about patch 4.0.1 changes in general, but now we'll get down to specifics, going through each tree and checking out some general talent spec and rotation advice to help you start WoW's newest era off on the right foot.
Unholy looks the most polished
Unholy remains perhaps the most finished of the trees in that it has a relatively solid tree with varied and interesting mechanics, decent DPS numbers and a few "free" points that you can spend anywhere at level 85. While it does lag very, very slightly behind frost as far as DPS goes, most tests I have seen put it so slightly behind them as to be nearly irrelevant, so you should feel free to spec it for your raid. As things stand now, this is going to be the base level 85 build in Cataclysm, and you can just fill out the unholy tree and the first part of the blood tree when patch 4.0.1 hits. Also, just to be clear, unholy dual wielding is no longer a viable DPS method. The last few beta patches have pretty much gutted it as a viable form of DPS. You'll want to pick up a two-handed weapon.
As far as rotations go, unholy currently has a bit of a priority system going on in patch 4.0.1 and beyond. Luckily, it's not a completely hard to follow priority system. Here are the basics:
- Make sure your diseases are up.
- Use Dark Transformation if it's up.
- Use Scourge Strikes if all unholy and/or death runes are up.
- Use Festering Strike if both sets of blood and frost runes are up.
- Use Death Coil if Sudden Doom is up or runic power is capped.
- Scourge Strike.
- Festering Strike.
- Death Coil.
While it looks a bit daunting, it does get easier as you use it. Essentially, the first five steps are all ways to make sure you are not wasting resources or forgetting debuffs or buffs. Once you get past that, it's just using Scourge Strikes and Festering Strikes and Death Coils -- three simple buttons. The multiple target rotation is similar. You'll simply slip in a Death and Decay after diseases are up and replace Festering Strike with a Blood Boil and Icy Touch. Remember, as well, that all of this will be done in Unholy Presence, which is the best DPS presence for unholy in pretty much all PvE situations.
The one real issue unholy will have in patch 4.0.1 is that we won't have Outbreak. Outbreak, by applying our diseases without runes, makes things run a lot smoother for us, as far as our rotation goes. If we have to apply diseases the old-fashioned way, we end up with a hanging blood rune. Luckily, all we'll really need to do is convert it to a death rune with Blood Strike or Blood Tap, which is something we'll likely need to do at times even in Cataclysm, thanks to Outbreak's restrictive cooldown.
Frost remains the least changed
Frost remains perhaps the most unchanged tree for death knights. While it did get the usual trimming down to 31 points, the actual playstyle of the tree remains much the same, with the only major difference being that you can choose to use a two-handed weapon or dual wield. This will, of course, slightly affect how you spend you spend your points. A dual wield build will look something like this, while a two-handed weapon build will look more like this. There's unfortunately not much wiggle room in these builds. You can take those two points out of Endless Winter and put them in other talents, and dual wielders can get Icy Reach instead of Runic Power Mastery, but that's about it.
The biggest change to frost's priority system in Cataclysm comes with the addition of Obliterate to the Killing Machine buff. This means that when you have Killing Machine up, you use Obliterate. Your new single-target priority system will look something like this:
- Get your diseases up (if glyphed for it and there's no chance of crowd control breaking, use Howling Blast to apply Frost Fever).
- Use Obliterate if Killing Machine is up or both pairs of frost/unholy rules are up.
- Blood Strike if both blood runes are up.
- Frost Strike.
- Howling Blast if Rime is up and it won't break crowd control.
- Obliterate.
- Blood Strike.
- Horn of Winter.
It's worth noting that the presence issue is a bit murky for frost. Dual-wielders will use Frost Presence, but two-handed weapon users will, as of this writing, actually want to use Unholy Presence. This is because Might of the Frozen Wastes will generate so much extra runic power that you will need the shorter GCD of Unholy Presence to use it all effectively.
The AoE rotation for frost is actually significant different than the single-target rotation.
- Use Howling Blast if both frost runes or both death runes are up.
- Use Death and Decay and Plague Strike if both unholy runes are up.
- Frost Strike.
- Howling Blast.
- Blood Strike.
- Death and Decay/Plague Strike.
- Horn of Winter.
You'll pretty much want to be in Frost Presence for AoE fun times, regardless of your weapon type.
Blood goes all tanking
Blood is now a tanking tree. If you're not tanking, go respec. That's the long and the short of it. As far as specs, blood's a little bit more flexible as to what it takes for points. Here's a sample level 80 blood tank build. In this build alone, you could swap out the Abomination's Might points if you already have your attack power buff provided by one of your DPS. I chose to put points in Scent of Blood because I want to have the runic power to use Rune Strike as often as possible, but some tanks prefer to put it in Improved Blood Tap for an emergency rune switch. Of course, you can always get both if you those points out of Abomination's Might.
Like the other trees, blood now has a priority rotation of sorts as well, at least threat wise. It's a little bit simpler than the other trees just because of lack of procs, but here are the basics for a single target:
- Get your diseases up.
- Rune Strike.
- Death Strike.
- Blood Boil if Scarlet Fever isn't up.
- Heart Strike if Scarlet Fever is up and there are three or fewer targets.
- More Blood Boil if there are more than three targets.
Essentially, Rune Strike remains a threat powerhouse, and Death Strike remains the most reasonable thing to use on single targets when you have the runes, because it provides extra healing and absorption. You'll then want to make sure you keep that debuff up, which is why Blood Boil gets such high priority. Finally, it should be noted that you do need to stay alive, so burning a tanking cooldown when needed is still very much top priority.
Why we're changing (to) priorities
One of the most subtle changes for death knights, as you may have noticed, is a switch to a priority system for all specs, bought about by the new rune system and Runic Empowerment. Essentially, you want your runes on cooldown as much as possible so that they can regenerate and be procced by Runic Empowerment, and then you want to be able to take advantage of those procs. As a result, death knight rotations look a little bit more frantic on paper and may in some cases take a bit more finesse, but they are surmountable. Understand this concept, and you're halfway to mastering the new style of death knight play. Good luck.
Filed under: Death Knight, (Death Knight) Lichborne
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Reader Comments (Page 3 of 3)
KPB Oct 12th 2010 11:41AM
The 2hded frost preference for unholy presence will likely go away once Cataclysm ships and we level to 85. At 80 the high amounts of haste we have causes much faster rune regen which leads to more runic power. It also speeds up attacks which leads to even more runic power. At 85 the conversion of ratings to actual haste requires a lot more rating to ge tthe same amount of haste so our actual haste will be much lower which should bring our resources back down to the point where we aren't GCD limited anymore. We might run into the issue again at T13 or T14 but Blizzard seems to be planning to keep the inflation lower so crit, haste, etc don't get as out of hand.
jbg Oct 12th 2010 11:54AM
I've been able to tank successfully using a dps frost spec(full tank gear) for heroics, will I still be able to do this? Or should i just sell off my tank gear?
Sterb Oct 12th 2010 1:16PM
No. You won't have any crit reduction, making you a nightmare to heal.
Sarapalin Oct 12th 2010 3:55PM
With the changes in blood, will dw tanking be a thing of the past? It's not getting much support, except that the dw talent is fairly low in the frost tree. Is dk tanking going solely 2h.
Sterb Oct 12th 2010 5:54PM
Yes. DW tanking is dead. Leave it be.
shuffleboardsniper Oct 12th 2010 11:57AM
As for blood tanking, I was reading over on Elitist Jerks that a diseaseless rotation has some merit. The end results of the simulations seemed to point at a small (4-5%) loss in threat as a trade off for a gain (again, 4-5%) in mitigation. With DPS being given more of a focus on controlling their threat, I would find that a 5% loss in threat would be insubstantial in regards to a 5% increase to mitigation.
feniks9174 Oct 12th 2010 12:11PM
Im a little confused about the Frost builds. Why improved Blood Tap over Virulence?
Sterb Oct 12th 2010 1:18PM
It allows for a free strike/HB much more often and can be combined with the blood tap bug for a free Obliterate (with two blood runes, BS, then BT right after for two death runes immediately available).
Taiiga Oct 12th 2010 12:34PM
"Get your diseases up (if glyphed for it AND THERE'S NO CHANCE OF CROWD CONTROL BREAKING, use Howling Blast to apply Frost Fever)...Howling Blast if Rime is up and IT WON'T BREAK CROWD CONTROL."
A thousand thank you's for that bit of wisdom thrown in there. Now please, eager dps dk's listen. For the sake of 5man groups everywhere, listen to those wise words :
BAHill Oct 12th 2010 2:06PM
In your example Blood Tanking Build, I noticed that you have Glyph of Death & Decay as opposed to the Glyph of Heart Strike which is what I had thought would be a better choice. My logic is that the Glyph of Death & Decay increases the duration by 5 sec. for a total of 15 sec. (10 sec. normally). The Glyph of Heart Strike increases damage of Heart Strike by 30% (which damages up to 3 opponents). I would think more threat would be generated with the Glyph of Heart Strike than the Glyph of Death & Decay. Additionally the Glyph of Heart Strike may generate enough additional damage that the opponents would die faster than the 5 additional seconds of duration on Death & Decay. Can you help explain why the Glyph of Death and Decay is a better choice?
Second question is the choice of Blood Parasites vs another talent. Does the 10% proc occur often enough to justify 2 talent points, and when the blood worms burst how much healing are they doing for you and/or the group?
Thanks!
Kolenka Oct 12th 2010 4:27PM
DnD has a threat modifier that HS does not have. 5 seconds is 5 extra ticks of DnD that helps hold a pack on the tank with less effort. Without those ticks, you might have to replace a HS with a BB or similar. Also, ToT, MD and the like are now temporary, meaning that you can't prop up a tank like you can in Wrath (I've seen tanks gain 8k+ TPS from these abilities, on the order of 40%). The tank's threat generation matters more now than it did before.
For Blood Parasites it more has to do with what sort of utility you are bringing to the group. At 10%, your proc rate is probably on average around 30-45 seconds each, and it does group healing. This, and Glyph of Rune Tap (unless they nerfed it) makes Blood DKs pretty useful in 5-mans by helping reduce the healing required on the group. It helps smooth over some of the silly damage DPS will be taking and your healer will go OOM a bit less.
croana Oct 12th 2010 6:28PM
That unholy explaination was almost copy-pasted from the elitistjerks class forums. I would suggest to anyone playing unholy that they take a look at the post over there for more info.
Charlie Oct 12th 2010 10:07PM
I'm confused about this line
Use Festering Strike if both sets of blood and frost runes are up.
so are you saying that i should have all 4 runes powerd up before I use this. I thought having 2 full of anything was a bad thing.
Also if that is the case, should I use it once or twice?
If its not the case,should I use it any time it's up?
Sterb Oct 13th 2010 8:38AM
For each action, you evaluate the list.
jedice Oct 12th 2010 9:19PM
At the moment Runeforging appears not to be working Runes require Runeforging 300 and my skill is 1/300 but I can apply the rune to my weapons.
So is it just that the tool tip is broken or is the Rune inactive?
Vanz Oct 20th 2010 12:46PM
Frost two handed weapon build still uses Fallen Crusader as their rune right? Or would Razorice be better with the mastery stat?
Alyssa Oct 13th 2010 6:13PM
Why are there more points than we have for DW frost spec? D:
Vonpaladin Oct 14th 2010 1:35PM
I luv, LOVE,
Vonpaladin Oct 14th 2010 1:43PM
Wow - not sure what happened to the rest of the post that I did, it got truncated? I love the new consolidated trees and am having a blast playing my Unholy DK right now. The change to a priority based "rotation" is intuitive and a ton of fun to play. I do have a question though about hit cap - in the character tab it has a section for the various attributes and their levels, such as hit, expertise, etc. When you mouse over hit it shows you the % chance of misses for your character based on the level of the mob. Does any one know if Unholy DKs are still interested in Spell Hit Cap or not, and if so - does that hit cap refer to melee only or does that include spell hit cap as well? There is a separate section in the character box for spell hit, but it shows the same number on my DK. It shows 0% chance of missing any mobs under both spell and melee, but I know that my hit rating currently is not the 17% that used to be required. Can't find this info posted anywhere currently - so thought I'd see if anyone out there has any insight or answers...?