Lichborne: Death knight regemming and reforging for patch 4.0.1

Now that we've had a bit of time with patch 4.0.1, hopefully you've settled in to a decent rotation and spec and have begun to feel your way around the new system. Now that you've done that, there's one more step to take: figuring out the best way to reforge and regem your gear. Reforging can be done through certain NPCs in major cities and is a process whereby you take one secondary stat (the ones in green text) and reforge part of it into another stat. This process can be very useful for getting rid of extra stats past the soft cap or just plain getting rid of stats that aren't important for your class or spec. You can't reforge a stat into another stat that's already on the item, but otherwise, your possibilities are endless.
Gemming remains more or less how it always has. The one big, new curveball we've been thrown is the fact that hit gems are now blue. This is probably overall a win for DPS death knights, as it gives us a few more options to aim for gear bonuses without handicapping ourselves as much.
To understand how, when and if to regem and reforge your gear, you'll need to understand stat weights. While it's still pretty early in the 4.0.1 game (and therefore, it's not completely clear what stat weights are for every spec), the death knight community has still done enough math that we're relatively certain of the general order. With that in mind, let's look at every spec and figure out the best ways to regem and reforge.
Unholy is hasty
Unholy's weights are more or less intuitive if you've been following the class changes through the Cataclysm beta. As with all melee specs, you'll want your hit rating up to the usual 8 percent. After that, we still get the most mileage from strength, but coming up very quickly behind that is haste. Thanks to the fact that haste now reduces our rune cooldowns, you'll find it blows away just about any other secondary stat you can get. Critical strike follows swiftly behind, thanks in large part to pets and diseases now taking advantage of it. Mastery and expertise more or less lag behind at dead last.
What these means for reforging is that first, you'll want to make sure your hit is at the usual 8 percent. Hit up to the spell hit cap is somewhat superfluous still, so if you have any hit percentage above 8 percent, it's probably worth it to reforge it away. Haste is your next target. If you can reforge excess hit, expertise or critical strike rating into haste, you should probably do so. Technically, haste does have a "soft cap" when it reaches the point that we're GCD-capped, but said cap will vary from fight to fight and depending on buffs and skill usage -- and it's still pretty useful past the soft cap, anyway. In a similar vein, go ahead and reforge your expertise into haste or crit, depending on what extra stat you gear has.
As far as gemming goes, you probably won't go too badly if you just stick to your straight strength gems, but reforging is useful in that it opens up a new possibility for us, that of simply reforging away stats to work around gem choices. Therefore, what you may wish to do is actually go for your slot bonuses (using Bold Cardinal Ruby for red slots, Fierce Ametrine for yellow, and Etched Dreadstone for the blue slots). If the slot bonuses isn't very helpful, just go straight Bold Cardinal Rubies. If you're past the hit cap after regemming, just reforge some excess hit rating into haste. Of course, before all this, make sure you have the gems to activate your metagem, which should be a Chaotic Skyflare Diamond.
Your weapon counts with frost
Frost's stat weights currently vary based on whether you're dual wielding or using a two-handed weapon. There are some similarities, though. Both weapon types want to keep hit and expertise at their specific soft caps (for special attacks and for dodging, respectively). However, after that, two-handed weapon frost will value haste, because it requires that haste to proc Might of the Frozen Wastes and to have the cooldowns to spend that runic power once it gets it. Just behind haste, it highly values mastery, since it uses so many Frost Strikes. Strength actually ends up behind these "secondary" stats in the long run, they're so essential.
For dual wielding, after hit and expertise, you'll focus on the more traditional strength, then mastery (again, Frost Strike supremacy here), then haste, as dual wielding does have more trouble with hitting the GCD ceiling. Critical strike rating is relatively unimportant for both specs, as Killing Machine will take care of critical strikes quite handily.
For reforging, this means that you first focus on reforging anything you can to get as close to the hit and expertise soft caps as you can. If you're above those caps, start reforging any excess hit or expertise, or any critical strike rating, into mastery or haste (in that order) for dual wielding. You may also wish to reforge any haste into mastery. For two-handed weapons, reforge excess hit and expertise and critical strike rating into haste, or into mastery if haste already exists on the item.
For gemming, frost will follow the same basic philosophy as unholy. Since we have new, useful blue gem choices and the ability to reforge to take care of any excess hit or expertise on gems, you can pretty much gem for gear bonuses with impunity. Dual wield should use the same gems as mentioned above for unholy. Two-handed-weapon users, on the other hand, will want to focus on haste. That means you'll be using haste-focused gems for your slots, namely Fierce Ametrine for red, Quick King's Amber for yellow and Lightning Eye of Zuul for blue. As with unholy, both flavors of frost death knight will want to grab a Chaotic Skyflare Diamond.
Blood tanks like mastery
Blood is now a tank-only tree and also the one that generally should be the simplest to worry about. Stamina continues to be the ultimate stat for blood, especially since Death Strike always heals a minimum of 10 percent of your base health. This makes gemming very easy. Simply keep stuffing your sockets full of Solid Majestic Zircons.
However, if you insist on getting gear bonuses (such as if a bonus provides +9 or +12 stamina), you'll probably be best off using Guardian's Dreadstones or Accurate Dreadstones for red slots, depending on your stat needs, and Regal Eyes of Zul for yellow slots.
For reforging, you'll want to focus on mastery. Mastery is pretty amazing for blood, since it provides a lot of extra absorption. Essentially, if you have hit or expertise past the soft caps, turn it into mastery. If you have haste or critical strike rating, first of all get better gear, but in the meantime, turn it into mastery. Otherwise, if the gear has parry, turn it into mastery. If the gear doesn't have parry, use dodge instead. Get that mastery, in other words.
Of course, in both cases, the supremacy of stamina and mastery can be pre-empted by the need for more threat. Tanks don't absolutely have to be at the 26 expertise dodge cap or at the 8 percent hit cap, but if you're having trouble keeping threat, it can help to get there. Don't be afraid to regem or reforge for hit and expertise if so.
Filed under: Death Knight, (Death Knight) Lichborne
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Reader Comments (Page 3 of 3)
Joe Oct 20th 2010 12:22AM
Tankyou so much for this. I was really confused about either haste OR mastery.
Bapo Oct 20th 2010 2:28AM
Idk if people will be able to answer this or not, since it's more of a level 85 question, but...
With Frosts mastery being the increase to frost damage, will our rune on our weapons change? If so, Cinderglacier or Razorice?
Bandwagon Oct 20th 2010 4:41AM
If you are dual wielding, you want Rune of the Fallen Crusader on your MH... If you can then manage it you want to do the following with your OH:
Get 2 OH weapons, keep one if your bag.
Single Target: Use the OH weapon with Razorice on it
Multiple Targets: Use the OH weapon with Cinderglazier on it
If you are 2H frost - stick with Fallen Crusader.
Pyromelter Oct 20th 2010 5:16AM
A big reason as to why haste is so good is that you get more ticks of the DoT component of your damage. There likely will be a tipping point where mastery overtakes haste, but without any mastery on gear, it won't be in this expansion. Then there is also the fact that you get more white swings in faster. One thing i'm not sure about was the idea of haste increasing the speed of your runes regenerating. If haste is speeding up your runes regenerating, that would be another factor - more special attacks (which again, has no effect from mastery of unholy dps).
Darky Oct 20th 2010 5:35AM
Actually i thought the main reason was that it directly translated to your ghoul now (which is currently about 20% of Unholy's dps) as well as lowering the runes cooldown so we have less free GCDs.
BlackTiger™ Oct 20th 2010 6:18AM
Waiting for stats... one stat actually:
+ "tanking" for tanks
+ "melee damage" for MDDs
+ "ranged damage for non-casters" for RDDs like hunters
+ "ranged damage for casters" for RDDs like mages abd warlocks
+ "healing" for healers
Simple! Even donkeys and rabbits can understand this.
Ben Oct 20th 2010 3:44PM
Your advice for blood doesn't make much sense, specifically leaving out parry. Parry and dodge both have the same diminishing returns now and have equal value. (The catch here is no one seems to know yet at what point diminishing returns kick in.) They utilize these two stats optimally, one wants to keep them as even as possible whenever one can swap them 1 for 1. Personally, I use defender (purple, parry+sta), regal (green, dodge+sta), and solid (blue, stamina) to satisfy any bonuses that are +9 stamina or higher.
As for the blood mastery, it is nice, but it has its problems. The shield effect is not very significant (the additional absorb from death strikes vs incoming damage in most situations) vs the large chunk of avoidance one gives up to boost it through reforging. The blood shield effect currently appears to overwrite an old shield effect if it hasn't expired, further diminishing its value somewhat. And finally, blood shield is only absorbing physical damage currently. Some seem to think this is intended, reasoning it serves a purpose similar to shield block which only effect incoming physical damage as well.
Advice I have seen and would pass along is: For those just starting out, build up a respectable hp pool (stack stamina). Once one reaches a comfortable gear level, balance one's need for threat stats (hit and expertise) vs survival stats (dodge, mastery, and parry) but don't bother reforging mastery unless you have the gear that can spare it. -Which is at the high end in current content, at which point a tank probably has figured what works best for them and doesn't need this advice.
My DK's tank set is just over a 6k GS and has an average ilvl of 270 or so, if I recall correctly. Only last night did I get upgrades that had excess hit and expertise that I was comfortable reforging into mastery. Self buffed dodge and parry are around 22/23%. When I'm tanking in ICC, I would rather have my 5-6% pure avoidance vs improving a shield that is only going to absorb an addition small portion of a hit.
CrossEyed Oct 20th 2010 10:33PM
Thought I posted this already but don't see it... Noob question, what would be the current hit and expertise caps for 2h frost? :)
Tael Oct 21st 2010 6:25PM
When you say forge away expertise, I take it you mean excess expertise, as in, if it'd bring you over 26 rating?
Masby Nov 4th 2010 3:32PM
Hello readers,
i just wanted to say i have a Frost DK DPS guide on youtube. I will be making more quility videos in the future. If it's any help, please share with friends!
youtube.com/MasbyWoW