Lichborne: Haste and spell hit issues in patch 4.0.1 and beyond

Patch 4.0.3 and the Cataclysm expansion are approaching quickly, and frankly, we're in pretty good shape right now. Yes, there are issues you can point at in almost every tree that could be just a little better, but honestly, most of them are pretty minor. We're really solidly set up for leveling (if you don't mind leveling in a tank spec), dungeon running, and even the first tier of raiding, and for now we can feel pretty secure about ourselves (or at least about our class).
That said, there are almost always improvements to be made, and I do want to take a little bit of time to talk about the issue of the unholy tree's complicated love-hate relationship with haste. Now, you're still going to be stacking and gemming strength as much as possible when you gear up. Strength is still king, don't get me wrong, and you'll always want to get your melee hit capped out. But after that, haste pretty much rules for the roost for unholy. It vaults past critical strike rating and leaves mastery somewhere two or three miles down the road, it's so good.
This isn't too much of a problem at first glance. It's arguably a little boring stacking one secondary stat over others, but that's more or less a reality of gearing up a DPS. It's very rare that two secondary stats share equal billing. We did have a problem with reaching the GCD cap early on in the beta, but the addition of a GCD reduction element to Unholy Presence fixed that pretty handily.
That said, there's still two big problems, one of which primarily affects unholy, the other of which affects all three trees.
Speedy rune regeneration and the problems with slowing down
First, there's some thought that mudflation could bring haste gear that puts us right up against the GCD cap. The other issue is that haste buffs and debuffs mess with our rotation far too much. Your average unholy DK will find them right back at the GCD cap with the haste buffs such as Heroism or Unholy Frenzy. You can argue that a DK can just suck it up and enjoy having more attacks, and it's a little easier to say that now that we're on a priority system instead of a rotation -- but there's still some argument that it's jolting to have the specifically "predictable" death knight tree fill up so fast that it's hard to keep up. The longer that runes and runic power sit there unspent, the more theoretical DPS you're losing.
The big issue, however, comes up with haste debuffs. Haste does affect our rune regeneration rate. In fact, the whole reason it doesn't affect our diseases is because it was deemed overpowered in conjunction with rune regeneration. This means that while haste buffs increase our rune regeneration, haste debuffs decrease it, and decrease it by a lot. This can cause some pretty annoying spots where you just plain can't use your runes because they are stuck in super-slow regeneration mode. This affects pretty much every aspect of the game, from PvP, where Thunderclap or Frost Fever can do the trick, to the raid game, where Sindragosa's Frost Breath pretty much shuts down any death knight caught in it to the point that a tanking death knight can no longer keep threat.
It's pretty straightforward: When a haste debuff leaves your class essentially crowd-controlled, unable to do anything but auto-attack once your runic power is gone, something's a little off. In short, rune regeneration haste makes almost every haste debuff uniquely degrading to a death knight.
Hasty fixes
There are a few ways to deal with the issue of haste, of course. The easiest way would be to simply remove the ability for haste buffs and debuffs (aside from Runic Corruption, of course) to affect rune regeneration rates. Honestly, it would hardly be a nerf at all. Simply put, haste buffs are sort of a non-buff on the rune regeneration side, since we don't have the time or reflexes to use the extra rune cooldowns we get as a result. Removing haste debuff power would, of course, be a straight-up buff, but more importantly, it would remove a unique disability of our class that leaves us at a distinct disadvantage in any situation in which a haste debuff exists.
Arguably, though, this solution still ignores the possibility of haste's creeping power on the item inflation side of things. It's hard to predict how bad it'll be without knowing how tier 12 and up will be itemized, but at the same time, haste doesn't exactly seem to be in short supply on the raid drops and tier 11 items that we do know of. If it just keeps piling up, we could theoretically find ourselves back to the GCD cap problem before the end of the expansion, or at least quickly to the point that spending runes on time becomes a bit of a bother for any haste-stacking death knight DPS.
Honestly, I could see them depreciating haste a little bit more. Force us to get more rating for the same amount of haste, and suddenly critical strike rating and mastery start looking a whole lot better. This solution, though, would require a whole lot more balance work, not to mention a look at the effects it would have on the other classes. Overall, though, I have a strong feeling that the power level and effects of haste are going to continue to be the defining death knight issue of this expansion. If we're lucky, maybe they'll just send haste the way of armor penetration in patch 5.0.1, and we'll be all set.
Hitting the basics: Virulence
The beta servers have been relatively quiet lately, but there was one major change: Virulence now increases spell hit by 3 percent per level, up to 9 percent. While a lot of people have been clamoring to have Virulence simply made passive, this is a pretty good second choice, at least. There's a strong argument that we deserve to get it as a passive, especially since paladins get it that way, but if Blizzard is going to force us to spec it, it's nice that it at least closed the melee-to-spell hit gap. On the other hand, this change does highlight how lackluster the first few tiers of our trees are. They're mostly the type of stuff that we were supposed to get rid of: passive, boring talents that feel mandatory but don't actually change your playstyle much at all. Overall, though, this is a buff, and certainly better than nothing.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
vereonix-core.v3-processor Nov 16th 2010 4:59PM
Talk about frost :]
Frost is so much fun atm, and I really do want to have some tech details on correct stats to get etc as even though its suposidly mainly meant to be DW based (and the 2H talent was put in to stop people QQ'ing) I've found 2H best and how that plays in with haste and crit etc plays out.
Sanguinarius Nov 16th 2010 5:31PM
This.
I have to admit, there hasn't been alot in Lichborne concerning Frost spec, lately. Is it that frost is so straight forward that no in-depth analysis is needed, or is frost so far behind unholy in dps it isn't even worth mentioning? Or did i miss an issue of the column and there HAS been a review?
I really enjoy the variety of POWERFUL AoE tools at my desposal as frost and i've been toying with the idea of going dual-wield in Cataclysm. A little extra insight would be nice!
Hangk Nov 16th 2010 3:53PM
Or you could just spec Frost.
Imnick Nov 16th 2010 4:30PM
Did you know that frost is ALSO affected by this haste-reduction-gimping-runes issue?
And that the tanks on sindragosa he mentioned... also weren't playing as unholy?
It's true!
Imnick Nov 16th 2010 4:31PM
Well if you're going to make a silly complaint about one NPC being in two places at once I can give a silly answer ;)
Every time I try and post a comment the site freezes ):
Prances in Underpantss Nov 16th 2010 5:22PM
Or you could just not comment if you don't have anything good to say.
dru.reuther Nov 21st 2010 4:45PM
Our intrepid columnist only uses Unholy and dabbles (usually reluctantly) with Blood or Frost and has mastered neither. Thats why I read else where EJ DK Info, etc since there is seldom anything useful here for non Unholy DKs. This is not a new situation, and in fact I've seen other comments since this column started that suggestion this column be renamed to Unholy Power, or several other similar concepts. Unholy is a fine spec for pvp and excellent in AoE trash destruction, but since Cata will reduce that particular type of fight, I would expect to see Unholy become like arms warriors and evolve into a pvp spec and one seldom seen in raids. Maybe this column should migrate over to the PvP columns with Art of War(craft). Don't complain about these articles if you want more info on the 'other' DKs Daniel has said since the beginning of WOTLK that unholy was his favorite and what he uses.
Jasteus Nov 16th 2010 4:10PM
Retribution has the same issue with haste debuffs that dk's have. Crusader strike is like 4-6 seconds long with haste debuff, not sure if it got fixed on beta yet or not.
Orkchop Nov 16th 2010 4:10PM
Do you think it would be better to have haste affect our diseases instead of our rune regeneration rate? This would prevent any GCD issue from happening, and would also make Mastery more attractive.
In fact, it would probably prevent you from stacking any one secondary stat, because Mastery and Haste would play so well off of each other.
DroRaz Nov 16th 2010 4:14PM
i thought haste was ment to affect DoTs AND improve melee resource regen, as part of blizz's plan to make haste attractive to melee classes.
i was also sure the "melee speed" buffs and debuffs are not considered haste and therefor will not affect resource regen, which is why icy talons and all the 10% speed raid buffs affect speed and not haste.
how come our diseases suddenly arent affected by haste, and how come our runes stop regenerating when we loose attack speed (not haste)?
Boobah Nov 16th 2010 7:02PM
If Haste gets you more (resource), then haste doesn't affect your DoTs and HoTs. The only specs that get both are ret paladins and enhance shamans; ferals technically get both, if they use spells. Both ret and enhance are more cooldown limited than resource limited, though; of course, rets can spec into haste affecting their most important short cooldown, too.
Feral bleeds, Rogue poisons and bleeds, Warrior bleeds, DK diseases, and Hunter poisons, bleeds, burns, and whatever Black Arrow is, aren't affected by Haste, except that more haste means you can apply them more often.
Prances in Underpantss Nov 16th 2010 4:33PM
I read in Lichborne a few weeks ago that Frost dual-weilders should stay in Frost Presence. I actually do more DPS in Unholy Presence, especially in AoE situations, being able to spam Howling Blast sometimes up to 6 or 7 times in a row. Is this something that haste plays a big role in? Maybe the more haste we have, the higher DPS we will do in Frost Presence? Or vice versa?
By the way, my haste is sitting at 333, but I also have
http://www.wowhead.com/item=48722
Sterb Nov 16th 2010 5:39PM
Unholy Presence is only superior once you've become GCD capped in Frost Presence, which I highly doubt with that level of haste.
That's also a really terrible trinket for DW Frost, and only marginally better for 2H.
Prances in Underpantss Nov 16th 2010 5:49PM
Yeah, I turned a lot of my hit into mastery, so I got that trinket to get back up to spell hit cap. Well, slightly over. I'm not too terribly concerned about gear right now since it will all be replaced soon. I've just been testing things out since the last patch. And with my gear, I do better DPS in unholy presence.
Sterb Nov 16th 2010 5:58PM
Spell hit cap is not worth achieving.
What priority system are you using? UH Presence shouldn't be winning for DW.
Jamz Nov 16th 2010 4:46PM
well the biggest LOL thing i have ever seen on EJ were that ALL dk specs lacked the spell hit talent. It's boring yes....but every spec (pve-wise) should get it. you could argue...lol noob l2play...but when i use a spec that uses this and top out meters on almost every heroic boss...there must be a correlation
Mugutu Nov 16th 2010 9:44PM
Just because you're doing better than everyone in your raid doesn't mean you're actually doing the most DPS you possibly could. Don't act like your shit doesn't stink.
Also...the ellipsis is a tool...not something to be abused.
Jamz Nov 16th 2010 5:27PM
Dude ok just think about this. EJ says it is not "optimal" to be spell hit capped.
Prances in Underpantss Nov 16th 2010 5:39PM
I'm gonna go out on a dangerous limb here and say what I truly feel:
I am in no way bashing EJ, I think they provide a lot of great information, and I am definitely not trying to start an argument. But, not everything they put out is 100% accurate and this is why:
http://www.wowwiki.com/Theorycraft
The information they put out does not include player (especially teammates) mistakes, lag, and any other factors that could mess it up. These factors happen all the time, no matter how good players are, how good their computers are, or how much luck is on their side.
Most of the time, its best to do your own testing to find out what is best for you and your team. Read EJ and other sites to get recommendations and then tweak them to your own playstyle.
Sterb Nov 16th 2010 5:44PM
EJ Unholy specs do take Virulence.
EJ Frost specs don't because the spell hit doesn't help the overwhelming majority of your damage. That is of course, unless you're taking about AoE fest heroics, but EJ is for high end raiding, not 5 manning.
For Frost raiders, Virulence is NOT optimal as other talents will give you greater DPS point for point.