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
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news





Reader Comments (Page 2 of 2)
Rob Nov 16th 2010 6:24PM
@Prance - completely agree. Theorycrafters are fun but EJ should just go die in a fire, becauase so many people refer to it as holy canon. It's not, and never will be. The best thing is actual empirical evidence that fortunately is really easy to obtain. Whack things on the training dummy, see what happens. The game isn't all that opaque.
sherekhan88 Nov 16th 2010 8:46PM
@Sterb I do take Virulence currently on my Frost DK since the inability to access the 2nd tiers or either tree pretty much gives me less incentive to pile on the DPS talents in either tree. Since I use the Howling Blast + glyph, I like the spell hit so my Frost Fever is constantly rolling with Rime procs. More for convenience though.
Sterb Nov 16th 2010 10:11PM
sherekhan88,
Both Bladed Armor and Epidemic are more worthwhile DPS talents than Virulence and you get enough Rime procs that even an occasional miss won't let FF drop.
Sterb Nov 16th 2010 10:12PM
sherekhan88,
Both Bladed Armor and Epidemic are more worthwhile DPS talents than Virulence and you get enough Rime procs that even an occasional miss won't let FF drop.
smashman Nov 16th 2010 5:05PM
"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."
Well sure but you start at 55 so you're getting through those talents very fast.
GeekyGR Nov 16th 2010 6:03PM
I honestly don't feel like the first tiers in our trees should be made more exciting. I mean, we get the points for free, unlike other class specs that have to drift through 20+ levels of boring talents while leveling. The DK trees are very well designed for their purpose, so making them even flashier would just be favoritism.
Although I am kind of worried about the haste problems. The itemization doesn't scare me _as much_ as it would if I was speced for 2 handers, but I'm a happy DW Frosty. The rune regen problem scares me to death (PUNNY PUN PUN) though.
Nyold Nov 16th 2010 6:07PM
Love the word mudflation btw... I thought it was one of those geological phenomenon with muds spewing out to the sky like a geyser... which is still somehow the image I get after reading its actual definition
thebitterfig Nov 16th 2010 7:15PM
Frankly, I don't mind if DKs don't scale as well as some classes during Bloodlust, since a lot of classes don't scale amazingly with it. Warriors will get a bit more rage, but in t10 content, Warriors are mostly rage-capped, just like DK are mostly rune-capped. To that end, higher rune regeneration rates during BL will result in a DK being able to use their superior abilities more frequently than outside of BL, even while GCD capped. It won't be huge, but you'll be able to swap a few more Death Coils for Scourge Strikes.
istaro Nov 16th 2010 7:35PM
"[. . .] a *unique* disability of our class that leaves us at a distinct disadvantage in any situation in which a haste debuff exists" [emphasis added]
Wait, unique? What about rogues and cats, who don't even have the mitigating factor of a secondary resource (rune power) that isn't hurt by haste debuffs and can be tapped by itself to use abilities?
I must note that I haven't actually verified that haste debuffs slow down energy regeneration, I'm just assuming because the inverse holds (haste buffs speed up energy regeneration). If they don't, that's certainly hugely unfair for DKs.
Vogie Nov 16th 2010 8:03PM
I have a curious question...
Immediately after training it... I thought to myself "What would happen if I hadn't learned Runic Empowerment?"
Does anyone know?
If everyone hates it, is there any benefit from not learning it in the first place?
Sterb Nov 17th 2010 10:43AM
If you didn't learn it, you wouldn't benefit from its additional resources. A pretty clear cut loss.
sherekhan88 Nov 16th 2010 8:43PM
I just rolled a Pally and when I saw that their spec gives that I was all :( thinking about my DK.
zubbiefish Nov 17th 2010 8:24AM
This article reads as an "I should be able to do everything I want, always" kind of piece. Even with the intro telling us DKs are in a good place, it delves into territory highlighting a problem that, to me at least, doesn't sound like so much of a problem. Sure, it's no fun to be stuck waiting for runes to refresh because of a haste debuff. Sure, it's less than thrilling to know that under heroism/bloodlust you may not be getting the same benefit at someone else. That said, I'm failing to see the problem.
It's not all sunshine and roses for every non-DK out there. Every class has a mechanic or situation that will really limit their potential DPS output. Things that extend casting time, for example, are just as frustrating and worrisome to a caster as a haste debuff is to a DK. That's not to mention the effect those same mechanics have on healers.
No class can do their thing unfettered by outside influences. It's the nature of the game and, frankly, part of what makes it so engaging. I rather suspect that the DK haste problem isn't, in fact, a problem at all and is, as they say, working as intended.