Lichborne: Death knight rookie tips and tricks

Daniel Whitcomb, our death knight extraordinaire, is out on vacation and unable to fulfill his undeathly duties this week. In his absence, we're going to try something a little different. We're going to learn together, you and I. Veteran death knight players be warned, today's edition of Lichborne is aimed at the rookie death knight, though you may still learn something ... or teach us something, perhaps?
My main is not a death knight, but I do have a level 85 death knight alt. If I'm allowed to say so myself, I think that one of my strengths as a player is my ability to pick up little tricks of a class just by observing those around me. Just by watching my guildmates in heroics or my raidmates in ... well, raids, I can pick up an alt of a class I've never played and do a pretty good job with it. Not great right away, but pretty good.
Death knights were a fascinating class to try this with, because while they're easy to pick up and go, they're not a particularly straightforward class. You can push A button to achieve X result, but you're much better off pushing A and combining it with B (and possibly C) to achieve Y. The combinations aren't always obvious, especially to brand new players. I've picked up some of these tricks and polled our Twitter audience for more. Let's dig into them, shall we?
Death knight tips and tricks
Lichborne isn't just for breaking Charm, Fear and Sleep effects. As the tooltip suggest, this ability does turn you into undead. That means you can be affected by a priest's Shackle Undead and a paladin's Turn Evil. More importantly in PvE, it means you can heal yourself with Death Coil while Lichborne is active. A full bar of runic power is a lot of self-healing.
This was the first trick I picked up while running heroics with Daniel Whitcomb. I was still leveling my death knight at the time and had passed up Lichborne because I was often told it was exclusively a PvP talent, since it broke crowd control. After seeing the ability's synergy with Death Coil, I immediately respecced my death knight to pick up Lichborne.
In Cataclysm, healing is rough. Watching your health is not exclusively the job of the healer anymore. Sometimes, your healer can't keep up with the damage being put out in heroics, and having another tool to heal yourself significantly via runic power is a great thing. Here's a macro that will help:
This macro will cast Lichborne on the first push of the button, and then on each subsequent press of the button, it will cast Death Coil on you if you're a valid target -- under the effects of Lichborne, you will be. This macro will not change your target, so you can continue attacking your target while you spam Death Coil on yourself.#showtooltip Lichborne
/cast !Lichborne;
/cast [target=player] Death Coil
Blood and frost death knights do have a reason to summon their ghoul in combat beyond squeezing out a little extra DPS. You can sacrifice it with Death Pact to regenerate 25% of your health instantly. This tip was always something that seemed obvious to me, but I noticed very few death knights actually using Death Pact in heroic PUGs. In Cataclysm, at level 85, 25% of your health is at least 25,000 health. Probably more than that. 100,000 health seems to be the absolute bare minimum at the level cap for DPS players, so a 25% heal isn't too shabby at all. If you're a blood tank, that heal is even more significant, especially if you follow the next tip submitted via Twitter ...
If you're a tank, always pop Vampiric Blood before sacrificing your ghoul for more healing. (from @bidogau) Let's say you're a blood death knight tanking heroics. In heroic gear with a buff or two, you have 150,000 health. You hit Vampiric Blood, and it raises your maximum health to 172,500 HP. You then use Death Pact to sacrifice a ghoul you've summoned, and thanks to Vampiric Blood, you've just healed yourself for just under 54,000 health. That's one hell of a heal on top of a blood death knight's already awesome healing via abilities like Death Strike and the bloodworms from Blood Parasite.
You can use Death Grip as an interrupt instead of an opener. (from @ssmith0911) Every death knight feels the urge to hit Death Grip as often as possible. Even the very best death knights really like gripping the first mob they see, because it looks amazing. Many blood tanks still use Death Grip as their go-to pulling tool, but it doesn't need to be that way. And it probably shouldn't be that way.
An alternative way to use it is as a third interrupt, after Mind Freeze and Strangulate. Spellcasting will stop as soon as the mob is in transit, though it won't cause any lockout. They can start casting again as soon as they hit the ground, but you may have delayed their spell long enough for Mind Freeze to come off of cooldown.
The trick to using Death Grip in this way is that you may need to take a few steps away from a mob and create distance between you so your Grip will actually cause them to move. If you're standing directly on top of them and Death Grip doesn't move them at all, spellcasting may not be interrupted.
Use an addon like Blood Shield Tracker to help you time your Death Strikes. (from @g31337) Personally, I try to be as addon-light as possible, so I probably wouldn't use something like this until it became very clear to me that it was a mechanic I couldn't fully handle on my own. However, I do know mod users range from mod-light to users that that mod WoW so much that their UI is completely unrecognizable as World of Warcraft, so I'm not opposed to this tip at all. Head over to Curse if you want to download and install this addon.
Bone Shield's duration is much longer than the cooldown, so you can (and should) apply it before a pull. (from @g31337) Using Bone Shield prior to a pull will ensure that you get at least one extra use out of the ability per boss or pack of trash. The beginning of a trash pull is generally when a tank is taking the most damage, so having Bone Shield up right away is a plus either way.
Don't cast Unholy Frenzy with Heroism or its equivalents up; you'll get GCD-locked. (from @ControlledBurn) Haste is an extremely complicated stat in Cataclysm, but at least this issue is straightforward. You cannot drop your GCD below 1 second, no matter what class you play. Too much haste will mean that some of it is wasted, and wasted haste will make even death knights cry. You're better off timing these two abilities so one of them is used after the other expires.
In PvP, have a macro handy to cancel Lichborne if necessary. A priest or a paladin can crowd control you when you're undead. (from @ControlledBurn) Our first tip in this article was hailing Lichborne's ability to turn you into true undead, but here's the downside. While all of that healing you can do to yourself via Death Coil is awesome, the possibility of being hit with Shackle Undead or Turn Evil is very much not awesome.
A macro like this will work well for you:
The first time you press the button, you will cast Lichborne. The second time you press the button, you will cancel Lichborne. Just be careful about mashing the button -- you don't want to cancel Lichborne as soon as you've activated it.#showtooltip Lichborne
/cast Lichborne
/cancelaura Lichborne
What other death knight tips and tricks do you use? It's your turn to share, people.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 4)
Moody Loner Jan 11th 2011 4:11PM
For Unholy Death Knights, macroing your pet's Claw to your Scourge Strike will help overcome its crappy AI and boost its damage. The macro I use is:
#showtooltip Scourge Strike
/cast [target=pettarget,harm,nodead][] Claw
/cast Scourge Strike
It will have your ghoul Claw even if it is on a different target.
Andy O. Jan 11th 2011 4:28PM
I like this one, only I found out a couple times the hard way if you hit the button after the last mob dies your pet will target some new group of baddies and go charging off. It's like the Lichborne toggle, use with caution.
Brett Porter Jan 11th 2011 6:47PM
I have a question about this. I found that macro on EJ, but it wasn't clarified on there and was hoping you or someone else might know.
Should the auto cast on Claw be taken off when you use this macro? Hopefully that won't sound like a silly question, but it doesn't say one way or another on EJ (that I could find anyway) or in the OP.
Thanks!
Moody Loner Jan 11th 2011 7:11PM
I didn't turn the auto cast off. That way it will kind of Claw when you're not Scourge Striking as well.
And yeah, need to be careful. Though if I see my Ghoul tearing off after something else I Death Pact him.
Variatas Jan 11th 2011 7:59PM
Man, that's pretty cold.
RudeDude Jan 11th 2011 11:21PM
Cold? It's downright frosty!
Squid Jan 12th 2011 9:11AM
Instead of using Death Pact, I just bind an easily accessible key to "follow". If my ghoul makes a run, I just hit that.
Also, I use a similar macro to the above, but just use "/cast Claw". This allows me to keep my pet on passive most of the time. This mitigats some of his tendance to run off and possibly pull something.
Moody Loner Jan 12th 2011 10:57AM
But you sacrifice some flexibility, like siccing your Ghoul on the tank's target while you burn down and interrupt the caster. Or vice versa, if you have Gnaw on auto-cast and Dark Transformation up.
Still, different playstyles. And as we're talking newbie DK advice, it would probably be better to go with "/cast Claw".
Xayíde Jan 12th 2011 1:17PM
@Brett Porter
This sounds to me like the reason behind this is that, when the ability is on auto-cast, the pet waits for the server to confirm that its ability has finished executing before it starts to cast the next one. Something similar happens to the Warlock's Imp's Firebolt ability and good Destro Locks have all their abilities (or at least the most frequently spammed ones) macroed with something like:
/cast [target=pettarget] Firebolt
Can someone confirm this? Or does this not apply to instant casts since the GCD is calculated locally?
Tokkar Jan 11th 2011 4:21PM
I'm curious as to the existence of worgen DKs. I can understand goblins - they were "out and about" during the whole scourge mess, but the Greymane wall didn't come down during the whole onslaught, and the "curse" wasn't affecting Gilneas while the scourge were running rampant - this becomes quite apparent during the starting quests of both the worgen and the new quests for the Forsaken.
Game-wise, I can see the addition - having every other race EXCEPT worgen would cause a whole lot of QQ, but LORE-wise, how does this fit in?
Twill Jan 11th 2011 4:25PM
I guess we can argue they came from Grizzly Hills. Remember that the DK starting zone for worgen does not reflect that they originated from Gilneas per-se.
They could have just been settlers in Northrend that were turned to Worgen by Arugal, then killed, and turned into DKs.
tatsumasa Jan 11th 2011 4:33PM
this has been asked and answered a hundred times already. it doesn't make sense. it exists solely for fun.
Tokkar Jan 11th 2011 4:36PM
Hmm...that sort of makes sense. And then there's the worgen that used to be between the Faralas and Ashenvale borders (except that these were "full-time" worgen and not sometimes human, sometimes worgen)...yeah, they can blur the lines with this, but the Arugal link in Grizzly Hills does make the most sense of it.
Bleh...now my head hurts. Need coffee.
nymrohd Jan 11th 2011 4:38PM
They are actually not gilnean worgen from beyond the wall. They are members of pyrewood village that were turned worgen from arugal and escaped shadowfang keep only to fall prey to the Lich King.
Chokaa Jan 11th 2011 4:38PM
When you make a new worgen (or any race, really) death knight, one of the quests is to kill a member of your race. For worgen, the aforementioned wolfman says tO you, before you kill him, something to the effect of ', remember me? We broke free from Arugal together, etc' so it kind of fits. For goblins, your brosephine and you left Kezan to make sweet, sweet profit together.
Darkdust Jan 11th 2011 4:38PM
Take a look at http://is.gd/kzYNE for the explanation.
DragonFireKai Jan 11th 2011 4:51PM
It's not as bad as Forsaken DKs. Ok, you died, were raised as undead and enslaved by the Lich King. After a while you broke free while the LK's power waned. Then you were killed, again. And raised... also again. And enslaved by the LK... yet again. And broke free... again. And then had to reapply for membership in the horde, as if being re-undead was somehow different from being undead. What's next, you die and get rezzed as Patchwerk's third arm?
Mugutu Jan 11th 2011 5:06PM
They're from Shadowfang Keep while it was controlled by Arugal. Explained in game, within the lore, and makes sense. They have a reason to be there, they're not "for fun" like Onyxia was.
Tom Jan 11th 2011 5:13PM
Here are a couple of ways to look at it:
-Arthas is in Northrend. There are Worgen in Northrend. Put the two in a box, shake it, and see what pops out.
-You're the Lich King. Among your hobbies is making Death Knights out of new and interesting things, like that Draenei you turned the other day. Irony, so delicious! At any rate, you've turned plenty of Humans into DKs, but look! There are Humans out there who are already good enough DK fodder, but they can also TURN INTO BAD-ASS WEREWOLVES. Those would be WAY better unholy marauders than those cows or long-eared... things, wouldn't they?
Personally, I like those way better than the explanation presented to you in-game. Besides, after you leave the starting area, that story totally doesn't have to matter.
Drew Jan 11th 2011 11:26PM
Although Darkdust gave the link in a somewhat rude way, it leads here: http://wow.joystiq.com/2010/11/07/know-your-lore-the-origin-of-goblin-and-worgen-death-knights/
To an article in which Know Your Lore on WowInsider explored this topic in depth.