Lichborne: How to use Mind Freeze and other death knight spell interrupts

If there's one class skill that every death knight of the Cataclysm era should be familiar with, it's Mind Freeze. There are a few reasons for this:
- It interrupts spellcasting. In the Cataclysm era, this is incredible important, as there are some encounters that essentially cannot be defeated unless someone is being quick with the interrupts. Note that Death Grip and Strangulate can do this too. However, Strangulate costs a blood rune, which makes it less versatile and harder to use without disrupting your DPS than Mind Freeze, and Death Grip taunts the mob, which can be bad news for a DPS death knight. However, in a pinch, if Mind Freeze is on cooldown, you're out of melee range, or you don't have the runic power, those interrupts can work as well.
- It has a 10-second cooldown, which means it's tied with Kick and Pummel for cooldowns and beats out a mage's Counterspell by a long shot.
- Since we have no real, dependable, long-term crowd control (or at least nothing on the level of, say, Repentance or Polymorph), it's one of the few real, solid, consistently useful utility moves DPS death knights can bring to a dungeon group.
Effective use of Mind Freeze
One of the first steps to using Mind Freeze effectively is to set up a mouseover hotkey. One of the simplest mouseovers possible would look a bit like this:
/cast [@mouseover,harm] Mind Freeze; [harm] Mind Freeze
Essentially, this macro will cast Mind Freeze on your mouseover enemy target, or if no enemy is moused over, on your selected enemy target. This is especially useful if you're fighting one enemy but there's an add that can cast some spells that need interrupting. If you're a bit paranoid about where your mouse is targeted, you can use this macro:
/cast [@mouseover,mod:alt,harm]Mind Freeze;[harm]Mind Freeze
This one will only do the mouseover cast if you have the alt key pressed at the same time as you hit it. You may wish to consider setting up a macro similar to one of the above for Strangulate or Death Grip. That way, you have all of your interrupts available at a moment's notice.
Once you have a macro set up, the next thing you should do is look at your raid or group composition and find out who else can interrupt. With this in mind, you can help set up interrupt cycles and figure out which spells you can cover and others can cover. Just be courteous to others, don't shirk your duties, and remember that some people (such as the healer) may have better things to do than interrupt spells. Don't make other people interrupt spells just so you can churn out a little more DPS. This is your role. Live up to it. That goes for you too, tanks.
Finally, once you have all that set up, the next step is prioritizing which spells you interrupt. Sometimes, unless it's the only spell a mob casts, interrupting Shadow Bolts or Firebolts isn't worth it. Always try to save your Mind Freeze for the spells that need it most. These are generally going to be the spells that summon adds, the spells that heal, or high-damage AoE spells. Still, that's just a rule of thumb, and every encounter is going to have a slightly different set of rules for what needs to be interrupted or what can be interrupted. With that in mind, let's take a look at some of the heroic dungeons and search for the common spells that need to be interrupted. Note that this is by no means a comprehensive list but simply covers some of the most important places that you can put your skills in action.
A short guide to Mind Freezing in heroics
Shadowfang Keep Baron Ashbury's fight is very much interruption-based. If you don't interrupt well, you won't make it past this fight. Mend Rotten Flesh is going away in Patch 4.0.6, but there are still two spells to interrupt. Stay of Execution heals you, but it also heals the Baron. You shouldn't let it go for more than one tick if you want to have a chance at killing him. Pain and Suffering is the other spell. While this one can theoretically be dispelled or endured, your health will probably be low from Asphyxiate, so you'll want to interrupt it if you have someone else covering Stay of Execution.
In the rest of the dungeon, you can interrupt Lord Godfrey's Cursed Bullets, but with a 1-second cast time, it's going to be very hard to pull that off for many players. Luckily, this one can decursed on the other end. Finally, watch out for Drain Life from the Haunted Servitors. It can be out-DPSed, but it's probably better to just interrupt it. Of course, the other options is to simply steal it for yourself, which can be a great way to take some pressure off your healer.
The Deadmines There's not much interrupting you can do on the bosses here, but as far as trash goes, try to keep Defias Squallshapers interrupted. You can also interrupt the Holy Fire from Defias Envokers.
Blackrock Caverns There are quite a few caster mobs down here, so be ready with your interrupts. In particular, it's a great idea to interrupt Bore from the Twilight Obsidian Borers, especially if they have the tank targeted.
As far as bosses go, try to interrupt Corla's Dark Commands, because the last thing you want is for her to fear someone out of a beam, thereby saddling you with an evolved add.
Grim Batol You can interrupt Drahga Shadowburner's Burning Shadowbolts, but your big interrupts are going to be on the trash. There are a few caster mobs who can cast some pretty bad stuff, so be on the lookout.
Halls of Origination Temple Guardian Anhur's Reverberating Hymn needs to be interrupted ASAP. If you're the first one back on the platform, do it as soon as his shield goes down. Ammunae's Wither can be interrupted, although it can also be dispelled. Rajh will cast Summon Sun Orb, which should always be interrupted. The adds it spawns make the fight exponentially more difficult for most groups.
As far as trash goes, there's plenty of mobs to interrupt, but especially watch out for the Temple Shadowlancer's AoE.
Stonecore You can interrupt High Priestess Azil's Force Grip, but the most important interrupts will be on the trash. If you see a Stonecore Earthshaper casting Force of Earth, drop everything and interrupt it; if it finishes casting, you will almost definitely wipe. Learning how to interrupt or prevent the casting of Force of Earth is pretty much Cataclysm 101. If you take no other piece of advice away from this week's column, take this one.
You may also want to interrupt the Stonecore Rift Conjurer's Demon Portal. The adds it summons are manageable, but it's better to save yourself the trouble in the first place.
Again, the above is not a comprehensive list. There are other spells that can be interrupted almost everywhere, so don't be afraid to experiment, check stuff out, and prevent some damage and healing. You'll be upping your game to the next level, you'll be making your healer and tanks' jobs easier, and you'll be putting yourself one more step above the hoi polloi in the random dungeon finder.
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 3)
Kylenne Feb 8th 2011 3:53PM
What JT said. Bottom line is, you're a fool if you're relying on other people to interrupt as a tank. Particularly as a DK tank, with the ungodly number of interrupts you have. We're not talking about bears, here. No matter how low your hit rating is, at least one of the damn things is bound to stick.
Cambro Feb 8th 2011 4:01PM
I would love to see where this is documented that taunts can NOT miss anymore, because I've looked and I can't find it. What I have seen, however, is when I was very low on hit, I did have taunts that didn't work, and not because the mobs were immune. This was in normal and heroic Cataclysm dungeons, as a prot warrior.
Stormsinger Feb 8th 2011 4:33PM
I'll just be happy to see Skull Bash properly in my combat log. I hate looking at Recount interrupts and not even seeing my name :-(
Bulbasaur Feb 9th 2011 7:26AM
"As a tank, I make it my priority to reduce incoming damage whenever possible. This includes being responsible for my own interrupts."
The thing is, if you really want to reduce incoming damage whenever possible, you shouldn't being assigned to interrupt anything. Reforging dodge to hit it's a very silly thing.
If your dps guildies are too lazy to cap their hits and interrupt, leave that guild.
If you want to interrupt on pugs, don't neither. Grab a dps you can trust who will interrupt. Another option would be to have another hit-capped gear, but if you can't, and your truly goal is to mitigate damage as much as possible, don't interrupt: don't reforge anything to hit. Reforge anything to dodge (you should always pick mastery items and reforge hit, crit or haste)
Bulbasaur Feb 9th 2011 7:38AM
Reply To Jt
Sorry, I said the reforging thing thinking you're a bear. As a dk it's not the same, if you're focused on mastery mitigation, going for the hit cap it's ok.
Royal Feb 19th 2011 8:38AM
I think a lot are confused by my comment.
DPS should be aware that some tanks don't have the capability to reforge "a little dodge" in order to be hit capped. While interrupting should be everyone's responsibility, DPS have more freedom in reaching the hit cap.
I know as a bear starting out in heroics... it was impossible for me to reach the hit cap without sacrificing a large amount of my survival stats. I don't know about other tanks but read any theorycrafting guide by Ressi etc. Hit cap for bear tanks isn't worth it if we could hit like a truck reforging all our stats in order to not have interrupts miss "Forces of Earth" when DPS are more than capable of performing the duty as well.
The biggest reason for my comment is too many times, I have had DPS just assume I'll get all the interrupts.
While I would interrupt all that I could, I would have a chance to miss. My message to the DPS was don't just assume your tank can do it all. Especially at beginner levels we can't be hit capped.
Rob47 Feb 8th 2011 4:14PM
Is it acceptable for a raid tank to be uncapped at the moment? I've had complaints I'm hard to heal, maybe I've reforged too much avoidance off my gear.
JT Feb 8th 2011 4:23PM
Moreso if you're an avoid tank, not so much if you're a mastery tank.
One of your clutch DS misses and then where will you be?
Rob47 Feb 8th 2011 4:37PM
That's probs the reason I'm neither avoidance or mastery I'm half and half.
krisgamache Feb 8th 2011 4:17PM
The shaman spell interrupt - Wind Shear - is on a 6 second cooldown.
Rob Feb 8th 2011 4:26PM
Yes but we're hell-spawned minions of the LK. What do you have going for your class? Oh, right. Totems. Okay my bad.
nikdaheratik Feb 8th 2011 4:46PM
yes, but the lockout on windshear is shorter than the DK interrupt. And you don't have the Darth Vader thing going for you.
krisgamache Feb 8th 2011 4:49PM
Good points. Was just calling it out, since there was an interrupt list in the initial article, and the shortest cooldown was the mage at 10 seconds.
I haven't really PVP'd, but I've found with the new interrupt-heavy PVE content, my shaman has a lot to contribute to the success of a boss fight.
Andrew Feb 8th 2011 5:56PM
Oh nonononono, that list was saying all those interrupts had *shorter* cooldowns than our (mages') Counterspell, which has a whopping 24 second cooldown but has a much longer duration.
richardcpelletier Feb 8th 2011 4:34PM
Druid skull bash is 10 seconds when talented also!
Kilowatt Feb 8th 2011 4:42PM
Don't forget motivate in the deadmines. That HURTS.
Siaperas Feb 8th 2011 6:37PM
Few things are sexier than watching a dps lock something down with interrupts. If you're good, be prepared; people may ask to touch you at the end of the fight. They may even ask you out for another dungeon.
Noyou Feb 8th 2011 7:22PM
Or you can macro mind freeze into your rotation. I have it on my 3rd spell for both Unholy and blood. This way no matter what I have enough runic power. Very simple macro:
#showtooltip
/cast "spellname"
/cast mind freeze
Works like a charm for me so far :) You can add a line in their to take care of the error msg in case you hit it before it comes off CD.
Boobah Feb 9th 2011 3:16AM
Because it's a good idea to have your interrupt on cooldown when the mob actually starts casting? Or am I misunderstanding you?
Although, for what little it's worth, my DK almost never has any issues with scraping up the runic power; this may be because I'm not very good at DKing, however; I especially suspect this with my 2-handed frost spec (yes, I know it's been lagging, damage wise. Not the point.) since I regularly find myself bouncing off the RP ceiling.
atomicstrawberry Feb 8th 2011 7:40PM
You might get some interrupts doing this, but it'll be mainly on things not worth interrupting, and in doing so you'll reduce the number of Runic Power attacks you're doing too. Additionally if the mob isn't casting when you hit that attack, your interrupt will be on cooldown the next time they *are* casting something you need to interrupt.
Effective interrupting isn't something you can just do as a side-effect. It's far, far better to have Mind Freeze on a separate button that you can hit quickly when it's actually useful to do so. Being able to interrupt effectively means having the situational awareness to keep an eye on casts, having the reflexes to hit the interrupt, and having the knowledge of the encounters to know which stuff is worth locking out and what isn't. Learning to interrupt effectively will make you a much better player.