Lichborne: Preliminary patch 4.1 PTR impressions for death knights

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. Join World of Warcraft's first hero class as we head into a new expansion and shed the new kid on the block label.
Greetings, one and all, and welcome to the patch 4.1 PTR, where I am happily testing out the new death knight flying ability -- that, or I'm lagged to hell. I'll let you believe what you want. Seriously though, the PTR for patch 4.1 is out and active, and there are death knight changes to be had. These changes are large enough that I figure it'd be a good use of our time this week to take a quick look at them and figure out what they do and what they'll mean for our class if they go live.
Death runes come to stay for the frost tree
As of the current patch 4.1 PTR, frost death knights will automatically have 2 death runes in place of their blood runes, thanks to a change to the frost passive Blood of the North. Now, I've heard some people express surprise at this change, thinking that it's unexpected, overpowered, or that it will never make it live. Me, I'd argue that the change, while perhaps unexpected, is incredibly timely and in fact brings frost into parity with the other two trees in relation to death runes.
With frost, using Blood Strike is an afterthought. It is what you do to turn blood runes into death runes because you have no other real option. You'd rather not use it because it doesn't provide any other real benefit. The other two trees no longer really have this issue since patch 4.0.1. Blood death knights use Heart Strike, which blows away Blood Strike with superior damage applied to more targets. They use Death Strikes to produce death runes, which in themselves are incredibly useful for healing and mitigating damage. Similarly, Unholy uses Festering Strike to produce death runes for Scourge Strike, which both hits hard and has the secondary effect of lengthening disease duration so that they can strike more and refresh diseases less.
With this idea in mind, it turns out that frost is really lagging behind, in that its rotation still has that nagging "useless" Blood Strike, which only has one job and isn't very exciting or effective. With this in mind, it does feel like frost deserves some more exciting or useful way to generate death runes. Rather than deal with yet another new ability for death knights, Blizzard has just given us permanent death runes, which in my mind has turned out to be a pretty elegant solution. I strongly expect this change to stay for live servers.
As to what it will affect overall, that's still in the testing stages, of course. But considering you shouldn't have to deal with the inefficient blood strike half as much, expect to see higher damage numbers. In addition, the use of more Obliterates may change up our stat weights a bit in the frost category, but I haven't really seen any solid sim numbers on that yet. We'll probably want to wait for a few more iterations of the PTR (and more testing in real dungeon and raid situations) before we make any solid predictions, though. We have at least a couple months to go before we need to get serious about regemming and reforging on live servers, for sure.
Healing threat goes away
Most of us, I would hope, are aware that healing can cause threat. Any healer who's healed a not completely topped-off tank at the start of a pull and seen the mobs come charging at him instead can tell you that. That said, healers aren't the only ones who have to be worried about their personal healing threat.
There's been a minor discussion and debate among death knight tanks over whether Heart Strike or Death Strike is the actual superior AoE threat tool. Heart Strike would seem to be the clear winner, of course, but Death Strike does make a strong argument due to healing threat. Every time you heal yourself with Death Strike on live servers, you also releasing a pulse of AoE threat thanks to the healing done. This changes in patch 4.1. On the current PTR, Death Strike's healing causes no additional threat.
The removal of this threat is a straight-up buff to DPS death knights, of course -- but then again, DPS death knights shouldn't be using Death Strike unless it's an emergency and Lichborne is on cooldown or they are relatively sure their healer can't spare the time or mana to heal them instead. For tank death knights, though, this probably at least a little bit of a nerf. That said, I'm not too concerned. For the most part, we still have plenty of AoE threat tools, so at the worse, all this will do is bump the survival stat bias a slight bit toward avoidance if we really do end up having to use those tools instead of Death Strike. Besides, no AoE threat on Death Strike may end up as a blessing on some fights that require an off tank or certain mobs to be kited, since you won't pick up accidentally aggro while main-tanking. See: Nefarian.
Mind Freeze won't get frozen out
As of patch 4.1, all instant-cast interrupts that are off the global cooldown, including the death knight's Mind Freeze, can no longer miss. If you are a heroic tanking death knight who hasn't been able to justify giving up survivability for hit rating, I am pretty sure the clouds opened and an angelic choir sounded forth the first time you heard that news.
There are so many things that need to be interrupted in Cataclysm, as I've outlined in previous columns, and death knights may be one of the best suited for the role, if only because we really don't have much else to do utility-wise outside of our main roles. Since a lot of Cataclysm fights, both trash and boss, are made or broken on whether or not a specific ability can be consistently interrupted, it only make sense that a somewhat arbitrary and frustrating hurdle to using an interrupt is removed. Let people focus on learning how to interrupt rather than gearing for it.
That said, I think this does strengthen my argument that death knights and warriors deserve some crowd control. If interrupting is important enough to make change like this, isn't crowd control in the same division? Hopefully, if Blizzard's using this rationale for interrupts, we'll see some new crowd control methods in later iterations of the PTR. Given the new heroic dungeons, we'll probably need it.
It's still the PTR to me
The usual disclaimer applies to articles like this: This is the PTR, and things can and almost certainly will change. That said, I do believe all three of these changes are pretty solid (yes, even the Death Strike nerf at least makes sense) and will show up when patch 4.1 goes live. In the meantime, though, we can hopefully look forward to more PTR updates and changes. My column from last week still stands. Let's see if Blizzard delivers on those last few things.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 3)
tkmisto Mar 1st 2011 6:10PM
no comments about the new changes to raise ally? Really surprised. I for one believe this removes unique feature from druids. Seriously though a bres for dk's. Blizzard whatsup?
Flolyn Mar 1st 2011 6:16PM
This was probably written before that info was discovered.
Halimain Mar 1st 2011 6:22PM
They're making it useful finally, instead of the bitter agro pulling zombie bomb it has been.
I have literally gotten more complaints using that then anything I've ever done, even accidentally pulling saurafang with death grip, once.
Kaphik Mar 1st 2011 6:53PM
Halimain, are you thinking about Army of the Dead? I don't understand why tanks have a problem with DKs who use that on trash, it's basically free threat just by Taunting. My favorite use for it when I tank is on that annoying 5-pull in Deadmines where you have the two stealthed mobs.
Person Mar 1st 2011 7:02PM
I know!!! What's ur brother think???
Tankadin Mar 1st 2011 7:55PM
@Kaphik
AoTD should only be used in very limited situations. Most of us have run with that retarded DK that insists on popping it every time the CD is up. I'd rather not see it used unless it's to avoid a wipe or on a raid boss with no adds.
Tanks don't like going vengence/rage/mana-starved on trash.
atomicstrawberry Mar 1st 2011 7:58PM
@Kaphik: no, he means Raise Ally, which turns a dead party member into a ghoul with wierd abilities for a while and generally gets people complaining if you do it. On PTR, Raise Ally is being turned into a normal battle res instead.
Kaphik Mar 1st 2011 9:30PM
I've never seen a risen ghoul pull aggro, that's why I was questioning it.
lowlight Mar 1st 2011 11:48PM
Why would anyone complain about Ghoul Res? Rather just have the dead player sit there and wait for a possible wipe? Or maybe do a bit of extra dps to help out even after death?
It's certainly not as useful as a full battle res will be, but to complain about it makes no sense to me...
Kylenne Mar 2nd 2011 3:36AM
@lowlight: Because the DPS a player ghoul provides is so negligible that if you're relying on it to down a boss, it's pretty much going to be a wipe regardless. That, and it tends to throw people off so much that they don't do much DPS anyway. You get ghoul rezzed and are suddenly presented with a totally different attack bar, one that an awful lot of people have never even seen before because DKs rarely use the spell (most of the less-knowledgeable DKs don't even realize they have it, and skilled ones don't bother with it). Even if you have seen it before, you suddenly have to figure out what these weird buttons do, in the heat of a fight.
It was a great idea on paper from a flavor standpoint, but it just doesn't work as designed. Making it a brez is more practical, and I'd imagine it would give a little utility to DPS DKs, who could probably use some outside of their fantastic interrupts.
VegetaPrime Mar 2nd 2011 7:59AM
If a dead player that has been raised as a ghoul pulls threat, you might want to look at getting new tanks.
Bearbehind Mar 2nd 2011 8:29AM
I wish they would change it to retain some 'uniqueness'. I know a Bres is very handy, but what about something that resses a ghoul which retains all of the character class's abilities, but only lasts 30/60 secs or so. The DK could then tactically res them when entering a DPS burn phase or alike.
In addition, if you die and havent used it, it would be self castable and res you for 30 secs. That fits in with the DK theme - an undead warrior going down but not staying dead, just rising again with 30 secs to dish out some revenge. Oh god blizz make this so :)
Bandwagon Mar 2nd 2011 11:05AM
@ bearbehind - I agree the flavour is being lost and I like your idea of a limited time rez (especially if the player retained their abilities, but looked like a ghoul), more so than a full on proper druid b-rez.
Rez'ing ourselves, however, is probably too close to the original rez that was taken away from us when DK's first hit the servers for Blizz to consider. Back then, if you died, you came back as a ghoul for 45 secs - great fun, but made it extremely OP in PvP...
Ilmyrn Mar 1st 2011 6:18PM
Right off the bat, I'm a comparative amateur at Death Knighting compared to, well, almost anyone. My DK is 85, sure, but my main gets infinitely more play time.
That said, I kind of wonder if Blizzard isn't trying to wean two-handed Frost off Unholy Presence and this is maybe the first step towards that. As I understand it, the primary reason for two handed Frsot running Unholy is the GCD reduction, so that more RP dumps can be squeezed out. Maybe taking an entire GCD off the rotation is meant to help loosen it up enough to leave Frost Presence as viable.
It always seems strange to me that Blizz would be happy with a design where one spec actively encouraged the use of another spec's defining trait. It would be like if Arms warriors started DPSing in, I dunno, Defensive Stance.
Or maybe I have no idea what I'm talking about.
Kaempher Mar 1st 2011 6:40PM
Other than the issue you stated the other reason for using Unholy is to get more base attacks to generate more RP through Might of the Frozen Wastes. Having said that you have a point about using a different presence than what the tree is made for.
nikdaheratik Mar 2nd 2011 2:04PM
Frost was "supposed" to be the dual-wield tree in Cata anyways and they just left 2H as a nod to the people who liked to do blood DPS in LK, so as far as Blizzard is concerned the unholy presence for 2H is not a big issue I'd guess.
Of course, if you're talking PvP (which is often the reason why we don't get to keep "nice things") switching presences can happen often depending upon the conditions of the fight, so it's even less of an issue. I know warriors used to do that often in PvP as well.
Ilmyrn Mar 2nd 2011 2:39PM
@ Nikdaheratik: Frost wasn't supposed to be the dual wield tree. Blizz explicitly stated they were intentionally redesigning it to make two-handed Frost viable since there were people who wanted to use the more iconic two-hander, but didn't like being a pet class.
I'm just guessing about how the designers feel about a spec using another spec's 'stance', but I'm not talking about PVP here. PVE numbers dictate that two-hand Frost use Unholy Presence, which seems not only counter intuitive (How likely is it that a person who's new to the game and never heard of EJ will realize that he should use Unholy rather than Frost Presence while Frost DPSing?), but wonky flavor-wise as well.
Sure, class flavor must take a back seat to game design, but I wouldn't be surprised if Blizz sees it as something to fix. Maybe not now, or even in 4.2, but I would be very surprised if we don't see Frost move back to its own Presence entirely long-term.
Chyld Mar 1st 2011 6:36PM
I have been waiting for this article since I read the new patch notes about DKs. And I was a little disappointed that you never mentioned the Battle-rez that we are getting. What are your thoughts on this?
jwextine09 Mar 1st 2011 6:38PM
but thank you for the article, its appreciated
Ianmis Mar 1st 2011 6:39PM
"If you are a heroic tanking death knight who hasn't been able to justify giving up survivability for hit rating,"
A missed Death Strike is giving up survivability. If a Death Strike does not 'hit" then we get no heal and we get no shield. Other plate tanks may not have to worry about silly things like hit and expertise but a DK should.
Yeah, the raised ally should at least get a temporary buff where they look like a ghoul for 10 minutes. I'm gonna miss that. And wth, really, a Deathgate glyph to make it faster? Way to be creative and actually useful. /sigh