Lichborne: A death knight DPS guide to staying alive in PvE

I know it's probably a bit weird to be talking about PvE DPS when the big story for PvE is the new cool stuff we can get by tanking -- but by now, the shine is probably off the apple for many Call to Arms participants. With bugs preventing us from getting bags and DPSers who refuse to follow kill orders or use crowd control, many have decided even the chance at a cool new pet isn't enough.
That's why, for everyone who's gone back to DPS and for everyone who never stopped DPSing, I want to offer a few quick tips for surviving in PvE. Maybe you're dealing with an inexperienced Call to Arms tank; maybe you're still working on recognizing your own threat levels. But whatever the reason, DPSers do die from time to time, and in Cataclysm, they seem to die faster and easier. Many of these tips will be death knight-specific, and some will be a bit more general.
Use your survival cooldowns
While tank death knights get a few unique cooldowns, many of our "tanking" cooldowns are available to any death knight, including those who DPS. Knowing about these cooldowns and how they work can be just the ticket to surviving a particularly nasty fight. Use your cooldowns when you draw aggro or when you're in an AoE-heavy situation and the healer doesn't appear to be able to heal you.
Anti-Magic Shell is, unfortunately, not quite as awesome as it used to, since you need to use talent points in order to allow it generate runic power. That said, it's still certainly a valuable way to avoid some damage. Most forms of magical elemental damage can be avoided with this. If you're being focus-fired by a mage mob or if you're in the midst of a huge magical AoE (even one you were supposed to run out of), hitting Anti-Magic Shell can shed a lot of that damage and keep you alive long enough to get some healing.
Icebound Fortitude is another great damage reduction cooldown. It's only 20% damage reduction, but with huge Cataclysm health pools, that may be enough to keep you alive until the tank takes back aggro. As a bonus, Icebound Fortitude will also provide immunity to stuns, which may come in handy on mobs that do, in fact, have stuns.
Blood Presence is a very tricky thing to use as a survival method, but in a pinch, it does provide some damage reduction and extra health. However, it also provides extra threat. This means that if you're retreating into Blood Presence to soak up some extra damage, you should also stop DPSing until the tank peels the mob off of you, at which point you should immediately switch back to your DPS presence.
Death Pact is going to be more useful to unholy death knights than to frost death knights, since an unholy death knight is more likely to have a ghoul out, but in a pinch, you may be lucky as frost to have ghoul off cooldown and ready to be summoned and sacrificed. Unholy death knights are also at a disadvantage when they use this if only because a ghoul is a good portion of their DPS, but when choosing between a dead ghoul and a living death knight, the choice should be pretty clear.
Death Strike itself isn't as potent as it used to be (or at least, it has a definite cap to its healing potential), but it can get the job done, especially for a frost death knight. Unholy death knights are going to have a bit of a harder time using it because it throws off their rotation -- but then again, when you're getting pounded on as a DPS, you should be breaking your rotation to focus on survival. If you can, consider fitting a Glyph of Dark Succor into your glyph loadout, at least at the 5-man level. That way, you can be your own healer for at least the incidental damage and occasional threat grab. 15% of max health healed per a strike is pretty great, especially if you have full bar of runes with 2 death runes ready to go. Of course, the big problem here is that you will generate a little bit of extra threat just by the damage put out by the strikes, so this method is probably best used to heal up after the tank has already peeled the mob off of you.
Army of the Dead is perhaps one of the most controversial and misunderstood death knight abilities, and with good reason. Since the ghouls it summons have the power to taunt, it can do more harm than good, knocking a mob out of position and causing it to spew a cone or other frontal attack on the DPS or healers and dragging it across the room, making it harder for the tank to pick back up. We've covered the ways to properly use Army of the Dead in a guide we posted a while back, so I'll just sum it up here. Due to the taunting ability of Army of the Dead, it should really only be used as a survival tool when a wipe is imminent, such as when the tanks and/or healers are dead and there are no battle rezzes available to get them back up. Then, sometimes, Army of Dead can save the day. I have seen it happen. Other times, it'll just delay the wipe for a few more seconds -- but hey, might as well try.
Lichborne We've covered the namesake of this column before, but it's a good tip to remember. Lichborne makes you undead. When you're undead, Death Coil heals you. Therefore, if you need some quick heals, you can press Lichborne and turn your spare runic power into health. It's a handy enough ability that frost DPS, at least, may want to consider using a free talent point to grab. It also breaks you out of a few crowd control methods, which can be handy.
Other survival strategies
Stop attacking It seems like a pretty straightforward point, but it's sometimes hard to remember. If you are in a position where a mob you are directly attacking is beating on you, stop attacking it. It won't make the mob leave off of you, but it will make it easier for the tank to grab it back. If you're generating more threat and your tank's taunts are on cooldown, you'll want to give them as much help as possible to grab that mob back by surpassing your threat.
Don't run around so much Every tank has probably had an experience like this. You've lost threat on a mob, but as you're trying to get it back, the DPSer who peeled aggro is running around like a chicken with his head cut off, trying to get away from the mob. Unless you are actively kiting the mob with snare spells (which, admittedly, death knights can do), it almost always a better idea to stay still until the tank can grab the mob back. If you run around, you confuse the tank, and the tank may have to drag any other mobs she's fighting around the room while she tries to grab the one you're taking for a jog.
In addition, running around heightens the chance that you'll run out of line of sight. If you've run around a corner or over the lip of a ramp, you have made it that much harder for your healer to target you for a heal or for the tank to target the mob. In almost all cases, it's better to stay still so that your tank can grab the mob and your healer can throw you a quick heal or two.
Know your position This is the companion piece of advice to the whole running around thing. Essentially, you should know what the battle is about. Does the monster you're fighting have a cone attack? If the monster is attacking you, did you just expose your fellow DPSers and the healer to more damage when they attack goes off? If so, your best bet may not be just staying still, but to run over and stand on the tank (not the healer!). That way, if the cone attack goes off, only you and the tank get hit. This also makes it easier for the tank to grab the mob back. Just be sure to run back to your proper spot behind the mob as soon as the tank has threat again.
The fine art of not taking damage
Of course, the ultimate way to survive in group DPS situations is often not to take damage. This may mean staying out of the proverbial fire, or it may mean not pulling aggro. This is sometimes hard to do if your tank isn't very good, but you can do some things on your end. Ask for a kill order if none is offered. If your tank knows which mob the DPS are targeting at a given time, it makes it much easier to keep threat. Watch your threat, using addons such as Omen if need be. Throttle your DPS. Throttling or stopping your DPS may seem anathema, but if it's a choice between being dead for 75% of a boss fight or throttling your DPS for 10 seconds while your tank gets established, one of those will put you much, much higher on Skada or World of Logs at the end of the fight.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
Necromann May 3rd 2011 6:16PM
Stand on the healer if the mob has a cone attack? Do you mean the tank?
Amanda A. May 3rd 2011 6:53PM
Yes, if the mob is looking at you. (Unless your healer is a paladin who melees for mana, standing on the healer willl usually do you no good.)
Jim May 3rd 2011 6:19PM
The best solution for an overpowered plate wearing DPS who accidentally pulls aggro from an underpowered tank on a non-boss mob? Blow DPS increasing cooldowns and kill the mob before he kills you.
sarah May 3rd 2011 8:26PM
Not sure why this got marked down. Sure, a lot of the time you're just making the tank's job harder. But I DPS as a DK quite frequently in my guild and if I pull a single elite mob and there's no fire to worry about the tank will quite often let it beat on me while he keeps the rest of the mobs off the squishies. Then he'll pull off me at his convenience. It's particularly useful when CC breaks - when there are too many mobs for the tank to handle without the healer going OOM I very deliberately off-tank one. Sure, I frequently end up dead, but I've prevented plenty of wipes by death-gripping or taunting a mob that was after the healer onto me and then keeping it busy (in blood presence if absolutely necessary, otherwise staying in unholy) until the tank was free to peel it off me. It's also useful if the healer hits the floor and Raise Ally is on cooldown to pull a mob and kite it away from the group. By the time I die (and yeah, if I'm doing that it's probably suicide) the healer is either back in the instance or the rest of the DPS have killed the mobs beating on the tank, allowing them to self-heal. Our main guild tanks are paladins and DKs, with alts of every type. Generally you have someone else with a non-combat rez in the party, even if it's the tank. Better to have me hit the floor than anyone else, because I'd rather get rezzed than run back in, thanks.
GhostWhoWalks May 4th 2011 2:57AM
Jim probably got downvoted because, in the current heroic environment, there are very, very few instances when you can kill a stray mob before it kills you. Take the new ZA, for example; if you get aggro from a mob, it's much more likely that it'll 3-shot you than it is for you to be able to handle it on your own. This is sometimes possible in the initial heroics when you outgear them, but even then you'll need generous use of Death Strike to keep yourself healthy while you handle the mob's attacks.
If the mob is almost dead when you draw aggro, then sure, pop those cooldowns and finish it off. But otherwise, you'll have a few seconds of really high damage right before the mob crushes you.
Vladpr May 4th 2011 9:28AM
Might also be worth to note that, as a DK tank, if a DPS pulls aggro of me because he was attacking the X instead of the Skull, I will wait before pulling the aggro from him.
There is few other ways for some of them to notice that he was attacking the wrong one.
While it is great to help out by off-tanking, sometimes the dps might be better spend killing Skull so there's less damage being done to the tank, and let the tank grab that extra mob. If the tank can't do his job well, he won't learn if other pick up his slack.
Everything I've said is completely different in guild runs though hehe.
david May 3rd 2011 6:26PM
It's worth mentioning Hungering Cold as a key survival ability for Frost DPS as well - it can be used as a group-interrupt (i.e. the groups that have an aoe nature damage cast in Vortex Pinnacle), or to freeze mobs into place if they're loose.
Andrew Breese May 3rd 2011 6:35PM
Using AMS, IBF during the Nef fight is a mandatory for dps DKs. The damage this can avoid is very handy to take pressure from your heal team. IDuring phase 2 (pillars) I go as far as changing to blood spec if our add dies faster than the others and I have to stand on the pillar watching.
Orkchop May 3rd 2011 6:44PM
If a mob is on you, run TO the tank.
Saeadame May 3rd 2011 11:31PM
I need this to be tattooed onto the forehead of every DPS. Especially range types. Why is it that when a mob starts running away toward the range they immediately start backing up? /sigh.
Vladpr May 4th 2011 9:35AM
/Agree
Grak May 4th 2011 11:13AM
On my hunter if I pull a mob and feign is on cooldown, I will either 180 turn and disengage or use my goblin rocket jump towards the tank, flying past the incoming mob, giving it the finger on the way past, to land safely behind the incoming tank.
Tanking makes you a better dps.
Squid May 3rd 2011 6:47PM
Also, if it's really, really desperate, you can sacrifice an Army of the Dead ghoul just like the one generated by Raise Ally. Death Pact has a cooldown, but it works in extremely desperate situations. I'd never suggest using it in place of Raise Dead + Death Pact, but if you're having to use Army anyway, the situation is probably pretty dire. Or you're fighting Setesh.
Amanda A. May 3rd 2011 6:56PM
I've also had good luck using Army late in the second phase of ZG's last boss. After all 3 chain barriers are down (not before!) using Army will distract the adds and let your party concentrate on finishing the chains off. :)
Homeschool May 3rd 2011 6:51PM
"Does the monster you're fighting have a cone attack? ...run over and stand on the healer."
I've met a few people like that...
Henry May 3rd 2011 7:13PM
"Stop Attacking"
OMG YES. Nothing makes me more mad than the DPS who has grabbed aggro and is trying to go hero mode and down it. Just attacking something else. PLEASE.
Craig May 3rd 2011 7:20PM
Reading makes me miss my account and the awesomesauce that are my death knights.
Mordok May 3rd 2011 7:21PM
Orkchop is right, use the squishy trick. If anyone but the tank draws agro, give it back to the tank, like in the old song...run to him. The tank has enough to worry about without looking to find where all those nice people that were paying so much attention to him suddenly went.
ziis May 3rd 2011 7:38PM
your death strike link is showing death pack
aaron.of.mpls May 3rd 2011 11:14PM
I noticed that too. It should point to http://www.wowhead.com/spell=49998 .