Lichborne: Death knights from the outside looking in

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.
Alas, poor death knights, your usual master of death, decay, and other rather gross things, Daniel Whitcomb, is indisposed this week. This leaves you in the hands of WoW Insider's resident column thief, yours truly. Much as Tempest Keep was for a certain unmentionable blood elf, I'm sure this is but a temporary setback.
In light of Lichborne's being in the hands of another for this brief moment, I want to take this time to share the views of death knights from an outsider. I am an avid altoholic by nature, and it's been my goal to have one of every class at max level. Sadly, every time I get close, I change servers and start all over again. A death knight, however, I do have, and while I don't have the expertise of the class that your normal master of ceremonies might, I've got a Blue's Clue of an idea. Dare you to know what others think of you?
Survivability through self-healing
I think every class in the game has the exact same weakness: They tend to die when focused. Honestly, it's true. I don't think I have ever seen a single class or spec that doesn't claim to crumple under pressure -- after they've used their cooldowns, of course. Death knights really aren't any different; focus one and it's going to die. Odd how those things work out.
The matter of death knight survivability has been the forefront of a lot of talk around these parts and the official WoW forums do to the recent PTR nerf to the Glyph of Dark Succor. It's not exactly overpowered in its own right; the larger issue seemed to stem from the combination of Death Runes and Empower Rune Weapon allowing for a rather extreme amount of self-healing.
The concept of self-healing both is and isn't new. Death knights have certainly enjoyed it for an expansion now, while shadow priests and warlocks have benefited from the design for a long while. However, spreading out this concept to nearly every class and spec is a rather new phenomenon. With this, how much self-healing everyone is capable of has come under more scrutiny.
With all of the major rebalancing that Death Strike has gone through, it has taken Blizzard a while to find a balance that it feels comfortable with. Death knights have a few self-healing tools at their disposal, regardless of how "effective" they may or may not be. This makes it difficult to also provide them with a more on-demand method of regenerating health.
Too many Death Strikes, or too much effect?
In comparison to the self-healing capable of other melee-based specs, however, Death Strike and the respective glyph is now far too weak for DPS death knights, and that's not a cool thing. The issue is obviously that frost death knights are capable of "bursting" out a silly number of Death Strikes in a row and return absurd amounts of health by doing so. While this nerf certainly addresses that issue, it does so in the completely wrong manner.
Death Strike still has a minimum of 7% health, and it's likely that you actually heal for more if you're actively being attacked -- which is when you'd be using it, anyway. Frost could still theoretically Death Strike three times, pop Empower Rune Weapon, and do it all over again to restore a minimum of 56% of their maximum health. Unholy can somewhat match that getting at least five, but that requires having Death Runes up, which they may not be.
Clearly, Death Strike was too weak before the change of Glyph of Dark Succor, so reverting that change doesn't solve any issues. Just as clearly, allowing frost and unholy to chain a large number of Death Strikes isn't balanced, either. I would say that the better place to look to balance this would be the number of Death Strikes possible within a given time frame, not the amount they heal for.
Survivability through cooldowns
When it comes to judging cooldowns, I may be a little bit biased. It just so happens that I play the classes/specs with some of the weaker defensive cooldowns right now, so seeing other people's shiny stuff makes me jealous. Be that as it may, I think I can understand the place of most things.
Death knights aren't particularly strong or weak in the cooldown department; instead, I would say that they are currently well-rounded overall, just as they should be. As melee, they need some form of magical protection in order to deal with those pesky mages -- and trust me, I want you to kill them -- which Anti-Magic Shell provides.
Now, I have seen on the rare occasion that AMS isn't all that grand or that it isn't enough, but I'm going to chalk that up to the player's not being, how should I say, the most neon crayon in the box. In both PVE and PVP, AMS is a godsend of an ability. Forget the stellar damage reduction; the blocking of magical effects alone is pro.
Icebound Fortitude is another fantastic ability to have, as are the passive talents, interrupts, and other myriad defensive tools that are at your disposal. Are they so amazing that you'll be invulnerable? No. If you play poorly, you'll still die; if you get focused and trained, you'll still die. That's how it goes for everyone. These abilities will keep you alive much longer, however, and they are certainly worth their salt.
Again, death knight defensive abilities aren't overpowered and they aren't weak; they're perfectly where they should be. Having that be balanced alone puts DKs leaps and bounds ahead of many other classes. Be proud.

If there is one thing that I feel most players take for granted these days, it's utility. Raid buffs and debuffs may have become easier to get, but that hasn't made utility any less useful, nor has it become any easier to get. Bringing whatever buff or debuff that you might have is nice, but that is no longer the face of utility; instead, players now focus on the intangible, non-DPS-boosting abilities they can bring to the table.
In this manner, both types of DPS death knight perform excellently. The ability to spread Ebon Plague in an AOE manner has always been a huge advantage for unholy, and they haven't lost that perk at all. Despite the fact that warlocks could easily spec into this handy-dandy benefit, I've found that there are still quite a number who don't. (It's a shame, really.)
Anti-Magic Zone should also not be scoffed at. Damage reduction cooldowns are the new "it" thing when it comes to healing this expansion. Nothing is about how much healing any healer is actually capable of putting out; instead, everything is about how much damage they can completely negate without having to cast a thing. AMZ is a huge benefit to any raid at this point, especially because every form of AOE damage that the raid takes is going to be magical in nature.
Knockback abilities are fairly few and far between, but a few of them do exist. Pillar of Frost is a neat ability to defend against it. No, it won't be up for every single ability that you encounter, nor is it some super-awesome power that's going to make you a special star. It is, however, a nice little bonus that's placed on top of a DPS cooldown you'll be using anyway. I happen to like those types of things.
Oh Hungering Cold. This ability has gained so much attention recently, and all of it has been focused on the PVP ramifications of adding a cast time to this spell. While there is no doubt that the cast time is going to cause some major changes for how a death knight uses Hungering Cold in PVP, I can't help but feeling that the reason it was altered wasn't exclusively limited to PVP.
It might seem ridiculous to suggest that there's a PVE side of the HC change, but hear me out for just a moment. Frost death knights are currently one of (if not the) best kiters in the game right now. Perhaps other classes can single-target kite better or just as well, but frost is the go-to guy for getting large groups of little minions chasing them around.
The thing about kiting, however, is that it is a very precise science, if you will, that doesn't always allow for a margin of error. Normally, you mess up on a kite, and you'll find yourself taking a dirt nap rather quickly. Frost actually avoids that. In current raiding content, nearly every add that you encounter can be controlled by some means, and that includes Hungering Cold. The adds on heroic Conclave of Wind? You can totally HC them. Same with the little imps on Maloriak.
The ability to say "oops" and instantly stop a large group of mobs from attacking you is a wickedly amazing thing. It's also very powerful. Again, on Conclave, you can actually use Hungering Cold to completely stop the adds from using Toxic Spores, which is their deadly one-shot ability. Being able to do that on the fly is perhaps just a bit too strong.
Let's face it, 1.5-second cast times are very specific. They are the GCD; they're the exact same as an instant in terms of spamming ability -- the only difference is that there's a delay in going off, and you can't use it while moving. Whenever Blizzard smacks you with the 1.5-second cast, it's because the devs either want to delay the onset of the ability or they want to prevent mobility. Given that death knights are a melee class, targeting mobility doesn't sound as likely; probably, they want the delay.
While that's going to be big for PVP, it's going to have just as much of an effect on PVE add kiting as well. Losing an instant reset button sucks.






Reader Comments (Page 1 of 2)
talkingmike Jun 7th 2011 4:30PM
What about us tanks? C'mon healers, let's hear your bitches/gripes/complaints (and praises, if you would be so kind)!
Allison-knight Jun 7th 2011 5:07PM
I really don't like healing dk's. Even the good ones. It's just the manner in which you guys take damage. It seems like you plummet down to fifty percent health, and I'm getting all my hots rolling on you (my healer is a Druid) then going "oh s**t" while I slap the healing touch button like a redheaded stepchild. Then all of the sudden, while I'm midcast, your health springs back up to full again. Ugh. It's nerve wracking, really.
With the other three tank classes, I can predict the damage. Seeing a big spike in damage means that something's going wrong for a warrior, pally, or bear. With dk's, it's just another day in the life.
That's just my opinion. :)
HappyTreeDance Jun 7th 2011 5:44PM
Heh, I guess I'm the complete opposite. One of my favorite tanks to heal plays as a DK, and I've never had an issue with her. And that's even when I'm healing on my pally, who I'm a much much much weaker healer on than my druid.
Allison-knight Jun 7th 2011 6:40PM
@Happytree
It's just a matter of what you're used to then I suppose. I'm used to healing a warrior friend of mine. I feel most comfortable healing warriors...go figure =P
Orkchop Jun 8th 2011 1:25AM
I like healing DKs on my shammy. When they're good, they barely take any damage. And if they do start dipping low, then my mastery kicks in and they bounce right back up.
My main's a DK though, so I may be a bit biased. >.>
Maneku Jun 8th 2011 4:03AM
I play a resto druid, and a good DK is actually my favorite tank to heal. My hots combined with their self heals actually tends to smooth things out a good bit. Druid healers also lack any real external cooldowns, which DKs happen to have in spades. And good DKs know how to time their cooldowns well, so right when things get hairy and the kind of burst damage that I'm terrible at dealing with starts rolling in, they've managed to mitigate a lot of it and make my job a lot easier.
Leshrac Jun 7th 2011 4:33PM
Nerf - buff - nerf - buff - nerf - buff - buff - nerf - nerf = 6 years of Blizzard balancing classes? I'm so sick of it.
Imnick Jun 7th 2011 5:28PM
So you want Blizzard to... stop balancing classes?
Don't you think that sounds a little silly?
Lohkie Jun 7th 2011 7:27PM
haters gonna hate, but if you're really sick of it you can always take your $15 a month and find something else to do
Revynn Jun 7th 2011 8:17PM
If we were all still sitting at level 60 in Naxx 40 gear with Vanilla talent trees, I'm sure Blizz would have had every spec and class perfectly balanced by now and the word "Nerf" would be taken out of our vocabulary. We also would be bored to death of running the same raid for 5 years straight.
It's just the nature of MMO's. Every time there's a new ability added, a new tier of gear (PvP or PvE), a new class, or a (non-class related) design change it throws a wrench in the whole system. It's really best to just accept the fact that change happens and roll with it. Not all changes are good, not all are bad, but they are all temporary in the end.
supracom Jun 8th 2011 8:58AM
I think it's ok and understandable to be frustrated though.
DeathPaladin Jun 7th 2011 4:43PM
Technically, Hungering Cold's 1.5 second cast time is only equal to the GCD if you are in Blood or Frost Presence. 2H Frost has long been DPSing in Unholy Presence due to rune regeneration, attack speed increasing runic power generation, and GCD capping. Unholy has also started to become the better Presence for DW Frost for similar reasons (minus the part about increasing runic power generation). So it's cast time is slightly longer than the GCD.
As for PvP, at times when you actually need to use Empower Rune Weapon in order to squeeze out 6 Death Strikes, you would be taking so much damage that doing that is only delaying the inevitable. At that point you'd have to make 3 attacks per Death Strike (2 Frost Strikes, then 1 Death Strike), and you'll very quickly end up in a situation where you are out of both runes and runic power.
The 6 Death Strike trick would certainly be annoying in a PvP situation somewhat akin to Bubble + Lay on Hands, but as a trick it is basically a desperation attack involving trying to hold out long enough for a friendly healer and reinforcements to arrive.
Oriflame Jun 7th 2011 5:27PM
not that I disagree with you - but keep in mind you can't actually bubble and lay on hands anymore - forbearance locks them out so you only get one. So, if deathstriking 6 times is similar, it isn't surprising it is being nerffed. (I'm not sure it's similar, but just something to keep in mind with your comment)
Under Jun 7th 2011 6:18PM
I think EJ.com currently disagrees with you on DW Frost and Unholy Pres, even in single target situations (but I haven't read the thread in a couple weeks). Personally i liked the amped up rune regeneration with 2H Frost. It makes for faster button mashing, yes, but also allows you to adapt to subtleties in a combat situation more quickly, rather than waiting on the GCD to constantly refresh in Frost Pres. With the variations to DPS output based on presence vs. combat situation, I personally think it comes down to play style.
Or vanity...
My lady drae dk just looks more nasty with 2 weapons swinging at the hips :)
On another note, to the author, while the utility of an Unholy DK is not in doubt, I've yet to meet a raid group that would sacrifice Frost damage output for the occasional anti-magic zone damage reduction.
SR Jun 7th 2011 7:48PM
In terms of PVP utility with Death Strikes.....
We have a way of popping off 6 Death Strikes (MAX) with frost, and that's when we've been doing nothing but either Frost Strike spam or sitting around, not using runes, and we still have to use a 5-minute cooldown to make it possible. Realistically, that's around 60% or less of actual healing, since most of our runes are usually on cooldown.
Paladins have a bubble (also on a 5-minute cooldown) that makes them invulnerable AND allows them to heal up as much as they can.
Their reasoning for nerfing it for PVP is shallow, in my opinion.
Not to mention, while HC has a stun component provided nobody is pewpewing, mages can simply Frost Nova the adds and still render melee adds useless (provided nobody is next to a rooted mob). And looking at patch notes and how effective Frost is to melee classes, I don't see this being addressed.
Emophia Jun 7th 2011 8:27PM
I;m sorry, but as a frost DK myself if you did not think that frost self healing was ridiculous you are obviously in denial. Even without ERW being able to heal 50% of your health in 3 seconds while your healer is in CC is ridiculous.
But this nerf is also ridiculous, all they need to do is give the glyph a 15 second cooldown after every 2 deathstrikes or something, or make it so that frost's deathrunes cannot be used to deathstrike, so they can only do 2 in row, not 3.
This is really going to hurt unholy though.
sullyXXX Jun 7th 2011 5:33PM
On the subject of Death Strike: I agree the 6-in-a-row trick is annoying (in the same way as bubble/lay on hands is), but a death knight can death strike multiple times in a medium period of time. This steady self-healing without totally stopping their damage output is very powerful.
It has happened a few times this week: It's only me and one opponent left alive in the arena. My warrior can realistically use Gift of the Naaru and Enraged Regeneration once during this 1 on 1 fight, making for a pretty rude amount of self healing, but once it's done, it's done. A death knight can steadily maintain a lesser amount of self healing, making fighting one an uphill battle. That combined with their kiting ability, my warrior stands little chance. I know that 1 on 1 is not a balancing factor for Blizzard, but this story best depicts the power of the ability within small scale pvp.
On a more upbeat note, I killed a frost mage today :D
Twill Jun 7th 2011 6:10PM
What does this entire article have to do with "what others think of you."
Its just a laundry list explaining what Tyler thinks is strong, balanced, and too weak. Not a bad article, but not what I was hoping for.
Meh love the Moonkin articles :P
Tyler Caraway Jun 7th 2011 7:56PM
You would prefer I write that, as a warlock, I find death knights pretty chummy, but on my priest I detest them?
The views of what are balanced or not balanced are very easily skewed by the player's class perspective, and often it is those things which directly counter them which they feel unfair. Death knights can rock a balance druids pretty hard, but I don't find any of their mechanics to be out of balance.
Twill Jun 8th 2011 12:59AM
I'm gonna have to agree with you on that last part. I just can't beat a DK guildy on my Balance Druid, but hes easy when I'm on my Hunter.
Sad is the state of the moonkin. Still limited on Movement and Burst DPS. At least we have strong pressure and AoE
Wrath and Starfire should be castable while moving when not in eclipse states.