Lichborne: Why the death knight blood tree needs tweaks

Patch 4.2 will likely be on live servers by the time you read this, but I figure we've talked enough about the patch 4.2 in past columns. If you read those, you probably have a good idea of where everything is for death knights. This week, I've decided it would be a good idea to take a break and talk about something that didn't get much attention in patch 4.2: the plight of the death knight tank.
It's been sort of an undercurrent in the death knight community since the beginning of Cataclysm. The death knight blood tanking tree is just sort of gummed up. It's not that we're underpowered, per se. No, a well played death knight tank is pretty dominant in heroic dungeons and even normal raiding. You only start really falling behind in heroic raids, where the problem becomes really evident: You're doing twice as much work for the same results, more or less.
Most of the issues are centered around Death Strike and how it interacts with our resource system. The quirks of said resource system are so demanding that you end up staring at your rune bar more than the battle in front of you, trying to game the system just right to squeeze out one last Death Strike.
Spamming Death Strike works
In theory, Death Strike would be a great reactive ability. Getting low on health? Death Strike. Just took a huge hit? Death Strike, because you know that means you'll get a huge heal and thus a huge Blood Shield from the heal.
Unfortunately, in practice, all you really end up doing is spamming Death Strike. This is essentially because Death Strike and Blood Shield replace block, which shield classes get automatically. Without thinking, they just don't take as much damage at the base, because their shield automatically blocks it more often than not, especially once they get to decent levels of mastery.
As an example, consider a death knight and a warrior, each tanking the same raid boss. Let's say they have similar skill and gear levels, and they each take a huge spike of damage from the boss. Now, the warrior (thanks to high mastery) is going to end that streak of damage at 40% health because he had block. The death knight, in the meantime, is at 10% health because he can't block and is expected to make up that health gap by immediately throwing out a few Death Strikes.
Now, all well and good you say. Just spam Death Strike, and you're fine. In theory, this is true. The issue, though, is that in spamming Death Strike, you've immediately used 4 runes. That means 4 runes that can't be used for at least 8 seconds. Those runes could have been used to apply diseases or throw up Bone Shield or Death and Decay (or even, say, a Blood Boil or Heart Strike, if you were in death rune mode). Those resources are gone.
On the other hand, if you decide to use those runes to, say, refresh Frost Fever and Blood Plague, that's a whole mess of healing and blocking power you're giving up, and your healer either needs to pour extra mana on you or gamble that you won't get hit quite hard enough to die while you wait for those runes to refresh for another Death Strike.
In the meantime, the warrior is now free to throw up whatever threat-gaining abilities, defensive cooldowns, or debuffs he wants without worrying about wasting resources that should have been used to pull himself back from the brink of death. He will be, by definition, ahead of us.
Runic Empowerment: Surprisingly disempowering
Of course, even spamming Death Strike becomes a whole game in itself for a simple reason: Our rune system works against us when we try to get the maximum amount of Death Strikes out.
Most of this is due to Runic Empowerment. This ability regenerates runes at random when you use your runic power dumps. On the face of things, this is great. If you're lucky, you get a quick streak of runes up, and you can immediately use theme for another Death Strike, building your blood shield up and avoiding more damage.
Unfortunately, the wrench in the works here are your blood runes. They simply can't be used for Death Strikes, Blood Tap aside. Now, that might encourage you to leave them unspent; just let them pool so any Runic Empowerment procs go straight to your frost and unholy runes. That doesn't work well either, though, because you do want your blood runes spent for Blade Barrier.
Thus, what you end up doing is staring at your rune bar, trying to balance all your runes for optimum generation of the frost and unholy runes you need for Death Strike. This generally means you have 1 blood rune spent at all times, spending the active blood rune only when the second blood rune is about to refresh. This allows you to keep Blade Barrier up as much as possible, while still keeping blood runes up as much as possible so the minimum amount of Runic Empowerment procs get wasted on them. Then, you just have to hope that any Runic Empowerment procs give you the right combination of runes to get off another Death Strike -- the last thing you want is a combination of 2 unholy or 2 frost runes.
In addition, you need to watch your runic power. If it's capped and you're still trying to get your blood runes balanced so you don't proc Runic Empowerment on them, you're probably losing threat and Runic Empowerment procs anyway. This whole system is popularly called "rune Tetris" and is considered the #1 issue with blood tanks by many people, just because of how much more involved and stressful it is to manage.
It is interesting to note that, these days, blood is the only tree that has to manage runes like this. Frost now has permanent death runes, which means just about any rune that refreshes for them will automatically be useful for their main strike, Obliterate. Unholy can spec into Runic Corruption, which just offers a quick boost to rune refresh rate in general. Again, no worries about getting the correct rune there, because they're all correct.
The most obvious answer here, then, is to give blood death knights one of these workarounds. Making Runic Corruption baseline would go a long way toward ending rune Tetris and allowing death knights to glance up from their rune bars every once in a while.
Fighting against themselves
Even beyond rune Tetris, there are other aspects of death knight tanking that are clunky enough to make playing the class frustrating in ways that just aren't true of other tanking specs. In short, a lot of our defensive abilities cancel each other out or at least are constantly vying for dominance.
At the most basic level, you can argue that avoidance (and thus Bone Shield) work at cross purposes with Blood Shield. Since your Blood Shield is only as powerful as how much damage you've taken, any avoidance of that damage weakens Blood Shield. That's sort of a low-level annoyance, arguably, but it's there.
The biggest issue, though, is the application of diseases and the debuffs they cause. The damage diseases cause is actually pretty solid threat, but where they really shine is debuffs. The reduced physical damage from Scarlet Fever and the reduced speed from Frost Fever are both incredibly powerful tools for making you take damage. The problem is that casting them when Outbreak is on cooldown requires a frost and unholy rune, which means you lose a Death Strike. This in itself can be lethal in the short term, even if those diseases will protect you from damage in the long term. In addition, spreading them to multiple targets requires the use of Pestilence, which could unbalance rune Tetris when used and, regardless, doesn't generate any extra threat. Compare this to, say, Thunder Clap, which does AOE threat at the same time it spreads both extra damage and the slowing debuff.
Blizzard CM Zarhym has already discussed the possibility of solving this by giving blood a reduced cooldown on Outbreak. This would at least give DKs a chance to refresh diseases without giving up a Death Strike. Another possibility is to give Pestilence or Blood Boil the ability to refresh all diseases. This wouldn't specifically solve the rune Tetris issue, but it would at least allow blood death knights to use all their defensive tools to the something approaching the same level that other tank classes can.
Mastering mastery may merit mastery modification
Of course, there's also another, more nuclear option to be had. Just give death knights a different mastery, one that isn't so focused on using a single attack as much as possible. One solution is to possibly give us the ability to proc a Blood Shield from multiple attacks, similar to the druid's Savage Defense. Of course, if you talk to many druid tanks, they'll tell you Savage Defense has problems of its own. Perhaps then, there could be a move to return death knights more to the unholy avoidance tank model from the Wrath era. Turn Bone Shield into a sort of passive mastery ability that procs more charges every time an attack is successfully avoided and/or absorbs damage based on previous damage taken just as Blood Shield does now.
There are a lot of ideas to fixing mastery and a lot of ways to go about it. There are still some big roadblocks, though. Since death knights, even with their clunky playstyle, are still more than adequate tanks up through heroic dungeons and even in normal raiding, a lot of players don't even realize they have issues. As long as they're surviving and downing content, players don't care that the player behind the blood death knight tank is working twice as hard as the warrior tank.
In addition, Blizzard has said in the past that it likes the "active mitigation" aspect of the death knight tanking model and would, in fact, prefer that all tanking classes have it. Now, many members of the death knight tanking community have pointed out that it's not really active if the only optimal way of playing is to spam the active button. It's a tossup as to whether Blizzard will buy that argument, but we have seen some blue posts in death knight tanking threads, so we can at least hope that Blizzard is aware of these arguments.
The real test, of course, will be when the theoretical patch 4.2.1 rolls around. Will we see some meaningful death knight tanking changes, or will we need to keep queuing up the Russian folk music remixes?
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
Anaora@Drenden-US Jun 28th 2011 3:29PM
I don't play a Blood Tank, do my disagreement may be uninformed. However, I do play a Paladin tank, and our Holy Shield, which once upped our block from 30% to 40%... always is not an off GCD 30 sec cooldown that ups block% from 30 to 50 (not affecting block chance).
While not the same as death strike in that it has a cooldown and cannot be spammed, we are expected to use it for periods of heavy damage. While some paladins might bind it to Crusader Strike and forget about it, I plan on using it when I need it, same as I do with my heal, Word of Glory (which replaces my primary threat generation spell).
I don't expect blood tanks will spam death strike when damage is low, so unless youre saving your runes like a CD in acticipation of a huge hit, you can push out more threat and even waste some RE procs on blood runes. And when damage is high, and spamming death strike is necessary, you will also be generating Vengeance far faster than the warriors and paladins, who have to use all of their taunts in heroic dungeons to hold aggro while DKs seem to keep it with a D&D and their first outbreak.
While the rune system might be very tedious for DKs right now, the concern that I think requires attention is disease debuffs requiring the use of key resources. If they take runes, they should be off GCD - and if they require a cooldown, they should be free, or refreshed by a shorter cd outbreak. Paladins apply those debuffs to only one target at a time, but we refresh those debuffs as part of the spells we would have cast anyway.
Zapwidget Jun 28th 2011 4:09PM
"I don't play a Blood Tank, do my disagreement may be uninformed."
Alas, it apparently is. The Holy Shield change (note the lack of words like nerf or buff) is pretty irrelevant to DK issues.
Also, Vengeance is a factor of incoming damage not altered by absorb shields or blocking, and DKs have similar (not identical) actual avoidance, as in parry and dodge, as other plate tanks. Not that Threat matters in any realistic way. Which is also why there's no saving Death Strikes for high-damage situations. (I'm also not sure why you have to use all of your taunts as a paladin. But this isn't the proper medium for that discussion).
Disease upkeep is just one of many issues involved. The application of diseases in itself is fine. The fact that you have to choose between them and mastery-based mitigation, that is not fine.
Anaora@Drenden-US Jun 28th 2011 5:36PM
Pardon the typos - correcting them on iPhone is almost prohibitive. That should have read "is noW an off GCD 30 sec cooldown that ups block%".
I was not aware that vengeance scaled with incoming damage and not final damage taken - TIL. Thanks for the clarification.
Djinn Jul 5th 2011 10:33AM
I realize i am a little late in posting this but if yo play a pally tank you are probably the least qualified to speak on this issue. I play all the tanks through at least 5 man content due to time restraints and ill tell you that your argument about some sort of ability is totally off point.
The biggest issue aside from avoidance and mastery directly contradicting one another is that the rune system is just busted and frankly just bad design. In general unless a bear or warrior screws up and spamms maul/heroic strike too much once combat has begun they have a virtually unlimited resource pool. Paladins get mana back at a pretty good rate during combat too. So none of the other tanks have to manage cooldowns on their abilities as well as cooldowns on their resource pool. While the rune system was a cool idea to begin with the changes in 4.0 made it into a frustrating hindrance that frankly well..yeah it sucks. I stopped playing my DK much after 4.0 dropped because the new system is so bad. The tree redesigns also made the DK class unappealing to me.
brownyboi Jun 28th 2011 3:30PM
Well said.
This pretty much summarises my tanking experience; on top of all the boss positioning and keeping an eye on boss ability cooldowns, as well as threat generation, I'm having to devote a lot of braincells to just keeping myself alive - and I'm running low on braincells these days.
I find that I'm keeping diseases up, burning off Blood Runes, Runestriking and saving the Deathstrikes for reacting to big hits - the only problem is that you can't do this until you're 30-40% of the way through a fight as you need to burn everything that pops up to generate threat before that point.
A little change somewhere would be nice to take some of the stress out of staying alive, but I really like the Mastery-Blood Shield system that we have going on at the moment.
GhostWhoWalks Jun 28th 2011 5:34PM
Look, I know what you have to say is very important, and I'm totally with you on the issues of complexity in tanking...but while reading your post, I couldn't help but hear Duke Nukem's voice in the back of my head saying:
"I'm here to tank bosses and use up braincells...
...and I'm runnin' low on braincells."
Daemonsadi Jun 28th 2011 3:37PM
"Another possibility is to give Pestilence or Blood Boil the ability to refresh all diseases."
Didn't we loose this just before Cata launched? I recall a glyph, I believe it was the previous iteration of the Glyph of Pestilence, that refreshed the diseases on your primary target (which in turn refreshed diseases on all targets).
Jack Mynock Jun 28th 2011 4:24PM
I believe pestilence can be used to refresh the duration on all but the primary target, so at least while you're AoE tanking you can refresh the debuffs on everything by spending a pair of blood runes and leaving your death strike runes up. Of course that doesn't adrees the problem when tanking a single target.
daemonsadi Jun 28th 2011 4:34PM
Yes, pestilence currently can be used to refresh the duration on all but the primary target. However, there was a glyph (it was actually Glyph of Disease that I was thinking of) that refreshed it on the primary target as well.
"Your Pestilence ability now refreshes disease durations on your primary target back to their maximum duration."
was removed in patch 4.0.1
noel mcleod Jun 28th 2011 5:21PM
I *believe* you can use necrotic strike to refresh diseases on your primary target and pestilence on your secondary targets? Can't remember what the rune requirements are though.
Daemonsadi Jun 28th 2011 5:41PM
Festering Strike increases the duration of the diseases, so yes that could be used to "refresh" your diseases. But that's 1 Blood & 1 Frost rune to use that, plus another Blood rune for Pestilence. Not always a viable option.
However, the point of my original comment was to simply highlight that we actually did have what was being suggested at one point and had it removed.
Ianmis Jun 28th 2011 5:48PM
Necrotic Strike absorbs healing on your target. I believe you meant Festering Strike.
Festering Strike requires one blood and one frost. Using that in blood is pretty detrimental. Not only would that waste a blood rune that you may used on Heart Strike or Rune Tap but also lock you out of a Death Strike as they requires Frost Runes. And to be effective, Festering Strike has to used ever 6 seconds. For unholy, that's fine. For blood and frost, not so much.
Jargon Jun 28th 2011 4:14PM
Bring back Blood DPS.
Brett Porter Jun 28th 2011 6:55PM
How is this useful in the slightest? Blood DPS is gone, and not coming back. I can't see them giving tanking to another of the trees, and they aren't going back to the system of having 6 separate specs that need balanced.
omedon666 Jun 28th 2011 4:37PM
I'm glad I'm not the only one bothered by the fact that DKs are designed to be suboptimal in the hands of a newer/less detail-minded player, and "on par" if you're really on your game and care enough for details. That is bad design, and I say this not only as a tank, but as someone having to work with tanks in PUGs that are, half the time, part of column A, and really, you can't blame them, when every other tank class just gets their mastery to help them without any extra complexity.
I'm also not a fan of the idea of making all the tanks as active as a DK, who has that degree of difficilty, apparently, as part of the "hero class" package, and they can't have the DK perform "better" in the hands of the detail minded... or folks will just bring their detail-minded DKs on raids where "sitting" happens. Every level of complexity added to class mechanics is one less "act of brain" that can be saved for boss mechanics and situational awareness.
The "you have to be 55 to roll one" does not justify having a purposely complex tank class, and it's not fair for DPS and healers to inherit the people playing the complex class that have no care for the complexity. The DK needs to be brought in line with the other tank classes. It was a neat idea, but so long as WoW is so competitive and has such a maddeningly cruel "don't be new on my time" ethic, you can't have one tank class be so admittedly more complex.
Jack Mynock Jun 28th 2011 5:14PM
The real shame is that DK's don't gain anything for all that extra complexity. The problem is that if they (or any other class) scaled with their complexity, it would break the game. DK tanks would be overpowered, mages would be horrible, etc.
I think another problem with Blood is that the tree feels bloated.. at least compared to warriors and pallies. But I imagine this is how blizzard wants more trees to be; you have to make some tough decisions, and you can't get everything you want.
Helston Jun 28th 2011 9:32PM
The reason the Blood tree feels bloated is that there are so many survivability talents. My main's a Protection warrior, and I've just started Blood tanking, and the Protection tree is so much better! There's a total of 28 talent points I would consider mandatory, and of them only 16 directly impact survivability, and 5 of them are spread into the other two trees. Then again warrior Protection is probably the best designed talent tree in the game, up there with Fire mages.
Depending on the content and personal preference, warrior tank specs can range from: http://www.wowhead.com/talent#LMZubzoZcrGdRRodbu
to:
http://www.wowhead.com/talent#LG0MZhZIcGzMRR0ru
Blood tanks on the other hand have a very cookie cutter spec with what I would consider 34 required talents, including reaching down into the frost tree for Lichborne and effectively wasting two talents on Icy Reach as well as being forced into Runic Power Mastery, of which 27 directly effect survivability and 6 lock them into going to tier 2 of the Frost tree
There's just so little choice, and so much active survivability in there it's ridiculous. Really, I feel like warriors have just the right balance of active and passive survivability, having 3 main survivability abilities (including one that can be toned down in order to provide it on a raid wide level instead of a personal level, Rallying Cry vs Last Stand) which conflict very little with threat generation. Add that to potions, trinkets and minor cooldowns (stuns, Victory Rush and/or Impending Victory, Heroic Leap, Charge/Intercept/Intervene [with or without Safeguard] and on occasion even Intimidating Shout) I can cover most or all of a fight's heavy damage periods with something.
kaosgrace Jul 5th 2011 10:57AM
I have to admit I have a certain affection for specs that are far more complicated than they need to be and require three times as many buttons and five times as much thought as others to achieve the same results. My main specs for each role are holy priest, destro lock, and blood DK - that should say something. I'm actually good at "complex" and really bad at "simple."
That said, there are problems with Blood. It's not necessarily the level of complexity. I wouldn't want it dumbed down any more than I want my priest or lock dumbed down - keep the buttons, please. The issue is the implementation - it doesn't flow. You're constantly fighting with yourself.
It's mostly in the resource system. Other specs that have complex play and a lot of actively interacting mechanics are relatively free with resources and cooldowns. Looking at other specs, you see the tightest resource management and timing requirements on specs that have relatively low complexity otherwise, like holy paladins and arcane mages. On well-designed high-complexity classes like holy priests and destro locks where you're juggling a lot of abilities competing for your GCDs, for the most part, your abilities are available on CD, and you'll have the resources to use them without playing any side-games - the goal is simply to get the right ones off at the right times.
But Blood is playing a resource game more complex and RNG-based than any other spec's in the entire game at the same time as it's playing an active mitigation game. Threat and mitigation compete for both resources and GCDs. Your threat can essentially put your primary mitigation on CD. Refreshing a secondary form of mitigation puts the primary form on CD. Refreshing a third form of mitigation interferes with the RNG-based availability of the first form. It's just...frustrating. Even thinking about it is exhausting. My priest is just as complicated, in theory, but Holy abilities work *with* each other; Blood abilities work *against* each other.
techvoodooguy Jun 28th 2011 5:04PM
From the article: "Turn Bone Shield into a sort of passive mastery ability that procs more charges every time an attack is successfully avoided and/or absorbs damage based on previous damage taken just as Blood Shield does now."
I like it! I like it!
Japith Jun 28th 2011 6:33PM
Share my envy of our over-powered shield bearing counterparts!
/rawr
Bear Tank