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
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Reader Comments (Page 2 of 2)
vegetto375 Jun 28th 2011 6:32PM
One of my biggest issues with the blood tree are death runes. As it stands right now there is no point in death runes we are staring at our runes so close ly to make sure we dont accidentaly use a death rune on a blood rune techinique that it actually makes having them incovinient. I say this as back in Wrath death runes mattered we had the IC-->PS-->DS-->HS-->HS-->Rune Dump -->HSx6 system that used those death strikes for something. Now it makes no difference weather it is a frost rune/unholy rune or a death one. The only time it helps in any way is when we use our blood tap to turn a blood rune in a death rune however that cost us one GCD to do and is not as helpfull as it sounds since one death rune by it self cannot gives a death strike.
Also on a side note when am I gonna get an attack that stuns?
Zarst Jun 29th 2011 12:55AM
Wow I never even thought of this, but you are exactly right. Death runes actually cause me more trouble than they are worth, at least when they replace frost and unholy runes. Maybe they could change death runes so that they replace blood runes instead, therefore allowing us to chose to use more death strikes at the cost heart strikes, instead of the way it is now, where we can only chose to give up death strikes for more heart strikes. That way, we can chose to have our rotation focus more on survival or threat depending on what we are using the death runes for. Also, with this idea, the number times we can use our most important ability, death strike, can only increase, instead of the way it is now, where the number of times we can death strike can only decrease, if they death runes are used for heart strike.
LichSlap85 Jun 28th 2011 8:39PM
The thing that has always bugged me is how relatively effortless the other tank classes can keep up their primary tanking debuffs (thunderclap/demo shout, judgements of the just/vindication, infected wounds/demo roar) yet dks are either required to actively monitor durations/have a period of debuff downtime until outbreak comes up, or sacrifice our "block" and 2 gcds to bring them back up early. That just doesn't seem right, especially considering the effort it takes to actively not get pwned into the floor during a boss fight, or even trash.
Perhaps adding a festering strike-like functionality to death strike or heart strike that is available only to blood and that won't make it such a chore to bring extra mitigation to the table that the other classes already have. Something!
Tornapart Jun 28th 2011 11:12PM
Well, now I feel like this article needs to go through the recent Frostheim treatment and see if the Talent Trees could be tweaked to better help "tidy" our class up :)
I totally agree that Blood needs better treatment, because I really don't find I have nearly any problems with rune cooldowns as Unholy (I love my pets too much to try the other two, though that's likely because I'm not very good at the game).
The best thoughts I have (and this is totally off the top of my head, and researching things in detail is beyond my fragile little mind at the moment, though I do seem to have the time to type this out at considerable length) are:
-Give Blood Tanks the Wrath treatment, and make all Rune cooldowns on the per-Rune basis?
-It boggles my mind that Blood doesn't get a passive Death Rune converter ability. Could Scent of Blood maybe change to "you have a 25/50/75% (up from 15%, because I like those odds better LOL) chance when you dodge, parry, or take direct damage to activate this ability, causing all of your (I'm not sure which Runes should be converted, but I'm thinking ALL would be nice) to Death Runes for 10 seconds" and work without being too much?
-Does the Dancing Rune Weapon copy the effects of attacks as well? Meaning, does it copy Death Strike and heal you again? I kinda think it should, as the top-notch Talent Tree talent.
-If none of the talents in the Blood Tree can/should be removed, is there an existing talent that could have the Outbreak-refresh added to it (like my miserable attempt with Scent of Blood, but is still Blood-specific)?
Just throwing stuff out there. Please don't be ignorant and lambast me for this - I'm just trying to get a better dialogue going here.
Ballmung Jun 29th 2011 2:15AM
I may not be the best DK out there, but I am damn good at what I do use. I, for one, am pretty happy with the way blood feels. I have problems with some of the mechanics like others but I deal. I am one of those who put up with no diseases when Outbreak is on CD. On most fights I don't even use diseases. I use them on boss fights more with dps in mind. I go in, depending on how many mobs there are, with either D&D or reel them in with blood boil/heartstrike. Then i alternate hitting DS and HS using Empower Runeblade (probably spelled that wrong but it refreshes your runes) when damage is high to get those deathstrikes in. To keep threat I switch targets before I dump my runic power on RS. Is it spamming? Yes. Does it keep threat? Yes. The only trouble is the occasional dps that isn't attacking the tank's target. Oh well. Deathgrip.
Now my problems with blood does go with how much damage they recieve and how ridiculous some of the talents are. My biggest gripe is Bone Shield. I don't even bother with it. Its a few charges that reduce damage and then the CD on it sucks. The fact it uses an unholy rune is just worse. A shammy's earth shield is much better. As for the talents, as you might guess from above I picked a few more threat talents. I don't know why Lichborne is such a big deal. I do know why people get it but still. If damage is that bad then I will take the time to summon a ghoul and use Death Pact. That's 40% health in one shot. I just wish both weren't on GCD or a macro would be great there. I actually think blood needs a few MORE survival spells/talents. All the "important" tank talents for DKs seem to only get in the way of a fluid feel when tanking.
I say some more of the flavor spells should be fixed for sure. There seems to be general agreement Bone Shield needs work. I say the bloodworms should play more a role while tanking. Its a visual clue as to which flavor DK you are, and its got a nice healing feature. I don't see it refreshing diseases like pestilence or blood boil would, but I want to see that played out more. The runes i think should change a bit too. Unholy had their set up change to accommodate the Scourge Strike change to a single rune. Festering Strike was born to fill the frost rune void in Unholy life. I like this as Unholy is my other spec and makes Unholy feel different. I wanna see something like this for the other 2 specs as well. The main strike cost a single rune based on spec, and another strike making death runes using the other 2 runes. It appeases the people who want the Wrath model of blood back, gives each spec a different feel, and gets rid of what I think was a bad choice when they simply gave frost all death runes. I don't play frost, sorry I tried and can't get into it, and I saw that move as just an easy fix and an easy out.
This is one man's humble opinion and I promise to try frost one day. Maybe for PvP. Seems like the spec best for it anyway.
jordan Jun 29th 2011 2:25AM
Maybe there could be a talent that would get rid of runic empowerment altogether and gives a chance to automatically retaliate with death strike upon taking direct physical damage possibly modified by mastery (whatever percentage numbers are balanced with other tank classes). This way you have a happy medium between having to totally control your survival and not.
alin_85q Jun 29th 2011 4:08AM
Cannot believe there are so many complaints about blood dk. Sorry, but when you have 30% healing done overall in a heroic dungeon.. (i know you are talking about heroic raids, but i did read about/see many dk tanks in that scenario).
Imo there is nothing more to say, if dks need more survivability to par other tanks(in this case the warr) than pls also decrease their damage and utility abilities. Don't really remember a time when the death knight was a lower, overall, tank than prot warr.
This is not a hate message in any way i am just a bit surprised :D
savier Jun 29th 2011 8:09AM
Just give me a sheild ffs.
Big Shoe Jun 29th 2011 12:47PM
I play a Prot warrior as my main, with DK and paladin tanks as alts, so I could relate to much of what was said in this article. However, there are many times when warrior tanks have to work twice as hard to do half as much, particularly where AoE threat is concerned. Blood and Thunder or Shockwave don't even come close to a DK's ability to have multiple mobs stick to him like glue from the first moments of a pull, and then effortlessly maintain that threat while healing himself. This being said, the DK will often take more damage fom those adds from his inability to block. Death Strikes help, but they are not enough to do the job alone. One exception to this was an early ZG run, where the entire group had died on the snake boss, and the DK tank was able to solo him from about 1.5 million health to death using nothing but DK self-healing. I doubt any other tanking class could do such a thing. My paladin tank feels well rounded, with great AoE and single-target threat, and good survivability and self-healing. On many trash pulls and certain bosses, he can contribute substantial DPS while tanking.
But anyway, even though my DK can pump out burst threat like a lunatic, and has the best survivability, my warrior and paladin are both more fun to play. Their rotations are smoother, and I always have a useful button to hit, whereas the DK's rotation feels choppy and I often find myself waiting for runes to recharge so I don't waste resources by hitting a less than optimal button. This could be addressed by tweaking the way runes work, so as not to destroy current mastery based gearing and builds. I get it that Blizzard wants to make DKs able to tank easier content by largely spamming one button, then ramp up the skill level needed for heroic content, but there has to be a more elegant solution than the current Death Strike Roulette that drives so many healers to drink.
Cor Jun 29th 2011 1:46PM
Comparing tanks against each other is the basis for balance, but skill level of the player doesn’t seem to be considered. Since DK mastery based mitigation is based on the player using DS effectively its benefits will vary greatly depending on the skill of the player. In contrast, the other tanks mitigation will trigger regardless of the players actions.
Survivability is the main function of the tank. Yes, they have other responsibilities like threat and positioning and in this area DKs do great, but when it comes to survival the player’s skill level plays a more active role then with the other tank classes.
Now look at our player community. How do you think it breaks down between Low, Average and Highly skilled players? What will the healers experience be working with the average warrior vs. the average DK? Yes, a highly skilled DK can survive things a highly skilled warrior cannot, but I suspect the average DK tank will make the healer work a lot harder to keep them alive. Think about the last random dungeon you ran (if you still run them outside your guild): When you saw the tank was a DK did your hopes for a smooth run go up or down?