Lichborne: What the patch 4.3 tank changes may mean for death knights
So by now, I'm sure everyone is aware of the huge tanking changes recently announced by Lead Systems Designer Greg "Ghostcrawler" Street. Of course, there are the immediate threat increases, but the really interesting part regards their plans for patch 4.3. They're planning to put all four tanks on active mitigation models, similar to what death knights have currently with Death Strike, which is primarily the focus of today's column.
There's been an uproar from many corners with this announcement, with many tanks declaring that if they wanted to tank like a death knight, they would have rolled one. Funnily enough, many death knights who rolled the class to tank back when they could do it as frost or unholy, or back before Death Strike spam, might protest that they never wanted to tank this way either -- but that's not the point. The point to make here is that active mitigation won't put the other three tanks in the same dire straits as we are, per se. While there are arguments to be made for and against active mitigation in general, active mitigation isn't our only problem, if it's a problem at all. Our problem, among other things, is that we're reactively mitigating.

Before we start, I am going to assume most of us are familiar with the basics of death strike spam and rune Tetris. If you aren't, go back a few weeks and read my post on why death knight tanking needs a few tweaks.
Here's the thing about active mitigation. In theory, we've had it before. Warriors used to struggle to reach a certain plateau of stats so that they could throw up Shield Block as an active cooldown and have it block most incoming physical damage. Actual active mitigation will probably be more complicated than that, but it gets the point through. The thing with that mitigation is that it prevents damage. You will block damage from ever happening.
It's much more complicated with Death Strike. With Death Strike, half of what you're doing isn't preventing damage; it's reacting to damage. You hope the Death Strike heal is enough to keep you alive. While you do then, in theory, get an absorption shield in the form of Blood Shield, this blood shield is an all-or-nothing thing. In other words, even for your average heroic 5-man boss, it will only take one to two hits to get that thing down, especially if it's during a spike damage phase where in theory you would need more active mitigation.
There's also the issue of resources. With the other three tanks, mana and rage are much more free-flowing pools of resource to draw from, and using a cooldown like Shield Block doesn't immediately lock out other abilities like, say, Thunder Clap. With Death Strike, you have only 4 runes that use Death Strike, and once you use them, they won't regenerate for a while. In addition, they will vie for regeneration privileges with 2 blood runes via Runic Empowerment. This means it is much, much more involved to manage resources as a death knight, to the point that it has its own name, "rune Tetris."
Finally, Death Strike can be parried, dodged, or just plain miss. While the chance for this to happen is low, it does happen, and it can lead to big trouble when it means you don't get the healing or Blood Shield you need at a critical moment. Sure, you can gear for hit and expertise, but that means you give up other, better defensive stats, make yourself a worse tank overall in terms of passive mitigation, and don't completely edge out parries unless you want to make yourself ludicrously bad at taking damage.

So how could this happen such that, say, paladins and warriors won't see the same issues? First, when you consider what active mitigation they're likely to get, we know that Ghostcrawler talked more about cooldowns like Shield Block and Holy Shield. Since their tanking theme is based around shielding, it seems likely they'll get something thematically similar to these, if those abilities aren't plain modified into what the dev team wants.
But here's the thing. These don't just create a static absorption shield. Instead, they create a heightened chance or value of blocking, something that, over a short window of time, will cause a certain amount of damage to be absorbed or avoided over multiple hits. This means their HP will gradually drain a manageable rate, one that will be much easier for a healer to manage, rather than a death knight's sudden rock-bottom health drop; this not only provides a larger chance for the death knight to just plain die to spike damage, but also leaves the healer panicking to heal up a huge health pool all at once.
It's also worth noting that armor class and block will still be in play here. Death knights still have a lower armor class. Passive block, while it probably will be nerfed somewhat, likely won't be out of the picture completely. Finally, a reactive shield ability probably won't be required to hit the enemy, thus removing the need to waste itemization on hit and expertise and removing the chance of its "missing" and failing to activate on the tank.
The resource issue is also in play here. Ghostcrawler specifically said in his address that he doesn't want to see, for example, warrior tanks pooling all their rage for Shield Block. This is what death knights do with runes at the moment, so unless that changes, expect the already more flexible rage and mana resource pools to continue to be superior to runes for active mitigation purposes.
All of this means that while it may be a pain to go back to a more active style of mitigation, the type of shield block mechanics paladins and warriors use are more likely to be less cumbersome, smoother to engage, and easier to use than Death Strike is right now.

If there's one light at the end of the tunnel for death knight tanks, it is that we do get the odd blue post that claims the devs know about our issues and would like to look into fixing them. Of course, they always add "without stripping your unique flavor." I'm not sure that addition is all that much of a given, considering they stripped a lot of flavor out of blood to begin with in patch 4.0, not to mention completely removing frost and unholy tanking -- but that is what it is, and I understand why they did it. I just think they may need to make similar drastic changes this time around. However, given the restriction of trying to keep the current flavor, here's one idea set of ideas to fix this.
First, they just need to remove most of Death Strike's healing potential. They removed most of our self-healing as it is in patch 4.0, so perhaps they should just admit that it's over and remove most of the rest of it. Let self-healing primarily be the realm of cooldowns. I say this because with that self-healing gone, they can then bump our passive mitigation just a bit more, primarily by increasing our armor to be on par with other tanks, likely via a Blood Presence buff. Relying on self-healing isn't doing much but putting us closer to death and making our healers panic, so let's deemphasize it.
Next, they'll need to change our mastery. Likely what they'll want to do with Blood Shield, if they insist on keeping it, is make it work a little more like a Shield-Block-type skill. It shouldn't blow its protection all at once, but rather provide a longer-lasting shield to allow for a smoothing out of the damage. Let's say, it still creates a shield for X amount of damage, more or less as before (independent of Blood Strike healing, thanks to that nerf) but can only block Y% its total amount every hit. This should allow it to stay up for multiple hits, giving your healers time to smoothly heal the more consistent damage you're taking -- which should be less in the first place, thanks to the extra armor.
Resources are another problem. We'll still have to deal with rune Tetris. It's possible that simply modifying Blood Shield so we don't have to Death Strike spam will be enough, but it may also be that we'll want to try something more drastic. Now that Rune Strike will in theory not be needed for threat, it may be that making it trigger Blood Shield will give us the more flexible resource pool we need, leaving our more finicky rune pool free to use for cooldowns and disease applications.
Finally, there's the issue of hit and expertise. Rune Strike's being the new Blood Shield applicator might help with this, as it cannot be dodged, blocked, or parried. Of course, Ghostcrawler has said he considers the death knight need for hit and expertise a good thing, so who knows if we'll get any relief on that front. Still, considering the active mitigation abilities of paladins, warriors, and druids are unlikely to need to hit the boss, it will leave us at a disadvantage if our ability can miss.
One thing's for sure: The patch 4.3 PTR can't come soon enough. Hopefully, once we have a better idea of the changes Blizzard plans to implement, we'll better know where all tanks will stand in the brave new world of active mitigation for all.
Filed under: Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 2)
Djinn Aug 23rd 2011 6:12PM
Well this article sums up pretty much exactly why I am not paying for WoW anymore. 4.0 ruined DKs for me and I didn't want to put that kind of work into a toon again to chance it getting gutted. I think wow has gone to the dogs. Likeminded people should come to Telara and hang out with me..
dartheranul Aug 23rd 2011 7:37PM
If you hate it so much, why keep reading about it? Comments like this serve no purpose at all.
Well, maybe to use the downrate button.
Matthew Aug 23rd 2011 6:14PM
That video is A M A Z I N G.
Jack Mynock Aug 23rd 2011 6:35PM
I haven't felt that emasculated in a decade. Maybe never.
jaqtuhp Aug 23rd 2011 7:43PM
SOOooo sick...
brain314 Aug 23rd 2011 11:03PM
I haven't even read the article yet. I'm glad I didn't skip the last half, because that invisible tetris was unreal.
Nospoon Aug 24th 2011 5:50PM
For 22 years, I was under the incorrect assumption that one could not beat Tetris. Now I wonder if WoW can be beaten or not? ;)
Hih Aug 24th 2011 6:48PM
@brain: Seriously! I thought the 10 pieces a second speed at the end was crazy, he's still going while it's freaking [b]invisible![/b]
Diirtyhippy Aug 23rd 2011 6:22PM
2 words for that video:
HOLY
CRAP
Lankey Aug 23rd 2011 6:33PM
Don't forget that Druids are also currently using Active Mitigation, though with a much less complex mechanic behind it.
If we don't attack then we generate no savage defence shield (non-stacking, I might add). Equal effect if we miss, we fail to have a chance at reducing damage.
When these tanking changes come into effect I have a feeling that its only going to be Warriors and Paladins seeing major changes.
Izzy Aug 23rd 2011 8:49PM
Let's be fair here, since I play both a DK and a druid I see both sides of the fence. The major difference here is on average a DK takes around 25 unmitigated (via shield) hits a minute (regardless of gear level), whereas a druid at a decent gear level will have an uptime of over 50% on savage defense meaning about 15 unmitigated hits a minute (assuming a 1.8 swing timer which is correct if the boss is debuffed properly and around 8 DS/min which is about average although great players can hit 10 DS/min). Once you add in druid's higher avoidance, you're talking about ~18 unmitigated hits for the DK (after 31% avoidance) and ~8 unmitigated hits for a druid (after close to 40% avoidance). Avoidance estimates are from my toons at similar gear levels (in fact my druid has a bit lower gear level than my DK); SD uptime is calculated via Mew using both Bear calculators. That's a huge difference - DKs are far more spikey with FAR less armor to manage those unmitigated hits (health pools are about the same for DKs and Druids contrary to popular belief). Uptime also increases for druids as their gear level increases, and recent math from theincbear shows expertise/hit have little impact on SD uptime. It'd be remiss of me to suggest Druids don't have issues, but they are a far cry from DKs at the moment. Full CTC has always been an issue, I'm not sure why Blizzard didn't learn this from Burning Crusade.
Izzy Aug 23rd 2011 9:00PM
It's also a bit disingenuous to say that Druid mitigation is active, it's really rather passive in comparison - it's something in between the two for sure, but it's not something you have to manage your resources to watch (and if you do stop macroing maul into every attack and you'll be fine). It comes pretty naturally and isn't even something you really manage. Sure the SD shields don't stack but they don't need to, they're wiped so quickly it doesn't matter.
Side note so I don't have to answer it later: No SD does not activate 50% of the time, the UPTIME is ~50% of the fight in ~365i+. Just try it out on a sim if you don't believe me.
Cambro Aug 23rd 2011 6:36PM
Nerf Japanese!
The video wasn't working for me, if you have problems too, the link is http://www.youtube.com/watch?v=bZeIOM50gT0&feature=player_embedded
Tolarin Aug 23rd 2011 6:50PM
I understood gc's post to mean that this was supposed to make hit/exp/haste more interesting stats for tanks in general because active mitigation skills would all need to hit the target to activate, not just death strike. I'll have to re-read it to be sure. If that's the case, that actually would make a better situation for dk's compared to other tanks. If blizz follows through with making rage an actual resource for bear/wars (as opposed to the too much rage in raids, not enough in heroics) then that makes rage a valuable resource that is wasted on a miss. That is a problem dk's don't have because they get their runes back on a miss, if I'm not mistaken. Also, the abilities will likely have cooldowns to prevent pooling rage and spamming your mitigation key. The cooldown being wasted on a miss is also a problem dk's don't have. I don't think it's all doom and gloom in dk land just yet, guys. :)
illmeetyouthere Aug 23rd 2011 7:14PM
Im actually ok at the moment for DK's (in a way). Definitely makes it interesting thats for sure lol. Had a think and maybe have something where death strike has a % chance to proc a shield (with no heal) but yeah. Will wait till 4.3PTR and go from there.
vegetto375 Aug 23rd 2011 7:48PM
While I agree with most of this post DK's have been known to survuve things that other tanks cannot thanks to blood shield, and or self-healing. That being said the DK model works against it self. The healing of blood shield is based on how much damage we take, not how much damage we do, this means that every shield we put up cuts the damage we take and the size of or next shield. This is the biggest problem that makes us spike, also blood shield absorbs damage meaning that you gain no vengence from it. One of the way we could be better improve is to make blood shield heal for the amount of damage we do, this will also make hit/exp more desirable as the more we hit the more damage we do the more damage we prevent.
I also agree that our armor needs to be buffed and our runned system needs to be re-revamped maybe everytime our shield is consummed/expires we get a haste buff that replenishes our runnes faster.
All in all I dont want the current DK's play style to go away, personally I have survived fights longer with out a healer that say a pally or warrior could have and this to me is not a bad thing
pancakes Aug 23rd 2011 8:31PM
"Finally, a reactive shield ability probably won't be required to hit the enemy, thus removing the need to waste itemization on hit and expertise and removing the chance of its "missing" and failing to activate on the tank."
Actually, I'm pretty sure that is the whole point. They want hit/exp to be useful for Pallies/Warriors now that they're no longer needed for threat.
Emophia Aug 23rd 2011 9:02PM
Yeah I really wish they'd go back to ICC Blood tanking (without Icy slam).
I mean Heart strike is my freaking specialization I should be using it for more than spending a blood rune right before another comes on CD to keep blood barrier rolling without wasting runic empowerment in blood runes.
Henri Poincaré Aug 23rd 2011 11:08PM
Well said. But you missed out there - I'd say, "Heart Strike is my bloody specialty, ...".
Heii Aug 23rd 2011 11:18PM
This is one reason I don't play my DK.
Why work twice as hard for the same result as a 123 Paladin or a Warrior?
If I may add my idea;
DS is on a (short) cooldown, but heals for more (as blood spec),
Blood Presence now returns a portion of the damage dealt as healing,
Change mastery so we gain a stacking shield from said self-healing.
The idea would be to bring our mastery (and us) closer to a blocking mechanic while giving us an active mitigation cooldown in the form of DS.
Course, it's been a while since I've tanked. I kinda got tired of babysitting in the ZG/ZA heroics.